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Holyday City: Reloaded similar games & best alternatives

Holyday City: Reloaded

PC (Microsoft Windows), Mac • 2018

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Quick resume

Build, manage & grow your city in Holyday City: Reloaded! An idle clicker game where you're the business tycoon, expanding your metropolis. Master resource & time management to upgrade businesses and thrive. Experience the ultimate town builder adventure with Holyday City.

Global score

81/100

Genres

Casual, Indie, Free To Play, Strategy, Simulator

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    Pros

    • Free to play
    • Long-term progression and achievements
    • Relaxing idle gameplay
    • Generous daily rewards
    • No pay-to-win pressure

    Cons

    • Slow progression especially late game
    • Repetitive and minimal active gameplay
    • Lack of social or multiplayer features
    • Some reports of save data loss
    • Basic graphics and audio

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can choose how and when to invest, upgrade, and reset, with some strategic planning especially in events."

      Capsule for AdVenture Capitalist AdVenture Capitalist

      "Players can choose when and what to upgrade, plan investments and resets, but gameplay is mostly waiting and clicking occasionally."

    • Competence

      Game with the same Competence vibe

      2

      "Players feel progression through upgrades and skill tree, but gameplay is simple and lacks deep skill challenges."

      Capsule for Incredicer Incredicer

      "Players feel progression and achievement through upgrades and milestones, but gameplay is simple and repetitive with minimal skill challenge."

    • Competition

      Game with the same Competition vibe

      -4

      "No evidence of competitive modes or leaderboards; focus is on personal progress and achievements."

      Capsule for Pacifish Pacifish

      "No evidence of competitive modes or leaderboards; focus is on personal progress and self-set goals."

    • Continuation

      Game with the same Continuation vibe

      4

      "Many players report long-term engagement with hundreds to thousands of hours played and frequent events encouraging habitual play."

      Capsule for MechWarrior Online™ Legends MechWarrior Online™ Legends

      "Many players report long-term engagement with habitual daily play and extended total playtime."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Game is single-player with no cooperative or multiplayer elements."

      Capsule for UMIGARI | ウミガリ UMIGARI | ウミガリ

      "Game is single-player with no cooperative or multiplayer elements."

    • Creativity

      Game with the same Creativity vibe

      -3

      "Players follow established upgrade paths and routines; limited customization or creation."

      Capsule for Tap Tap Infinity Tap Tap Infinity

      "Players follow predefined upgrade paths and routines; no creative building or customization."

    • Domination

      Game with the same Domination vibe

      -5

      "No player versus player or dominance mechanics; interactions are individual and equal."

      Capsule for Zup! F Zup! F

      "No player versus player or dominance mechanics; interactions are individual and equal."

    • Escapism

      Game with the same Escapism vibe

      3

      "Players use the game as a casual, relaxing distraction and stress relief."

      Capsule for Battle Group 2 Battle Group 2

      "Players use the game as a relaxing, casual distraction and stress relief."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Engagement is voluntary and driven by intrinsic interest and enjoyment."

      Capsule for Game Dev Tycoon Game Dev Tycoon

      "Engagement is voluntary and driven by intrinsic interest and enjoyment."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Some experimentation with upgrades, strategies, and timing, but largely follows established routines."

      Capsule for Prison Escape Simulator: Dig Out Prison Escape Simulator: Dig Out

      "Some strategic experimentation with investment timing and upgrade choices, but mostly routine play."

    • Exploration

      Game with the same Exploration vibe

      2

      "Unlocking new building sets and environments provides some discovery, though gameplay areas are limited."

      Capsule for URBO URBO

      "Unlocking new areas and features over time provides some discovery, though environments are simple and repetitive."

    • Expression

      Game with the same Expression vibe

      -4

      "No character or environment customization; presentation is standardized."

      Capsule for AdVenture Capitalist AdVenture Capitalist

      "No character or environment customization; presentation is standardized."

    • Fantasy

      Game with the same Fantasy vibe

      -4

      "The game emphasizes realistic modern city building and economic simulation rather than imaginative or fictional scenarios."

      Capsule for Highrise City Highrise City

      "Game simulates a realistic economic/city-building scenario without fantasy or imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No community or social features; play is individual."

      Capsule for Escape Rosecliff Island Escape Rosecliff Island

      "No social or community features; play is entirely individual."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop strategic skills and learn game mechanics over time."

      Capsule for Legends of Callasia Legends of Callasia

      "Players learn game mechanics and improve strategic investment decisions over time."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

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

    • Idle

      Game with the same Idle vibe

      5

      "Designed as an idle game with long periods of passive progress and short active sessions."

      Capsule for Idling to Rule the Gods Idling to Rule the Gods

      "Designed as an idle game with long periods of passive income accumulation and minimal active play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional relationship building."

      Capsule for Five Nights at Freddy's 2 Five Nights at Freddy's 2

      "No social or emotional relationship building."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles."

      Capsule for Getting Over It with Bennett Foddy Getting Over It with Bennett Foddy

      "No leadership or group management roles."

    • Progression

      Game with the same Progression vibe

      5

      "Strong focus on accumulating upgrades, resources, and achievements to advance."

      Capsule for Idle Research Idle Research

      "Strong emphasis on accumulating upgrades, resources, and achievements to advance."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Many players describe the game as relaxing and a good way to kill time without stress."

      Capsule for Tap Ninja - Idle game Tap Ninja - Idle game

      "Players describe the game as relaxing and a good way to pass time without stress."

    • Sensation

      Game with the same Sensation vibe

      1

      "Visuals are pixelated and simple; audio is minimal and unobtrusive, providing mild sensory stimulation."

      Capsule for Ages of Conflict: World War Simulator Ages of Conflict: World War Simulator

      "Visuals are simple but colorful; audio is minimal and often muted; some sensory enjoyment but not intense."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or ranking systems; achievements are personal."

      Capsule for Dicefolk Dicefolk

      "No social recognition or ranking systems; achievements are personal."

    • Story

      Game with the same Story vibe

      -4

      "No narrative or plot; gameplay is context-free incremental progression."

      Capsule for Idle Colony Idle Colony

      "No narrative or plot; gameplay is context-free incremental progression."

    • Strategy

      Game with the same Strategy vibe

      2

      "Some strategic decision-making in pricing, repairs, and upgrades but overall straightforward gameplay."

      Capsule for Car Dealer Simulator Car Dealer Simulator

      "Some strategic planning in investment and upgrade timing, but overall gameplay is straightforward."

    • Thrill

      Game with the same Thrill vibe

      -3

      "Gameplay is low risk and predictable; lacks suspense or high-stakes excitement."

      Capsule for Mr.Mine Mr.Mine

      "Gameplay is predictable and low risk; lacks suspense or excitement."

    • Value

      Game with the same Value vibe

      4

      "Free to play with good perceived value; players feel rewarded for time invested."

      Capsule for AdVenture Capitalist AdVenture Capitalist

      "Free to play with generous rewards; players feel good value for time invested."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay elements; focus on building and upgrading."

      Capsule for Realm Grinder Realm Grinder

      "No combat or destructive elements; focus on building and upgrading."

    • Survival

      Game with the same Survival vibe

      -5

      "No threats or failure states; stable and safe gameplay environment."

      Capsule for PowerWash Simulator PowerWash Simulator

      "No threats or failure states; stable and safe gameplay environment."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Idle, Thrill, Violence, Survival. It leans lower than usual among comparable games on Creativity, Expression, Fantasy.

    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