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Do Not Feed the Monkeys similar games & best alternatives

Do Not Feed the Monkeys

PC (Microsoft Windows), Mac, iOS, PlayStation 4, Xbox One, Android, Nintendo Switch, Linux • 2018

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Quick resume

A digital voyeur simulator where you watch strangers through surveillance cameras. Invade their privacy and witness their most intimate moments, but don’t interact with the subjects – anything could happen if you dare feed the monkeys!

Global score

94/100

Genres

Indie, Simulator, Strategy, Adventure, Puzzle

Similar games

    Pros

    • Unique voyeuristic premise
    • High replayability with multiple endings
    • Engaging investigative gameplay
    • Thought-provoking moral choices
    • Accessible pixel art style

    Cons

    • Short fixed playthrough length
    • Resource management can be stressful
    • Some repetitive or filler content
    • Randomized cages may cause replay fatigue
    • Lack of social or cooperative features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to direct their own actions, choose pace, explore, and make decisions in story and relationships."

      Capsule for My Time at Sandrock My Time at Sandrock

      "Players have freedom to choose how to interact with the observed subjects, including whether to interfere or not, and can decide their own approach to managing resources and storylines."

    • Competence

      Game with the same Competence vibe

      3

      "Game involves solving challenging puzzles and managing limited resources, providing skill tests and feedback."

      Capsule for Fobia - St. Dinfna Hotel Fobia - St. Dinfna Hotel

      "The game involves puzzle solving, investigation, and resource management that challenge players to learn and optimize strategies, though some tasks can feel repetitive."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on individual play and personal progress rather than competing against others."

      Capsule for Despotism 3k Despotism 3k

      "Focus is on individual play and personal progress without direct competition or comparison to other players."

    • Continuation

      Game with the same Continuation vibe

      4

      "High replay value with multiple endings and secrets encourages repeated playthroughs."

      Capsule for Undertale Undertale

      "High replay value with multiple endings and randomized scenarios encourages repeated playthroughs despite the fixed 16-day limit."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Gameplay centers on solo tasks with no indication of multiplayer or cooperative elements."

      Capsule for [Chilla's Art] The Closing Shift | 閉店事件 [Chilla's Art] The Closing Shift | 閉店事件

      "Gameplay centers on solo observation and decision-making with no multiplayer or cooperative elements."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players experiment with different choices and explore various outcomes, though within a predefined narrative structure."

      Capsule for Disturbed Disturbed

      "Players creatively influence story outcomes and experiment with different interactions, though within predefined scenarios."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions are balanced and focused on player strategy rather than exerting control over others."

      Capsule for Pyrene Pyrene

      "Interactions are balanced with moral choices; players are not encouraged to exert control over others aggressively."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game to immerse themselves in a fictional world and escape real-life through engaging mysteries."

      Capsule for Ace Attorney Investigations Collection Ace Attorney Investigations Collection

      "The voyeuristic and investigative gameplay offers an immersive escape from real life, with players engaging deeply in the fictional world."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of curiosity and intrinsic interest rather than obligation or external pressure."

      Capsule for Superliminal Superliminal

      "Players engage voluntarily out of curiosity and intrinsic interest rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Encourages trying different choices and exploring multiple endings, fostering experimentation with story paths."

      Capsule for Monster Loves You! Monster Loves You!

      "Multiple endings and randomized cages encourage trying new approaches and exploring different story paths."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore multiple storylines and environments, uncovering mysteries and secrets."

      Capsule for The 25th Ward: The Silver Case The 25th Ward: The Silver Case

      "Players discover new storylines and secrets through observation and investigation, though within a limited set of environments."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited customization; player expression mainly through choices rather than avatar or environment personalization."

      Capsule for Reigns: Her Majesty Reigns: Her Majesty

      "Limited player customization; expression mainly through choices rather than avatar or environment personalization."

    • Fantasy

      Game with the same Fantasy vibe

      2

      "The game features a whimsical and imaginative setting with surreal elements."

      Capsule for Can of Wormholes Can of Wormholes

      "The game features imaginative and surreal story elements mixed with realistic surveillance themes."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; gameplay is solitary."

      Capsule for Switchcars Switchcars

      "No social or community features; gameplay is solitary."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn resource management, crafting, and strategic planning, improving skills over multiple playthroughs."

      Capsule for Siege Survival: Gloria Victis Siege Survival: Gloria Victis

      "Players learn to manage resources, decode clues, and improve strategies over multiple playthroughs."

    • Health

      Game with the same Health vibe

      -4

      "Sedentary gameplay with no physical activity; some players note stress but related to game tension."

      Capsule for Aliens: Dark Descent Aliens: Dark Descent

      "Gameplay involves sedentary play with some players noting stress and obsessive tendencies."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and continuous engagement to manage resources and avoid hazards."

      Capsule for Feed the Deep Feed the Deep

      "Requires active attention to multiple simultaneous events and resource management."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No emphasis on forming close relationships; interactions are surface-level or absent."

      Capsule for NINJA GAIDEN Σ2 [NINJA GAIDEN: Master Collection] NINJA GAIDEN Σ2 [NINJA GAIDEN: Master Collection]

      "Interactions are surface-level observations without forming close relationships."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management mechanics; player acts independently."

      Capsule for Gunpoint Gunpoint

      "No leadership or group management mechanics; player acts independently."

    • Progression

      Game with the same Progression vibe

      3

      "Players accumulate clues, items, and story knowledge to advance through the game."

      Capsule for The Samaritan Paradox The Samaritan Paradox

      "Players accumulate cameras, money, and story knowledge to progress through the game."

    • Relaxation

      Game with the same Relaxation vibe

      -3

      "Complexity and micromanagement create sustained tension rather than relaxation."

      Capsule for Shadow Empire Shadow Empire

      "Resource and time management create tension and stress rather than relaxation."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable pixel art and sound design provide moderate sensory stimulation."

      Capsule for There Are No Orcs There Are No Orcs

      "Pixel art and sound design provide moderate sensory stimulation with a quirky atmosphere."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems present."

      Capsule for Crying Suns Crying Suns

      "No social recognition or status systems present."

    • Story

      Game with the same Story vibe

      4

      "Strong narrative immersion through scenarios, moral dilemmas, and evolving storylines."

      Capsule for Frostpunk Frostpunk

      "Strong narrative immersion through multiple interconnected storylines and moral dilemmas."

    • Strategy

      Game with the same Strategy vibe

      4

      "Players must plan resource management and timing carefully to succeed, especially on later nights and challenges."

      Capsule for myPOPGOES myPOPGOES

      "Players must plan resource use, timing, and investigative approaches to succeed."

    • Thrill

      Game with the same Thrill vibe

      3

      "Tension and suspense arise from moral dilemmas, time pressure, and consequences of decisions."

      Capsule for Papers, Please Papers, Please

      "Time pressure and moral choices create suspense and tension."

    • Value

      Game with the same Value vibe

      3

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

      Capsule for Do No Harm Do No Harm

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

    • Violence

      Game with the same Violence vibe

      1

      "Some violent events (murders, disasters) occur but are not a core gameplay focus."

      Capsule for dotAGE dotAGE

      "Some violent story outcomes exist but are not the main focus; gameplay is more about observation and decision-making."

    • Survival

      Game with the same Survival vibe

      3

      "Players manage resources like health, money, and time to avoid failure and progress."

      Capsule for Not Tonight Not Tonight

      "Players manage survival elements like hunger, sleep, and finances to avoid failure."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Relaxation, Survival, Violence, Fellowship. It leans lower than usual among comparable games on Expression, Violence, Status.

    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