I'm counting to 6... similar games & best alternatives

I'm counting to 6...

PC (Microsoft Windows) • 2024

Should you play it?

Turning onto an old road, the main character gets into an accident due to thick fog. Now he's trying to find someone who can help him. Forced to enter an old house, the main character finds himself trapped, from which it is not so easy to get out.

What works
  • Strong atmospheric horror and sound design
  • Well-crafted environments with immersive details
  • Effective jump scares
  • Short and focused experience
  • Accessible gameplay
Things to keep in mind
  • Very short playtime with limited replay value
  • Linear and simple gameplay with minimal challenge
  • Some technical issues and optimization problems reported
  • Story can be vague or underdeveloped
  • Lack of innovation compared to previous titles by developer

What to play next

Top picks

Games that feel the closest overall

  • Rise of Insanity

  • Close To The Sun

  • The Alien Cube

  • Dead Horizon: Origin

  • Revenge Of The Colon

  • Belladonna

  • Gray Dawn

  • Locked Up

  • Confidential Killings - A Detective Game

Hidden Gems

Less popular games with surprisingly high similarity

  • The Alien Cube

  • Dead Horizon: Origin

  • Revenge Of The Colon

If you liked…

Recommendations by what you enjoyed most

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).

I'm counting to 6...: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Survival, Violence, Competence. Here, the score leans higher than usual among comparable games on Violence, Thrill. It leans lower than usual among comparable games on Intimacy.

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 explore environments and interact with objects to trigger events, but progression is largely linear and scripted."

    Capsule for Locked Up Locked Up

    "Players explore environments and make decisions on where to go next, but progression is largely linear with scripted events."

  • Competence

    Game with the same Competence vibe

    1

    "Gameplay is simple and mostly involves walking and pulling levers; some puzzle elements but minimal skill challenge."

    Capsule for Shattered Lights Shattered Lights

    "Gameplay involves simple walking and basic puzzle solving with minimal challenge or skill required."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements or comparison to others; single player experience focused on personal exploration."

    Capsule for Wardwell House Wardwell House

    "No competitive elements; experience is single-player and focused on personal exploration."

  • Continuation

    Game with the same Continuation vibe

    -3

    "Short playtime (~30-60 minutes) and limited replay value with fixed scenarios reduce habitual or long-term engagement."

    Capsule for Interkosmos Interkosmos

    "Short playtime (~1 hour) and limited replay value reduce habitual or extended engagement."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player with no cooperative or multiplayer features."

    Capsule for Morphine Morphine

    "Entirely single-player with no cooperative or multiplayer features."

  • Creativity

    Game with the same Creativity vibe

    2

    "Unique visual style and atmospheric design encourage creative exploration, but gameplay follows predefined narrative paths."

    Capsule for Sinless + OST Sinless + OST

    "Some environmental storytelling and atmospheric design show creative effort, but gameplay follows established walking sim conventions."

  • Domination

    Game with the same Domination vibe

    -5

    "No social dominance or power dynamics over other players; purely narrative experience."

    Capsule for fault - milestone two side:above fault - milestone two side:above

    "No social dominance or power dynamics; player experiences the story individually."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong atmospheric horror and psychological tension provide immersive escape from reality."

    Capsule for [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル

    "Strong atmospheric horror provides immersive escape from reality and psychological tension."

  • Expectation

    Game with the same Expectation vibe

    -3

    "Players engage voluntarily for horror experience and exploration; no obligation or external pressure noted."

    Capsule for [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル

    "Players engage voluntarily for horror experience and story; no obligation or external pressure noted."

  • Experimenting

    Game with the same Experimenting vibe

    -2

    "Gameplay is mostly linear and scripted with limited novelty or experimentation."

    Capsule for Hellblade II: Senua’s Saga Hellblade II: Senua’s Saga

    "Gameplay is mostly linear and scripted with limited opportunity for experimentation."

  • Exploration

    Game with the same Exploration vibe

    3

    "Players explore an abandoned house and discover notes and secrets, though environment is limited."

    Capsule for Kach Kach

    "Exploration of abandoned village and house is central, though environments are limited and familiar."

