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Kidnapped Girl similar games & best alternatives

Kidnapped Girl

PC (Microsoft Windows) • 2020

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Quick resume

The main character, named Clive, considers himself a psychopath. He has long wanted to hurt someone. So Clive kidnapped a girl on his seventeenth birthday. But the victim was more complicated than he'd thought.

Global score

86/100

Genres

Adventure, Casual, Indie, Simulator, Free To Play, Visual Novel

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    Pros

    • Engaging and emotional story
    • High quality art and music
    • Free to play
    • Russian voice acting adds atmosphere
    • Workshop mod support

    Cons

    • Very short gameplay
    • Limited player choices
    • Some find story and themes disturbing
    • English translation issues
    • Lack of multiple endings or depth

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      -2

      "The game is a visual novel with branching paths but limited meaningful choices; players mostly follow a set narrative with some minor decision points."

      Capsule for Oblivious Garden ~Carmina Burana Oblivious Garden ~Carmina Burana

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    • Competence

      Game with the same Competence vibe

      -3

      "Gameplay mainly involves reading and making occasional choices, with minimal skill or challenge."

      Capsule for Ballads at Midnight Ballads at Midnight

      "Gameplay involves reading and making simple choices, with minimal skill or challenge."

    • Competition

      Game with the same Competition vibe

      -5

      "No evidence of competitive elements; focus is on personal story experience."

      Capsule for Kinkoi: Golden Loveriche Kinkoi: Golden Loveriche

      "No evidence of competitive elements; focus is on personal story experience."

    • Continuation

      Game with the same Continuation vibe

      1

      "Some players replay for achievements and alternate endings, but the short length and limited replay value reduce habitual play."

      Capsule for Don't Knock Twice Don't Knock Twice

      "Some players replay to see different endings and workshop mods, but overall short playtime and limited content reduce habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player visual novel with no cooperative gameplay."

      Capsule for A Sky Full of Stars 仰望夜空的星辰 A Sky Full of Stars 仰望夜空的星辰

      "Single-player visual novel with no cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players can explore and interpret story elements, but limited creative input or modification of game world."

      Capsule for The Town of Light The Town of Light

      "Players can explore different story paths and workshop mods exist, but base game has limited creative input."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power over others; interactions are narrative-driven and equal."

      Capsule for Twelve Minutes Twelve Minutes

      "No social dominance or power over others; interactions are narrative and equal."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game to immerse in a dark, emotional story that contrasts with real life, providing emotional escape."

      Capsule for Little Misfortune Little Misfortune

      "Players use the game to experience a dark, emotional story distinct from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for entertainment and personal interest, not due to obligation."

      Capsule for Just Ignore Them Just Ignore Them

      "Players engage voluntarily for interest and entertainment, not obligation."

    • Experimenting

      Game with the same Experimenting vibe

      -2

      "Limited experimentation due to linear narrative and few choices; mostly following established story paths."

      Capsule for Perceptions of the Dead Perceptions of the Dead

      "Limited choices and story paths reduce experimentation; mostly following established narrative."

    • Exploration

      Game with the same Exploration vibe

      -3

      "Story unfolds in a fixed setting with no open exploration or discovery of new areas."

      Capsule for Tricolour Lovestory Tricolour Lovestory

      "Story unfolds in fixed settings with little discovery or new areas."

    • Expression

      Game with the same Expression vibe

      -3

      "Minimal character customization or self-expression; mostly fixed visuals and story."

      Capsule for Silver Creek Falls: Chapter 1 Silver Creek Falls: Chapter 1

      "Minimal character customization or self-expression; mostly fixed visuals."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Dark, psychological fiction with some plot twists and narrative unreliability."

      Capsule for Her Lie I Tried To Believe Her Lie I Tried To Believe

      "Story involves psychological and fictional elements, including a dark romance and edgy characters."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Primarily a solo experience with minimal social connection."

      Capsule for Cat Quest Cat Quest

      "Primarily a solo experience with minimal social connection."

    • Growth

      Game with the same Growth vibe

      2

      "Emotional growth and character development in story, but no player skill growth"

      Capsule for Fox Hime Zero Fox Hime Zero

      "Some character development and emotional insight occur, but limited player skill growth."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity."

      Capsule for NEKOPARA Vol. 1 NEKOPARA Vol. 1

      "Sedentary gameplay with no physical activity."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused reading and attention; not a background or idle game."

      Capsule for Marco & The Galaxy Dragon Marco & The Galaxy Dragon

      "Requires focused reading and attention; not a background or idle game."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Emotional connection to characters is present but limited social interaction."

      Capsule for Ame no Marginal -Rain Marginal- Ame no Marginal -Rain Marginal-

      "Emotional connection to characters is present but limited social interaction."

    • 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

      1

      "Progression is narrative-based through unlocking endings, not item or power accumulation."

      Capsule for My name is You and it's the only unusual thing in my life My name is You and it's the only unusual thing in my life

      "Progression is narrative-based through story endings rather than item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Some players find the story engaging and cathartic, though certain routes contain tension and disturbing themes."

      Capsule for Amnesia™: Memories Amnesia™: Memories

      "Some players find the story emotionally engaging and cathartic, though themes are dark."

    • Sensation

      Game with the same Sensation vibe

      1

      "Visual and auditory elements are pleasant but not highly stimulating or exciting."

      Capsule for Pixel Puzzles Traditional Jigsaw Puzzles Pixel Puzzles Traditional Jigsaw Puzzles

      "Visual and auditory elements are appreciated but not highly stimulating."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics."

      Capsule for What Remains of Edith Finch What Remains of Edith Finch

      "No social status or recognition mechanics."

    • Story

      Game with the same Story vibe

      4

      "Strong narrative focus with emotional and moral themes; story is central to the experience."

      Capsule for Deer Man Deer Man

      "Strong narrative focus with emotional and psychological themes."

    • Strategy

      Game with the same Strategy vibe

      -4

      "Minimal strategic or problem-solving elements; choices are straightforward."

      Capsule for Senren*Banka Senren*Banka

      "Minimal strategic or problem-solving elements; choices are straightforward."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense in story, but overall controlled and predictable narrative."

      Capsule for Vampire: The Masquerade - Coteries of New York Vampire: The Masquerade - Coteries of New York

      "Some suspense in story but overall controlled and predictable narrative."

    • Value

      Game with the same Value vibe

      4

      "Free game with positive reception for quality and enjoyment relative to time investment."

      Capsule for Island Dash Island Dash

      "Free game with positive reception for story and art; good value for time invested."

    • Violence

      Game with the same Violence vibe

      2

      "Themes include violence and dark imagery, but no direct violent gameplay."

      Capsule for The Horrorscope The Horrorscope

      "Themes include violence and dark psychological content, though not graphically explicit."

    • Survival

      Game with the same Survival vibe

      -3

      "No survival mechanics or threats; stable narrative environment."

      Capsule for Arcade Spirits Arcade Spirits

      "No survival mechanics or threat avoidance; stable narrative environment."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Violence, Creativity. It leans lower than usual among comparable games on Idle.

    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