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Do No Harm similar games & best alternatives

Do No Harm

PC (Microsoft Windows), iOS, Android • 2025

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Quick resume

Lovecraftian Doctor Simulator. Diagnose patients by analyzing unsettling symptoms and treat them using your Book of Medicine. Make moral choices — decide who to save or kill, discover whom to trust, and unlock multiple endings! Can you endure 30 days of perilous decisions?

Global score

74/100

Genres

Simulator, Visual Novel

Similar games

    Pros

    • Engaging and challenging gameplay loop
    • Strong lovecraftian atmosphere and story
    • Multiple endings and replay value
    • Unique medical diagnosis mechanics
    • Immersive art style and sound design

    Cons

    • Steep learning curve and limited tutorials
    • Some bugs and ui issues
    • Repetitive gameplay over long sessions
    • Limited character development and worldbuilding
    • Resource management can feel punishing

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players direct their own actions in diagnosing calls and choosing solutions without time pressure, showing moderate control over decisions."

      Capsule for Home Safety Hotline Home Safety Hotline

      "Players have significant control over diagnosis and treatment decisions, including dosage and medicine mixing, with some trial and error."

    • Competence

      Game with the same Competence vibe

      4

      "The game challenges players with complex puzzles, combat requiring strategy and skill, and exploration, providing a strong sense of competence."

      Capsule for System Shock: Enhanced Edition System Shock: Enhanced Edition

      "The game challenges players to learn complex mechanics, solve puzzles, and manage resources effectively to succeed."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal progression and overcoming challenges rather than direct player-vs-player competition."

      Capsule for Heretical Heretical

      "Focus is on individual problem solving and personal progress without direct player-vs-player competition."

    • Continuation

      Game with the same Continuation vibe

      3

      "Multiple endings and branching paths encourage replaying, though some find repeated playthroughs tedious."

      Capsule for Erica Erica

      "Multiple endings and branching paths encourage replay and extended engagement, though some find the gameplay loop repetitive."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Gameplay is primarily single-player and independent, with no cooperative multiplayer or teamwork."

      Capsule for Death and Taxes Death and Taxes

      "Gameplay is primarily single-player and independent, with no cooperative multiplayer or teamwork elements."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players can experiment with drug mixes and pricing strategies but within defined game mechanics."

      Capsule for Drug Dealer Simulator: Free Sample Drug Dealer Simulator: Free Sample

      "Players experiment with medicine dosages and mixing, but within a fixed system and predefined mechanics."

    • Domination

      Game with the same Domination vibe

      -5

      "Interactions are balanced and respectful; no evidence of exerting control or superiority over others."

      Capsule for Hyper Light Drifter Hyper Light Drifter

      "Interactions are balanced and respectful; no evidence of exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong Lovecraftian atmosphere and immersive horror setting provide escape from real life."

      Capsule for Skautfold: Shrouded in Sanity Skautfold: Shrouded in Sanity

      "The Lovecraftian horror setting and immersive story provide a strong escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and curiosity, with no obligation or external pressure."

      Capsule for TELEFORUM TELEFORUM

      "Players engage voluntarily out of interest and curiosity, with no obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Trial and error, learning through failure, and exploring system mechanics are core to gameplay."

      Capsule for Nucleares Nucleares

      "Trial and error, testing dosages, and exploring mechanics are core to gameplay and player learning."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players discover new features and mechanics gradually, though the environment is static and menu-based."

      Capsule for Wizard And Minion Idle Wizard And Minion Idle

      "Players discover new mechanics and story elements over time, though the environment is mostly static."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited customization; players use preset characters and environments without much personalization."

      Capsule for We Were Here Forever We Were Here Forever

      "Limited customization; players use preset characters and environments without much personalization."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong Lovecraftian fantasy and horror themes with supernatural and cosmic elements."

      Capsule for Omen Exitio: Plague Omen Exitio: Plague

      "Strong Lovecraftian fantasy and horror themes with eldritch elements and supernatural anomalies."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Minimal social interaction; focus is on solo play and individual experience."