  • Expression

    Game with the same Expression vibe

    -4

    "No character customization or player expression; presentation is standardized."

    Capsule for Supipara - Chapter 1 Spring Has Come! Supipara - Chapter 1 Spring Has Come!

    "No character customization or player expression; presentation is standardized."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Strong psychological horror and supernatural themes create an imaginative fictional experience."

    Capsule for Lurk in the Dark : Prologue Lurk in the Dark : Prologue

    "Psychological horror with supernatural and mysterious elements creates an imaginative fictional experience."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No community or social interaction; solo experience."

    Capsule for NEKOPARA Vol. 1 NEKOPARA Vol. 1

    "No community or social interaction; solo experience."

  • Growth

    Game with the same Growth vibe

    1

    "Some narrative and puzzle elements offer mild cognitive engagement, but limited skill development."

    Capsule for The Lightkeeper The Lightkeeper

    "Some narrative and puzzle solving may offer mild cognitive engagement but limited skill development."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay typical of walking simulators with no physical activity."

    Capsule for Tacoma Tacoma

    "Sedentary gameplay typical of walking simulators with no physical activity."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention during play; not designed for passive or background gaming."

    Capsule for We Love Katamari REROLL+ Royal Reverie We Love Katamari REROLL+ Royal Reverie

    "Requires focused attention during play; not designed for passive or background gaming."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional relationship building; isolated experience."

    Capsule for Murder House Murder House

    "No social or emotional relationship building; isolated experience."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements."

    Capsule for High On Life High On Life

    "No leadership or group management elements."

  • Progression

    Game with the same Progression vibe

    2

    "Progression through story and unlocking endings/achievements, but no complex item or upgrade systems."

    Capsule for The Losers Team The Losers Team

    "Progression through story and unlocking achievements, but no complex item or upgrade systems."

  • Relaxation

    Game with the same Relaxation vibe

    2

    "Some players found the atmosphere immersive and tension-building, but others found it stressful or too intense."

    Capsule for Lights Off! Lights Off!

    "Atmosphere creates tension but pacing and short length prevent sustained stress; some players find it engaging and immersive."

  • Sensation

    Game with the same Sensation vibe

    3

    "Effective use of sound design and atmospheric visuals to create emotional and sensory impact."

    Capsule for Love, Sam Love, Sam

    "Effective use of sound design and visual atmosphere provides sensory stimulation and emotional impact."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems."

    Capsule for Demolition Company Gold Edition Demolition Company Gold Edition

    "No social recognition or status systems."

  • Story

    Game with the same Story vibe

    4

    "Narrative immersion is a key feature, with engaging characters, emotional arcs, and creative storytelling."

    Capsule for Split Fiction Split Fiction

    "Narrative immersion is a key feature, with story revealed through environment and notes."

  • Strategy

    Game with the same Strategy vibe

    -3

    "Minimal strategic or problem-solving demands; puzzles are simple and straightforward."

    Capsule for Minute of Islands Minute of Islands

    "Minimal strategic or problem-solving demands; puzzles are simple and straightforward."

  • Thrill

    Game with the same Thrill vibe

    4

    "Jump scares and suspenseful atmosphere provide thrill and tension."

    Capsule for The Death | Thần Trùng The Death | Thần Trùng

    "Jump scares and suspenseful atmosphere generate moments of thrill and tension."

  • Value

    Game with the same Value vibe

    1

    "Generally considered fair value especially when purchased on sale, though short length noted."

    Capsule for Adventures of Bertram Fiddle 1: A Dreadly Business Adventures of Bertram Fiddle 1: A Dreadly Business

    "Generally considered fair value especially on sale; short length noted as a downside by some."

  • Violence

    Game with the same Violence vibe

    3

    "Includes horror elements with monsters and implied violence, though combat is avoidance-based."

    Capsule for Veneficium Veneficium

    "Includes horror elements with implied violence and frightening events, though no direct combat."

  • Survival

    Game with the same Survival vibe

    -2

    "No traditional survival mechanics; player cannot die and there is no threat of failure."

    Capsule for Layers of Fear (2016) Layers of Fear (2016)

    "No actual survival mechanics or threat of death; player cannot fail or die."

Last update: 09/07/2026