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Locked Up similar games & best alternatives

Locked Up

PC (Microsoft Windows) • 2020

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Quick resume

The game “Locked Up" is the first project developed in 2020 by the studio EMIKA_GAMES consisting of one person.

Global score

78/100

Genres

Indie

Similar games

    Pros

    • Strong psychological horror atmosphere
    • Effective sound design and jump scares
    • Immersive and tense environment
    • Well-crafted visuals and lighting
    • Engaging narrative elements

    Cons

    • Short gameplay length
    • Slow and repetitive walking mechanics
    • Some confusing story elements
    • Lack of gameplay variety
    • Price considered high by some for content

    Motivations

    • Autonomy

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      3

      "Players explore a linear, scripted environment with some freedom to choose where to go next, but overall progression is guided by preset tasks."

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    • Competence

      Game with the same Competence vibe

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      "Gameplay involves puzzle solving and exploration with some challenge, but overall mechanics are simple and accessible."

      Capsule for Corpse Party Corpse Party

      "Gameplay involves puzzle-like interactions and exploration with some challenge in finding triggers, but overall mechanics are simple."

    • Competition

      Game with the same Competition vibe

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      "No competitive elements or comparison to others; focus is on individual experience."

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      "No competitive elements; focus is on individual experience without comparison to others."

    • Continuation

      Game with the same Continuation vibe

      1

      "Some players report repeated play sessions and enjoyment, but others find it short and occasionally boring after initial scares."

      Capsule for Rake Rake

      "Some players report engaging atmosphere and scares that encourage continued play, but short length and repetitive walking may reduce long-term attachment."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience with no cooperative gameplay or social collaboration."

      Capsule for MADiSON MADiSON

      "Single-player experience with no cooperative gameplay or social collaboration."

    • Creativity

      Game with the same Creativity vibe

      1

      "Players interact with the environment and puzzles creatively, but within predefined game structures and narrative."

      Capsule for Normality Normality

      "Players interact with environment and piece together story, but within predefined structures and scripted events."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power dynamics; purely individual experience."

      Capsule for Monument Valley Monument Valley

      "No social dominance or power dynamics; purely individual experience."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong psychological horror atmosphere provides immersive escape from reality."

      Capsule for Rhome Rhome

      "Strong psychological horror atmosphere provides immersive escape from reality and tension relief through scares."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in horror and exploration; no obligation or external pressure noted."

      Capsule for Suite 776 Suite 776

      "Players engage voluntarily out of interest in horror and exploration, with no obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      1

      "Some exploration and puzzle experimentation, but mostly following a linear path and scripted events."

      Capsule for The Survey The Survey

      "Some exploration and interaction with environment to discover triggers, but mostly following scripted progression."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore detailed environments and uncover story elements, though within a linear path."

      Capsule for Red Matter Red Matter

      "Players explore changing environments and uncover story elements, though within limited and repeated spaces."

    • Expression

      Game with the same Expression vibe

      -5

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

      Capsule for The Room Two The Room Two

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

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Engages players in supernatural horror fiction with ghosts and paranormal events."

      Capsule for Supernormal Supernormal

      "Engages players in supernatural and psychological horror fiction with ghostly entities and time shifts."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Experience is solitary with minimal social interaction."

      Capsule for Higurashi When They Cry Hou - Ch.2 Watanagashi Higurashi When They Cry Hou - Ch.2 Watanagashi

      "Experience is solitary with minimal social interaction beyond streaming or sharing impressions."

    • Growth

      Game with the same Growth vibe

      2

      "Players learn about story and environment through exploration and puzzle solving, gaining knowledge and understanding."

      Capsule for 35MM 35MM

      "Players learn to solve environmental puzzles and piece together story, gaining understanding over time."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity involved."

      Capsule for World of Tanks Blitz World of Tanks Blitz

      "Sedentary gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and timing; some waiting for events but generally active engagement."

      Capsule for The Sexy Brutale The Sexy Brutale

      "Requires focused attention to progress; some waiting for scripted events but generally continuous engagement."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No close social relationships formed in-game; interactions are minimal and surface-level."

      Capsule for Lushfoil Photography Sim Lushfoil Photography Sim

      "No close social relationships formed within gameplay; interactions are minimal and surface-level."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; single-player experience."

      Capsule for Five Nights at Freddy's: Security Breach Five Nights at Freddy's: Security Breach

      "No leadership or group management roles; single-player experience."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through story and unlocking achievements, but no extensive item or upgrade accumulation."

      Capsule for A Way Out A Way Out

      "Progression through story and unlocking new events, but no accumulation of items or upgrades."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Atmosphere creates tension and suspense but also moments of calm exploration; moderate relaxation."

      Capsule for The Last NightMary - A Lenda do Cabeça de Cuia The Last NightMary - A Lenda do Cabeça de Cuia

      "Atmosphere creates tension and suspense with moments of relief; not primarily relaxing but engaging."

    • Sensation

      Game with the same Sensation vibe

      4

      "Strong sensory stimulation through scares, sound design, and atmospheric visuals."

      Capsule for Demonologist Demonologist

      "Strong sensory stimulation through audio-visual scares, lighting effects, and atmospheric design."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems present."

      Capsule for House Builder House Builder

      "No social recognition or status systems present."

    • Story

      Game with the same Story vibe

      3

      "Narrative elements and environmental storytelling provide moderate plot immersion."

      Capsule for Hello Neighbor 2 Alpha 1.5 Hello Neighbor 2 Alpha 1.5

      "Narrative immersion through environmental storytelling and unfolding plot, though sometimes confusing."

    • Strategy

      Game with the same Strategy vibe

      1

      "Some puzzle-solving and interpretation require mental engagement, but overall gameplay is straightforward."

      Capsule for KARMA: The Dark World KARMA: The Dark World

      "Some puzzle solving and exploration require mental engagement, but mostly straightforward interactions."

    • Thrill

      Game with the same Thrill vibe

      4

      "High suspense and jump scares create thrilling and tense experiences."

      Capsule for Fears to Fathom - Carson House Fears to Fathom - Carson House

      "High suspense and jump scares create thrilling and tense experiences."

    • Value

      Game with the same Value vibe

      0

      "Mixed player opinions on price versus content length; some feel price is high for short experience."

      Capsule for Death Come True Death Come True

      "Mixed player opinions on price versus content length; some feel price is steep for short gameplay."

    • Violence

      Game with the same Violence vibe

      3

      "Includes horror elements with some violent imagery and scares, but no combat gameplay."

      Capsule for The Lightkeeper The Lightkeeper

      "Includes supernatural horror elements with implied violence and disturbing imagery, but no direct combat gameplay."

    • Survival

      Game with the same Survival vibe

      1

      "Players must avoid failure in puzzles and uncover mysteries, but no direct survival mechanics."

      Capsule for 9 Clues 2: The Ward 9 Clues 2: The Ward

      "Players avoid threats through exploration and puzzle solving, but no active survival mechanics."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Violence. It leans lower than usual among comparable games on Expression, Value.

    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