Exit From similar games & best alternatives

Exit From

PC (Microsoft Windows) • 2021

Should you play it?

Exit From - is a first-person horror-stealth game with quest and procedural generation elements where you have to get out of the old Soviet house, which changes every new game.

What works
  • Strong atmospheric and immersive sound design
  • Interesting procedural generation and randomized item placement
  • Good value for price especially on discount
  • Unique setting with soviet-era apartment block vibe
  • Customization options for room and avatar
Things to keep in mind
  • Frequent bugs and technical issues
  • Repetitive and sometimes tedious gameplay
  • Poor ai behavior and unbalanced pursuer mechanics
  • Limited narrative and story depth
  • Inventory and control frustrations

What to play next

Top picks

Games that feel the closest overall

  • DreadOut 2

  • Eternal Evil

  • Total Chaos

  • Alisa

  • The Flame in the Flood

  • CONSCRIPT: Director’s Cut

  • Die Young

  • Studio System : Guardian Angel

  • D'LIRIUM

Hidden Gems

Less popular games with surprisingly high similarity

  • Eternal Evil

  • Studio System : Guardian Angel

  • D'LIRIUM

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    Eyes: The Horror Game

  • Exploration

    Shadowgate

  • Thrill

    The Walking Dead: Season Two

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).

Exit From: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Fellowship, Violence, Cooperation, Survival. It leans lower than usual among comparable games on Fantasy, Relaxation, Growth.

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

    3

    "Players have freedom to explore locations, find and use items logically, with some puzzle solving and choice in approach."

    Capsule for Cursed Cursed

    "Players have freedom to explore the building, search for keys and decide routes, but constrained by inventory limits and random key-door assignments."

  • Competence

    Game with the same Competence vibe

    2

    "Game involves skillful navigation, puzzle solving, and combat, but some bugs and inconsistent mechanics reduce the sense of mastery."

    Capsule for SCP: Ground Zero SCP: Ground Zero

    "Game involves puzzle solving and stealth to evade the pursuer, but some bugs and repetitive tasks reduce the sense of mastery."

  • Competition

    Game with the same Competition vibe

    -4

    "Focus is on personal progress and exploration without competitive elements or leaderboards."

    Capsule for Crime Scene Cleaner Crime Scene Cleaner

    "Focus is on individual progress and exploration without competitive elements or leaderboards."

  • Continuation

    Game with the same Continuation vibe

    1

    "Some players enjoy replaying for collectibles and achievements, but the short length and bugs reduce long-term engagement."

    Capsule for Mail Time Mail Time

    "Some players report replaying for achievements and collectibles, but repetition and bugs reduce long-term engagement."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single-player experience with no cooperative or multiplayer features."

    Capsule for Layers of Fear 2 (2019) Layers of Fear 2 (2019)

    "Single-player experience with no cooperative or multiplayer features."

  • Creativity

    Game with the same Creativity vibe

    2

    "Customization of characters and cosmetics is available, and players can create custom rooms, but gameplay follows established class and map structures."

    Capsule for Heroes of Valor Heroes of Valor

    "Players can customize their room and some cosmetic items; however, gameplay follows a fixed structure with limited creative input."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control over others; interactions are with environment and AI only."

    Capsule for Shelter 2 Shelter 2

    "No elements of exerting control over others; interactions are with environment and AI only."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong atmosphere and tension provide immersive escape from reality; players seek thrill and distraction."

    Capsule for Eyes: The Horror Game Eyes: The Horror Game

    "Strong immersive atmosphere and tension provide escape from reality, with players seeking distraction through suspenseful gameplay."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for fun and challenge, not due to obligation or external pressure."

    Capsule for 60 Seconds! Reatomized 60 Seconds! Reatomized

    "Players engage voluntarily for entertainment and challenge, not due to obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Players try different strategies and adapt to random elements each playthrough."

    Capsule for Terraformers: First Steps on Mars Terraformers: First Steps on Mars

    "Randomized item locations and procedural elements encourage players to try different strategies each playthrough."

  • Exploration

    Game with the same Exploration vibe

    4

    "Exploring multiple rooms and discovering new areas and secrets is a core gameplay element."

    Capsule for Shadowgate Shadowgate

    "Core gameplay revolves around exploring multiple floors and rooms to find keys and items."

