Info about No, I'm not a Human:

Official game description:
Don’t Panic
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Sunrise. Twilight of Earth. The world is ending. Acrid auromas of sun-scorched streets fill the air. Blackened corpses gnarled into shapes of agony line streets. Peering outside is enough to scorch eyes from the socket. The only refuge is in the night.
But the night belongs to the Visitors.
Let the Right Ones In
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A knock on the door. A solitary voice, begging for refuge. They look like us. Talk like us. Smell like us. Are they us? Look for the signs.
Your Guests, Your Death
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Isolation is not an option. The Visitors will overwhelm us. Let some in. Hear their stories. Some will help. Some will need help.
Some are Visitors.
Do What You Must
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The Visitors kill. Kill them first. Interrogate the guests. Do what must be done.

Release date: 15 Sep, 2025

Categories: Psychological Horror, Survival Horror, Deductive Reasoning Puzzle, Choice-based Narrative, Multiple Endings, Roguelike, Visual Novel, Character Management


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Highly Praised Atmosphere & Art (weight 0.99): Players consistently laud the game's captivating, eerie, and unique atmosphere, often enhanced by its distinctive art style, visuals, and sound design. This combination creates a deeply immersive and unsettling experience.
- Engaging Story & Deep Themes (weight 0.95): The game's intriguing story, rich lore, and philosophical themes, particularly around existential dread, paranoia, and human nature in an apocalypse, resonate strongly with players. The narrative is well-written and thought-provoking.
- High Replayability & Multiple Endings (weight 0.88): Players appreciate the game's significant replay value, driven by numerous unique endings, randomized visitor encounters, and impactful choices. This encourages multiple playthroughs to uncover all secrets and story paths.
- Engaging & Thought-Provoking Gameplay (weight 0.86): The gameplay loop, which involves difficult moral choices, deduction, and constant questioning of decisions, keeps players mentally engaged and immersed. Every action feels weighty, leading to significant consequences.
- Psychological Horror, No Jumpscares (weight 0.84): The game is celebrated for its effective psychological horror, relying on tension, paranoia, and atmosphere rather than cheap jumpscares. This approach creates a deeper, more unsettling fear that lingers with players.
- Unique & Memorable Characters (weight 0.8): The game features a diverse cast of vivid, distinctive, and well-written characters, each with unique personalities and backstories. Players find interactions with them intriguing and often become emotionally invested.
- Significant Demo to Full Game Improvements (weight 0.77): Players who experienced the demo are overwhelmingly impressed with the full game's expansion, noting substantial additions in content, mechanics, characters, and overall depth, exceeding their already high expectations.
- Excellent Value for Price (weight 0.74): Many players feel the game offers exceptional value for its cost, citing the high quality, depth, and replayability as reasons it justifies and often exceeds its asking price.
- Unique Indie Horror Experience (weight 0.7): The game is frequently praised as a standout indie horror title, offering a fresh, original, and creative take on the genre, often compared favorably to 'Papers, Please' for its unique mechanics and narrative style.

Common complaints:
- Numerous Game-Breaking Bugs (weight 0.7): The game is plagued by a multitude of bugs, including softlocks, crashes, cursor disappearance, and interaction failures. These technical issues frequently lead to lost progress and render the game unplayable for many, particularly on platforms like Steam Deck, severely impacting the overall experience.
- Poor Save System & Progress Loss (weight 0.61): Players are highly frustrated with the game's restrictive save system, which includes a single save slot, reliance on scarce consumable items (kombucha), lack of autosave/save-on-exit, and save file deletion upon reaching an ending. This design leads to significant progress loss, forces long play sessions, and severely hinders replayability, especially when combined with frequent bugs.
- Unsatisfying & Confusing Endings (weight 0.29): The game's numerous endings are largely criticized for being vague, abrupt, contradictory, and unsatisfying. They often fail to provide clear explanations or resolve plot points, relying heavily on abstract metaphors or random events, which diminishes player motivation to pursue all of them.
- Flawed Guest/Imposter Mechanics (weight 0.16): The core gameplay loop of identifying 'guests' (imposters) is widely criticized for being ineffective, inconsistent, and overly reliant on randomness rather than logical deduction. Dialogue and character traits often don't provide meaningful clues, turning identification into a guessing game and diminishing the impact of player choices.

