Sickly Days and Summer Traces similar games & best alternatives

Sickly Days and Summer Traces

PC (Microsoft Windows) • 2025

Should you play it?

A devoted brother and his fragile sister share a quiet, dreamlike summer. As her gentle companion, speak with her, care for her, and gather the fleeting, precious fragments of a love that blooms softly in the stillness of everyday life.

What works
  • Detailed and charming pixel art with quality cgs
  • Engaging voice acting and music
  • Unique blend of visual novel and rpg-style time/resource management
  • Multiple endings and replay value
  • Free dlc content including adult patch
Things to keep in mind
  • Repetitive gameplay requiring multiple playthroughs for full content
  • Some story inconsistencies and simple plot
  • Static h-scenes without animation
  • Limited character customization and expression
  • Time constraints and stat management can feel tedious

What to play next

Top picks

Games that feel the closest overall

  • Hooked on You: A Dead by Daylight Dating Sim™

  • STEINS;GATE

  • Hello Love: 18 Again

  • Chasing Tails ~A Promise in the Snow~

  • Hush Hush - Only Your Love Can Save Them

  • Fate/stay night REMASTERED

  • Kugayama Shiori's Death Diary

  • The Sand Man

  • Amnesia™: Memories

Hidden Gems

Less popular games with surprisingly high similarity

  • Kugayama Shiori's Death Diary

  • The Sand Man

  • 7'scarlet

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    Hold Me Tight All Night, Onii-chan!

  • Intimacy

    9-nine-:Episode 2

  • Progression

    Succumate

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).

Sickly Days and Summer Traces: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Survival, Violence, Competition, Thrill. Here, the score leans higher than usual among comparable games on Survival, Intimacy, Health.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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    "Players can freely choose activities and manage time and HP to influence outcomes, showing moderate control over actions."

  • Competence

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    "Players engage in simple decision-making and stat management, with some strategic thinking but no complex skill tests."

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  • Competition

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    "No competitive elements; focus is on personal exploration and self-paced play without comparison to others."

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    "No competitive elements; focus is on personal pacing and managing own playthrough without comparison."

  • Continuation

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  • Cooperation

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  • Creativity

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    "Players can experiment with assigning characters and managing resources across timelines, but within predefined systems."

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    "Players can choose different event sequences and manage resources creatively within constraints."

  • Domination

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

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

  • Escapism

    Game with the same Escapism vibe

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    "Players immerse in a warm, fictional sibling romance world, providing emotional escape."

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    "Provides a relaxing, immersive escape into a fictional sibling relationship and rural life."

  • Expectation

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    "Players engage voluntarily out of interest and intrinsic motivation, though some feel obligation to finish."

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  • Experimenting

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    "Randomized events and multiple endings encourage players to try new approaches and explore different outcomes."

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    "Non-linear event unlocking and multiple endings encourage trying different approaches and strategies."

  • Exploration

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    "Players explore a pixel-art world with hidden secrets, Easter eggs, and multiple interactions."

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  • Expression

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    "Limited character customization; expression mainly through interaction rather than avatar personalization."

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  • Fantasy

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  • Fellowship

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    "No community or social group play; experience is solitary."

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  • Growth

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    "Players develop skills in resource management and planning, and progress through unlocking characters and story events."

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    "Players learn event conditions and optimize resource management to unlock endings and scenes."

  • Health

    Game with the same Health vibe

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    "Sedentary gameplay with no physical activity; some educational value on health but no physical engagement."

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  • Idle

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    "Requires focused attention to manage time and stats; not suitable for casual or background play."

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  • Intimacy

    Game with the same Intimacy vibe

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    "Strong emotional bonds and complex relationships between characters, especially siblings."

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    "Strong focus on close emotional and physical relationship between brother and sister characters."

  • Leadership

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    "No leadership or group management roles; player acts individually."

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  • Progression

    Game with the same Progression vibe

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    "Clear progression through stats, unlockable content, and multiple endings."

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    "Clear progression through increasing HP, happiness, unlocking events, and multiple endings."

  • Relaxation

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    "Calm, low-pressure environment designed for relaxation and casual enjoyment."

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  • Sensation

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    "Visual and auditory elements including animated H-scenes provide sensory stimulation and excitement."

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  • Status

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

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  • Story

    Game with the same Story vibe

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    "Narrative-driven with multiple endings and character development, though story is sometimes simple or cliché."

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    "Narrative-driven with character interactions and multiple endings, though story is simple and sometimes inconsistent."

  • Strategy

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    "Requires planning and problem solving for time management, resource allocation, and survival."

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  • Thrill

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  • Value

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    "High perceived value due to depth, replayability, and free DLC content despite modest price."

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    "Good content volume, free DLC, and replay value provide strong perceived value for price."

  • Violence

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    "No combat or destructive elements; focus on care and nurturing."

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  • Survival

    Game with the same Survival vibe

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    "Players must avoid failure by managing health, reviving teammates, and completing objectives under threat."

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    "Players must avoid failure by managing sister's health and completing tasks to prevent bad endings."

Last update: 10/07/2026