      Capsule for You Will Die Here Tonight You Will Die Here Tonight

      "Minimal social interaction; focus is on solo play and individual experience."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills in combat, puzzle solving, and resource management throughout the game."

      Capsule for Eternal Evil Eternal Evil

      "Players develop skills in diagnosis, resource management, and puzzle solving through gameplay."

    • Health

      Game with the same Health vibe

      -4

      "Sedentary gameplay with no physical activity; no mention of health or exercise benefits."

      Capsule for Helskate Helskate

      "Sedentary gameplay with no physical activity or health-related benefits."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention and active decision-making throughout gameplay sessions."

      Capsule for Armoured Commander II Armoured Commander II

      "Requires focused attention and active decision-making throughout play sessions."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited emotional connections with characters; interactions are brief and mostly task-oriented."

      Capsule for Beholder: Conductor Beholder: Conductor

      "Limited emotional connection with characters; interactions are mostly functional and brief."

    • Leadership

      Game with the same Leadership vibe

      -4

      "No leadership or group management roles; players act independently."

      Capsule for Sonic Origins Sonic Origins

      "No leadership or group management roles; players act independently."

    • Progression

      Game with the same Progression vibe

      3

      "Players accumulate tools, upgrades, and complete missions to progress through the story."

      Capsule for Anonymous Hacker Simulator: Prologue Anonymous Hacker Simulator: Prologue

      "Players accumulate tools, unlock story branches, and improve skills over multiple playthroughs."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Some players find relaxation and flow, but many describe tension and frustration from gameplay."

      Capsule for Mahjong Soul Mahjong Soul

      "Some players find the gameplay calming, but others experience frustration and tension from difficulty."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visual and auditory atmosphere creates an eerie mood but sensory stimulation is moderate."

      Capsule for Port of Call Port of Call

      "Atmospheric visuals and sound create an eerie mood, though sensory stimulation is moderate."

    • Status

      Game with the same Status vibe

      -4

      "Achievements exist but social recognition or status is not a major focus."

      Capsule for Polandball: Can into Space! Polandball: Can into Space!

      "Achievements exist but social recognition or status seeking is not a major focus."

    • Story

      Game with the same Story vibe

      4

      "Strong narrative immersion with multiple endings, character interactions, and unfolding mysteries."

      Capsule for Lakeview Valley Lakeview Valley

      "Strong narrative immersion with multiple endings, character arcs, and unfolding mysteries."

    • Strategy

      Game with the same Strategy vibe

      4

      "Players must use logic, reasoning, and planning to solve mysteries and win trials."

      Capsule for Danganronpa: Trigger Happy Havoc Danganronpa: Trigger Happy Havoc

      "Players must use logic, deduction, and planning to diagnose and treat patients effectively."

    • Thrill

      Game with the same Thrill vibe

      2

      "Tension arises from time limits and resource scarcity, but overall risk is controlled and manageable."

      Capsule for Earth 2150 Trilogy Earth 2150 Trilogy

      "Tension arises from managing limited resources and sanity, but risk is controlled and predictable."

    • Value

      Game with the same Value vibe

      3

      "Generally perceived as good value for price, especially on sale, with satisfying gameplay length and replayability."

      Capsule for Do Not Feed the Monkeys Do Not Feed the Monkeys

      "Generally perceived as good value for price, with engaging gameplay and replayability."

    • Violence

      Game with the same Violence vibe

      -4

      "Focus on healing and management rather than combat or destruction."

      Capsule for Galacticare Galacticare

      "Focus on healing and diagnosis rather than combat or destruction."

    • Survival

      Game with the same Survival vibe

      3

      "Players face threats and must manage resources and skills to avoid failure and progress in story."

      Capsule for How To Date A Magical Girl! How To Date A Magical Girl!

      "Players manage resources and sanity to avoid failure and progress through the story."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Fellowship, Cooperation, Leadership, Violence. Here, the score leans higher than usual among comparable games on Story. It leans lower than usual among comparable games on Violence, Expression.

    How to use the graph
    Similar games map

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

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • 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.

    Last update: 30/04/2026