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White Day: A Labyrinth Named School similar games & best alternatives

White Day: A Labyrinth Named School

PC (Microsoft Windows), Xbox One, PlayStation 4, Xbox Series X|S, Nintendo Switch, PlayStation 5 • 2017

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Quick resume

Notorious cult-classic Korean horror. Sneak into school at midnight to return your sweetheart's diary and get caught in a terrifying game of cat and mouse. Explore haunted hallways, solve classic survival horror puzzles and escape the clutches of a killer Janitor who is out for your blood.

Global score

81/100

Genres

Action, Adventure, Indie

Similar games

    Pros

    • Strong horror atmosphere and sound design
    • Multiple endings and high replayability
    • Interesting puzzles and lore
    • Engaging story with character interactions
    • Good graphics and animations for a remake

    Cons

    • Annoying and sometimes unfair janitor ai
    • Some obscure puzzles requiring external help
    • Limited save system and grind for 100% completion
    • Poor russian localization
    • Repetitive stealth and backtracking

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can explore the school, solve puzzles, and choose different endings, indicating some control over actions and decisions."

      Capsule for Ann Ann

      "Players can explore the school and make dialogue choices affecting endings, showing control over actions and decisions."

    • Competence

      Game with the same Competence vibe

      3

      "The game involves challenging puzzles and stealth mechanics requiring skill and problem solving."

      Capsule for Hello Neighbor Hello Neighbor

      "Game involves puzzle solving with some obscure puzzles requiring skill and thought, plus stealth mechanics against janitors."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal progression and exploration without ranked modes or direct player-vs-player competition."

      Capsule for Foregone Foregone

      "Focus is on personal progress, exploration, and multiple endings without direct player-vs-player competition."

    • Continuation

      Game with the same Continuation vibe

      4

      "High replayability with multiple endings and secrets encourages habitual play and repeated sessions."

      Capsule for House House

      "High replayability with multiple endings and difficulty levels encourages habitual play and repeated sessions."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience focused on individual stealth gameplay with no multiplayer or cooperative elements."

      Capsule for NEON STRUCT NEON STRUCT

      "Single-player experience focused on individual objectives and stealth, with no cooperative multiplayer elements."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players solve puzzles and explore environments creatively, but within designed narrative constraints."

      Capsule for Hellblade: Senua's Sacrifice VR Edition Hellblade: Senua's Sacrifice VR Edition

      "Players solve puzzles and explore, but within predefined environments and storylines; limited creative modification."

    • Domination

      Game with the same Domination vibe

      -5

      "Interactions are balanced and cooperative with NPCs; no evidence of exerting control or superiority over others."

      Capsule for Happy's Humble Burger Farm Happy's Humble Burger Farm

      "Interactions are balanced with NPCs; no evidence of exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

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

      Capsule for DreadOut DreadOut

      "Strong horror atmosphere and immersive story provide escape from real life through tension and fear."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic interest in horror and story; no indication of obligation or external pressure."

      Capsule for Cry of Fear Cry of Fear

      "Players engage voluntarily for intrinsic interest in horror and story; no indication of obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Multiple endings and some puzzle solution variations encourage trying different approaches, though overall gameplay is linear."

      Capsule for 1954 Alcatraz 1954 Alcatraz

      "Multiple endings and puzzle variations encourage trying different approaches, though within set parameters."

    • Exploration

      Game with the same Exploration vibe

      4

      "Players explore a haunted school environment with secrets, collectibles, and hidden story elements."

      Capsule for Corpse Party Corpse Party

      "Exploration of school environments and discovery of ghost stories and secrets is a key gameplay element."

    • Expression

      Game with the same Expression vibe

      2

      "Character customization and cosmetic DLCs allow some self-expression."

      Capsule for Zombie Army 4: Dead War Zombie Army 4: Dead War

      "Some character customization via cosmetic DLCs allows limited self-expression."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Game features paranormal horror fiction with ghosts and supernatural elements in an imaginative setting."

