Delivery from the Pain:Survival / 末日方舟:生存 similar games & best alternatives

Delivery from the Pain:Survival / 末日方舟:生存

2019

Should you play it?

You'll play as a survivor in a world overrun by zombies. Explore and interact with other survivors, making tough choices about whether to help or exploit them. Defend against zombies, collect resources, craft, and fortify your shelter. Use strategy to escape this world and return to safety.

What works
  • Deep survival mechanics
  • Meaningful story with multiple endings
  • Extensive crafting and base building
  • Challenging stealth and combat
  • Good value for price
Things to keep in mind
  • Clunky controls and ui
  • Limited graphics and audio polish
  • Steep learning curve for new players
  • Resource scarcity can be frustrating
  • Some translation and localization issues

What to play next

Top picks

Games that feel the closest overall

  • Green Hell

  • The Forest

  • Dig or Die

  • TowerClimb

  • Dead In Vinland

  • Blood Money: Lethal Eden

  • Hobo: Tough Life

  • VEIN

  • Ancestors: The Humankind Odyssey

Hidden Gems

Less popular games with surprisingly high similarity

  • TowerClimb

  • Blood Money: Lethal Eden

  • Interrogation: You will be deceived

If you liked…

Recommendations by what you enjoyed most

  • Survival

    Sheltered

  • Autonomy

    Omen Exitio: Plague

  • Escapism

    Sheltered

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • Scroll or double-click the chart to zoom out and see more games.

Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers (hidden on purpose).

Delivery from the Pain:Survival / 末日方舟:生存: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. Here, the score leans higher than usual among comparable games on Survival. It leans lower than usual among comparable games on Fantasy, Relaxation.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    4

    "Players make meaningful choices that affect the story and character development, with some freedom in skill allocation and decision paths."

    Capsule for Omen Exitio: Plague Omen Exitio: Plague

    "Players can choose characters and make meaningful decisions affecting story and NPC outcomes; gameplay involves strategic resource management and exploration with freedom in approach."

  • Competence

    Game with the same Competence vibe

    3

    "The game has a steep learning curve with strategic depth and requires skill in social manipulation, stealth, and resource management."

    Capsule for OBEY OBEY

    "Game requires skillful stealth, resource management, and tactical combat; some players find the learning curve steep but fair."

  • Competition

    Game with the same Competition vibe

    -4

    "Single-player focused with no mention of multiplayer or leaderboards; gameplay centers on personal survival and progression."

    Capsule for Alien: Rogue Incursion Evolved Edition Alien: Rogue Incursion Evolved Edition

    "Single-player focused with no multiplayer or leaderboard elements; emphasis on personal survival and story progression."

  • Continuation

    Game with the same Continuation vibe

    3

    "Many players report engaging story and replayability with multiple endings encouraging continued play."

    Capsule for Song of Farca Song of Farca

    "Many players report being hooked by the challenging survival mechanics and multiple endings encouraging replay."

  • Cooperation

    Game with the same Cooperation vibe

    2

    "Players interact with NPCs, build relationships, and cooperate with classmates in story events, but no multiplayer cooperation."

    Capsule for Hero-U: Rogue to Redemption Hero-U: Rogue to Redemption

    "Interaction with NPCs involves trade and story choices affecting outcomes, but no multiplayer or direct player cooperation."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players engage in crafting, research, and build customization, modifying gear and base facilities."

    Capsule for Subterrain: Mines of Titan Subterrain: Mines of Titan

    "Extensive crafting and base building with technology research; players create and upgrade equipment and shelter."

  • Domination

    Game with the same Domination vibe

    -3

    "Interactions with NPCs are balanced; no evidence of exerting control or superiority over others."

    Capsule for Thief Simulator 2: Prologue Thief Simulator 2: Prologue

    "No evidence of dominance or power over others; interactions with NPCs are based on negotiation and choices."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game to immerse in a post-apocalyptic survival scenario, escaping real-life stress."

    Capsule for Sheltered Sheltered

    "Players use the game to immerse in a tense post-apocalyptic world, escaping real life through survival challenges."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest and intrinsic motivation; no indications of obligation or pressure."

    Capsule for Fears to Fathom - Ironbark Lookout Fears to Fathom - Ironbark Lookout

    "Players engage voluntarily out of interest and intrinsic motivation; no signs of obligation or pressure."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Players explore different characters, playstyles, and survival strategies, experimenting with stealth, combat, and crafting."

    Capsule for We Happy Few We Happy Few

    "Players explore different strategies, crafting options, and stealth tactics; some trial and error involved."

  • Exploration

    Game with the same Exploration vibe

    4

    "Core gameplay involves exploring environments, finding items, and uncovering story fragments."

    Capsule for Umfend Umfend

    "Core gameplay involves exploring multiple buildings and areas for resources and story clues."