  • Expression

    Game with the same Expression vibe

    2

    "Some avatar and room customization allows limited self-expression."

    Capsule for Holoidle Holoidle

    "Some avatar and room customization options exist, allowing limited self-expression."

  • Fantasy

    Game with the same Fantasy vibe

    -2

    "Set in a realistic post-apocalyptic Russia with plausible scenarios; some surreal or dreamlike sequences present but limited."

    Capsule for 35MM 35MM

    "Setting is a realistic Soviet-era apartment block with a human pursuer, minimal fantasy elements."

  • Fellowship

    Game with the same Fellowship vibe

    -5

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

    Capsule for Demon Hunter 2: New Chapter Demon Hunter 2: New Chapter

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

  • Growth

    Game with the same Growth vibe

    1

    "Some learning curve in item use and strategies, but overall gameplay is simple with limited progression."

    Capsule for The Bonerooms The Bonerooms

    "Players learn item uses and stealth tactics, but limited depth and repetitive gameplay restrict sustained growth."

  • Health

    Game with the same Health vibe

    -5

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

    Capsule for Source of Madness Source of Madness

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

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention due to stealth and puzzle solving; not suitable for casual background play."

    Capsule for Take me, Vitaly Take me, Vitaly

    "Requires focused attention due to stealth and puzzle elements; not suited for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No interpersonal relationships or emotional social interactions."

    Capsule for Zup! Z Zup! Z

    "No interpersonal relationships or emotional social interactions."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles."

    Capsule for Supermarket Chaos Supermarket Chaos

    "No leadership or group management roles."

  • Progression

    Game with the same Progression vibe

    3

    "Players collect weapons, keys, and power-ups, progressing through levels and unlocking new areas."

    Capsule for Chasm: The Rift Chasm: The Rift

    "Players collect keys, inventory upgrades, and achievements, progressing through floors and unlocking content."

  • Relaxation

    Game with the same Relaxation vibe

    -3

    "Tense atmosphere and frequent threats create sustained tension rather than relaxation."

    Capsule for SCP: Ground Zero SCP: Ground Zero

    "Tense atmosphere and pursuer create sustained stress rather than relaxation or flow."

  • Sensation

    Game with the same Sensation vibe

    3

    "Sound design and atmospheric effects provide sensory stimulation and emotional engagement."

    Capsule for Eldritch Eldritch

    "Sound design and atmospheric effects provide sensory stimulation and emotional tension."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems present."

    Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "No social recognition or status systems present."

  • Story

    Game with the same Story vibe

    1

    "Minimal narrative with environmental storytelling and notes; story is vague and secondary to gameplay."

    Capsule for Transmissions: Element 120 Transmissions: Element 120

    "Minimal narrative conveyed through notes and environment; story is vague and secondary to gameplay."

  • Strategy

    Game with the same Strategy vibe

    3

    "Players must plan routes, manage item use, and solve puzzles strategically to avoid capture."

    Capsule for ESCAPE FROM BOYKISSER ESCAPE FROM BOYKISSER

    "Players must plan item usage, routes, and stealth tactics to evade the pursuer and solve puzzles."

  • Thrill

    Game with the same Thrill vibe

    4

    "Suspenseful and emotionally intense moments create thrill and tension."

    Capsule for The Walking Dead: Season Two The Walking Dead: Season Two

    "Suspense and fear of being caught create thrilling moments and tension."

  • Value

    Game with the same Value vibe

    2

    "Generally considered good value for price, especially on sale; some frustration with bugs."

    Capsule for You Deserve You Deserve

    "Generally considered good value for price, especially on discount, though bugs detract from experience."

  • Violence

    Game with the same Violence vibe

    1

    "Some combat avoidance and chase elements, but violence is minimal and not glorified."

    Capsule for The Walking Fish 2: Final Frontier The Walking Fish 2: Final Frontier

    "Some combat elements like throwing objects at pursuer, but violence is minimal and not central."

  • Survival

    Game with the same Survival vibe

    3

    "Players manage resources, avoid threats, and progress through survival challenges."

    Capsule for Tinkerlands: A Shipwrecked Adventure Tinkerlands: A Shipwrecked Adventure

    "Avoiding the pursuer and managing limited inventory create survival challenges."

Last update: 09/07/2026