      Capsule for The Escape: Together The Escape: Together

      "Game features supernatural ghosts and horror fiction set in a haunted school, emphasizing imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Game is single-player with minimal social or community interaction."

      Capsule for My Lovely Wife My Lovely Wife

      "Game is single-player with minimal social interaction or community feeling."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn puzzle solutions, combat mechanics, and story nuances through multiple playthroughs."

      Capsule for Burnhouse Lane Burnhouse Lane

      "Players learn puzzle solutions, stealth tactics, and story details over multiple playthroughs."

    • 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

      -3

      "Requires focused attention; some waiting in stealth segments but mostly continuous engagement."

      Capsule for DARQ: Complete Edition DARQ: Complete Edition

      "Requires focused attention due to stealth and puzzle solving; some waiting during janitor patrols but generally active engagement."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Some emotional connection to characters and story, but limited to scripted interactions."

      Capsule for The Big Con The Big Con

      "Some emotional connection through character interactions and story, but limited to scripted dialogue."

    • Leadership

      Game with the same Leadership vibe

      -5

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

      Capsule for A.I.L.A A.I.L.A

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

    • Progression

      Game with the same Progression vibe

      3

      "Progression through unlocking character stories, endings, and collectibles."

      Capsule for Purrgatory Purrgatory

      "Progression through unlocking multiple endings, collecting ghost stories, and acquiring cosmetic items."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Tense atmosphere and challenging stealth create sustained tension rather than relaxation."

      Capsule for Gloomwood Gloomwood

      "Tense atmosphere and stealth elements create stress rather than relaxation or flow."

    • Sensation

      Game with the same Sensation vibe

      3

      "Good sound design and atmospheric visuals provide sensory stimulation and emotional engagement."

      Capsule for Subterror Subterror

      "Effective sound design and atmospheric visuals provide sensory stimulation and emotional engagement."

    • Status

      Game with the same Status vibe

      -4

      "Achievements exist but social recognition or popularity is not a core motivator."

      Capsule for Shantae and the Pirate's Curse Shantae and the Pirate's Curse

      "Achievements exist but social recognition or popularity is not a core motivator."

    • Story

      Game with the same Story vibe

      4

      "Strong narrative focus with interconnected characters, lore, and multiple endings."

      Capsule for Kindergarten 3 Kindergarten 3

      "Strong narrative with multiple endings, character development, and lore exploration."

    • Strategy

      Game with the same Strategy vibe

      3

      "Requires problem solving and planning to solve puzzles and navigate stealth sections."

      Capsule for Tails Noir: Prologue Tails Noir: Prologue

      "Requires planning and problem solving for puzzles and stealth tactics against janitors."

    • Thrill

      Game with the same Thrill vibe

      4

      "Horror and chase sequences generate suspense, tension, and relief."

      Capsule for Don't Be Afraid Don't Be Afraid

      "Horror elements, suspense, and chase sequences provide thrill and tension."

    • Value

      Game with the same Value vibe

      3

      "Good perceived value due to replayability, content variety, and developer support"

      Capsule for Heart&Slash Heart&Slash

      "Good perceived value due to replayability, multiple endings, and content despite some bugs."

    • Violence

      Game with the same Violence vibe

      2

      "Includes chase and survival horror elements with implied threats, but no graphic violence or combat focus."

      Capsule for Fears to Fathom - Woodbury Getaway Fears to Fathom - Woodbury Getaway

      "Includes combat avoidance and encounters with hostile janitors and ghosts, but no graphic violence focus."

    • Survival

      Game with the same Survival vibe

      4

      "Core gameplay involves avoiding death, managing resources, and overcoming threats."

      Capsule for HELLDIVERS™ 2 HELLDIVERS™ 2

      "Core gameplay involves avoiding threats, managing health, and surviving encounters."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Relaxation, Survival, Violence, Fellowship. Here, the score leans higher than usual among comparable games on Intimacy, Expression, Exploration.

    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.

    Where to buy

    Last update: 30/04/2026