  • Expression

    Game with the same Expression vibe

    1

    "Limited character customization; some expression through base building and crafting choices."

    Capsule for Green Hell Green Hell

    "Limited character customization; some self-expression through base building and crafting choices."

  • Fantasy

    Game with the same Fantasy vibe

    -2

    "The game is grounded in a realistic post-apocalyptic zombie survival scenario without strong fantasy or mythical elements."

    Capsule for After Long Night After Long Night

    "Game is grounded in a realistic zombie apocalypse scenario with plausible survival mechanics."

  • Fellowship

    Game with the same Fellowship vibe

    1

    "Some social connection through NPC companions and story, but primarily a solo experience."

    Capsule for Don't Escape: 4 Days to Survive Don't Escape: 4 Days to Survive

    "Some social connection through NPC interactions and story, but primarily a solo experience."

  • Growth

    Game with the same Growth vibe

    3

    "Players learn crafting recipes, upgrade gear, and improve survival skills over time."

    Capsule for Breathedge Breathedge

    "Players learn crafting recipes, survival strategies, and improve their shelter and equipment over time."

  • Health

    Game with the same Health vibe

    -4

    "Gameplay is sedentary with no physical activity; survival mechanics focus on in-game resource management rather than physical health."

    Capsule for Stickman Strikes: Conquer Fantasy World Stickman Strikes: Conquer Fantasy World

    "Game promotes sedentary play with no physical activity; survival is mental and resource management focused."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention for resource management, tactical decisions, and combat control; not a casual idle game."

    Capsule for Home Behind 2 Home Behind 2

    "Requires continuous attention to resource management, combat, and exploration; not a casual idle game."

  • Intimacy

    Game with the same Intimacy vibe

    1

    "Some emotional connection through story and NPC interactions, but limited depth in relationships."

    Capsule for Haven Park Haven Park

    "Limited emotional connections through NPC storylines and dialogue choices."

  • Leadership

    Game with the same Leadership vibe

    -2

    "No player leadership roles; some NPC allies assist but player does not lead groups."

    Capsule for SharpShooter3D SharpShooter3D

    "No player leadership roles; interactions are individual and NPCs act independently."

  • Progression

    Game with the same Progression vibe

    4

    "Strong progression through crafting, resource accumulation, skill upgrades, and story advancement."

    Capsule for The Last Caretaker The Last Caretaker

    "Strong progression through crafting, base upgrades, and story advancement."

  • Relaxation

    Game with the same Relaxation vibe

    -3

    "Game is tense and challenging, with frequent deaths and high difficulty causing stress rather than relaxation."

    Capsule for Rencounter Rencounter

    "Game is tense and challenging with constant threat of death; not designed for relaxation."

  • Sensation

    Game with the same Sensation vibe

    2

    "Atmospheric audio and visual design provide sensory engagement, though graphics are modest."

    Capsule for Schein Schein

    "Atmospheric audio and visual design provide sensory engagement, though graphics are modest."

  • Status

    Game with the same Status vibe

    -4

    "No social recognition or status systems; focus is on individual survival."

    Capsule for NAM NAM

    "No social status or recognition systems; focus is on individual survival."

  • Story

    Game with the same Story vibe

    4

    "Narrative is central, with player choices shaping story and multiple endings."

    Capsule for Moon Hunters Moon Hunters

    "Narrative is a key element with branching storylines and multiple endings influenced by player choices."

  • Strategy

    Game with the same Strategy vibe

    4

    "Requires planning, tactical use of items, stealth, and combat strategies to survive."

    Capsule for Eldritch Eldritch

    "Requires planning resource use, timing, stealth, and combat tactics to survive."

  • Thrill

    Game with the same Thrill vibe

    4

    "High suspense and tension from challenging obstacles and risk of instant death create thrilling gameplay."

    Capsule for Super Meat Boy Super Meat Boy

    "High tension from survival pressure, time management, and risk of death create thrilling gameplay."

  • Value

    Game with the same Value vibe

    4

    "Players report good value for price with many hours of gameplay and replayability."

    Capsule for Spirits of the Hellements - TD Spirits of the Hellements - TD

    "Players report good value for price with many hours of gameplay and replayability."

  • Violence

    Game with the same Violence vibe

    3

    "Combat involves melee and firearms against zombies; violence is central but not gratuitous."

    Capsule for Into the Dead: Our Darkest Days Into the Dead: Our Darkest Days

    "Combat involves killing zombies with melee and ranged weapons; violence is central but not gratuitous."

  • Survival

    Game with the same Survival vibe

    5

    "Core gameplay is about managing threats, resources, and staying alive in a hostile environment."

    Capsule for Sheltered Sheltered

    "Core gameplay is about managing resources, health, and threats to stay alive in a hostile environment."

Last update: 10/07/2026