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Poop Clicker similar games & best alternatives

Poop Clicker

PC (Microsoft Windows) • 2022

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Quick resume

Have you always wanted to be a king, but all the kingdoms are already taken? Try to be the Poop King in the Poop Clicker game! A magical unicorn, sweet corn and others will help you with this! Unlock special upgrades, but take your time, because haste makes waste!

Global score

78/100

Genres

Casual, Indie, Simulator

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    Pros

    • Simple and accessible gameplay
    • Humorous and quirky theme
    • Relaxing and stress-relieving for some players
    • Low price, especially on sale
    • Achievements and upgrades provide progression

    Cons

    • Frequent loss of saved progress reported
    • Slow and repetitive gameplay
    • Lack of offline progression
    • Minimal depth or strategic complexity
    • No multiplayer or social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can freely click anywhere on screen and choose upgrades, but gameplay is repetitive and guided by clicker mechanics."

      Capsule for Sakura Clicker Sakura Clicker

      "Players have freedom to click and choose upgrades at their own pace, though gameplay is largely repetitive and routine."

    • Competence

      Game with the same Competence vibe

      1

      "Some skill in managing upgrades and clicking speed, but mostly predictable repetitive clicking tasks."

      Capsule for Sakura Clicker Sakura Clicker

      "Some skill in managing upgrades and progression, but mostly involves repetitive clicking and waiting."

    • Competition

      Game with the same Competition vibe

      -3

      "No evidence of competitive modes or leaderboards; focus is on personal achievement completion."

      Capsule for Wet Girl Wet Girl

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

    • Continuation

      Game with the same Continuation vibe

      2

      "Many players report long playtimes and habitual engagement, though some note repetitive gameplay and eventual boredom."

      Capsule for Generation Zero® Generation Zero®

      "Some players report long playtimes and habitual engagement, though others quit quickly due to slow progression or bugs."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "No cooperative or multiplayer elements; entirely single-player experience."

      Capsule for BEHEMOTH BEHEMOTH

      "No cooperative or multiplayer elements; entirely single-player experience."

    • Creativity

      Game with the same Creativity vibe

      -4

      "Gameplay follows predefined clicker mechanics and upgrade paths with little room for creative modification or building."

      Capsule for Mewing Simulator 🤫🧏🏻‍♂️ Mewing Simulator 🤫🧏🏻‍♂️

      "Gameplay follows a fixed clicker structure with predefined upgrades; minimal creative expression."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; no PvP or social dominance."

      Capsule for Lights Off! Lights Off!

      "No elements of exerting control or superiority over others; no PvP or social dominance."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a distraction and stress relief, with some reporting personal emotional benefits."

      Capsule for NGU INDUSTRIES NGU INDUSTRIES

      "Players use the game as a lighthearted distraction and stress relief; some report emotional benefits."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for fun and relaxation, not out of obligation or pressure."

      Capsule for The Long Drive The Long Drive

      "Players engage voluntarily for fun or relaxation, not out of obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

      -2

      "Limited experimentation possible; mostly following established upgrade paths and routines."

      Capsule for Click and Conquer Click and Conquer

      "Limited experimentation possible; mostly following established upgrade paths and routines."

    • Exploration

      Game with the same Exploration vibe

      -4

      "No exploration of new areas; gameplay is numbers and upgrades in a fixed environment."

      Capsule for Scratch Inc. Scratch Inc.

      "No exploration of new areas; gameplay confined to a single screen with incremental upgrades."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or self-expression features."

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

      "No character customization or self-expression features."

    • Fantasy

      Game with the same Fantasy vibe

      1

      "Basic fantasy elements like magic powers and abilities, but overall simple and abstract presentation."

      Capsule for Sword Rogue Sword Rogue

      "Some whimsical and humorous elements (magical unicorns, mythical poops) but overall simple and abstract."

    • Fellowship

      Game with the same Fellowship vibe

      -5

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

      Capsule for Stellar Blade™ Stellar Blade™

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

    • Growth

      Game with the same Growth vibe

      3

      "Players develop skills and unlock upgrades over time, though some find progression slow or grindy."

      Capsule for Tesla vs Lovecraft Tesla vs Lovecraft

      "Players develop through unlocking upgrades and achievements, though progression can be slow and repetitive."

    • 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

      4

      "Game involves long waiting periods and can be left running as a background activity."

      Capsule for Bonsai Bonsai

      "Game designed to be left running in background for passive progress; minimal active engagement required."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social interactions or relationship building."

      Capsule for The House of Da Vinci The House of Da Vinci

      "No social interactions or relationship building."

    • 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

      4

      "Strong focus on accumulating upgrades, unlocking tech, and improving efficiency."

      Capsule for Fill Up The Hole Fill Up The Hole

      "Strong focus on accumulating upgrades and increasing production rates."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Many players find the game relaxing and enjoyable despite some frustration from bugs."

      Capsule for Goblins of Elderstone Goblins of Elderstone

      "Many players find the game relaxing and stress-relieving despite some frustration with bugs."

    • Sensation

      Game with the same Sensation vibe

      1

      "Pleasant visuals and sounds provide mild sensory enjoyment but not intense stimulation."

      Capsule for Faerie Solitaire Faerie Solitaire

      "Some enjoyment from sounds and visuals, but overall sensory stimulation is mild and repetitive."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or status systems; achievements are personal and not widely visible."

      Capsule for House Flipper House Flipper

      "No social recognition or status systems; achievements are personal and not widely visible."

    • Story

      Game with the same Story vibe

      2

      "There is a light narrative and lore that adds context and humor to the gameplay."

      Capsule for Burger Shop Burger Shop

      "Some players mention a humorous and quirky lore, but no deep narrative or plot."

    • Strategy

      Game with the same Strategy vibe

      1

      "Basic strategic decisions in upgrade purchases and achievement approaches; limited complexity."

      Capsule for Loading Screen Simulator Loading Screen Simulator

      "Basic strategic decisions in upgrade purchases, but mostly straightforward and incremental."

    • Thrill

      Game with the same Thrill vibe

      -3

      "Gameplay is low risk and predictable; no suspense or tension."

      Capsule for Click and Conquer Click and Conquer

      "Gameplay is low risk and predictable; no suspense or tension."

    • Value

      Game with the same Value vibe

      3

      "Generally considered good value for price, especially on sale, despite some bugs and short length."

      Capsule for Miss Neko: Pirates Miss Neko: Pirates

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

    • Violence

      Game with the same Violence vibe

      -5

      "No violent content; gameplay focuses on spinning and upgrading."

      Capsule for Fidget Spinner Fidget Spinner

      "No violent content; gameplay focused on clicking and upgrading."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat avoidance mechanics."

      Capsule for To the Moon To the Moon

      "No survival or threat avoidance mechanics."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Idle, Strategy. It leans lower than usual among comparable games on Creativity.

    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