Gameplay feedback:
- Challenging Guest Identification (weight 0.14): Players must identify and manage 'guests' (imposters) using vague clues from dialogue, physical inspections (e.g., armpits), and environmental information. The identification process is often ambiguous, leading to difficult moral choices and potential tragic mistakes, as resources for checks are limited.
- Randomized Visitor Identities (weight 0.13): A central mechanic involves distinguishing between 'humans' and 'visitors' (imposters/monsters) who appear at the player's door. The identity of most characters is randomized each playthrough, ensuring that subsequent runs offer different challenges and prevent memorization of character roles.
- Core Gameplay: Shelter Management (weight 0.07): The primary gameplay loop revolves around the player, as a shelter owner, deciding who to let into their home each night. This involves observing visitors through a peephole, engaging in dialogue, and making critical choices that affect survival and the unfolding narrative in a post-apocalyptic setting.
- Dialogue-Driven Visual Novel (weight 0.07): The game is predominantly a dialogue-driven experience, often described as an interactive visual novel with horror and simulation elements. While short in individual playthroughs (1-2 hours), it focuses on moral dilemmas and atmosphere rather than jump scares or complex mechanics.
- Consequences of Imposter Management (weight 0.06): Letting imposters into the house has severe consequences, often resulting in the death of human residents, especially if two or more imposters are present. Players can also intentionally kill imposters or even humans, leading to various endings and achievements.
- Roguelike Structure & Replayability (weight 0.05): The game incorporates roguelike elements, featuring a cyclical structure with randomized encounters and a strong emphasis on replayability. Players are expected to repeat runs, learning from mistakes and adapting to new circumstances to progress and uncover all content.
- Post-Apocalyptic Horror Setting (weight 0.05): Set in a post-apocalyptic world ravaged by abnormal solar activity, the game immerses players in a survival horror scenario. The core premise involves identifying mysterious 'visitors' (imposters/monsters) disguised as humans, creating a pervasive sense of paranoia and distrust.
- Moral Dilemmas & Psychological Tension (weight 0.05): The game challenges players' humanity and patience by forcing agonizing moral decisions in a nihilistic, apocalyptic setting. It aims to create a feeling of vulnerability and confusion, where players hold lives in their hands and must navigate difficult choices about trust and survival.
- High Randomness & Difficulty (weight 0.04): The game features significant randomness in character appearances and events, contributing to its difficulty and requiring trial-and-error. This luck-based element, combined with complex story branching, can lead to paranoia and tests the player's judgment under pressure.
- Papers, Please-like Mechanics (weight 0.03): The game's core mechanics are frequently compared to 'Papers, Please', involving a checkpoint-style deduction simulation where players act as a gatekeeper. This involves checking individuals and making decisions based on limited information, often in a point-and-click interface.

Performance notes:
- Frequent Cursor Disappearance Bug (weight 0.04): Many players report a bug where the cursor disappears, especially when switching between controller and keyboard/mouse. While some find it tolerable, others consider it game-breaking and requiring a restart.
- Good Steam Deck Performance (weight 0.01): The game reportedly runs well on the Steam Deck, providing a positive experience for players on that platform.

Recommendations:
- Mixed Recommendation & Future Potential (weight 0.22): Many players do not recommend the game in its current state, citing various issues and expressing regret over their purchase. However, a significant portion indicates they would change their review to positive if bugs are fixed, more content is added, or the save system is improved, suggesting strong potential for the game.
- High Praise & Enjoyment (weight 0.17): Despite some negative feedback, a large number of players highly rate the game, calling it a 'masterpiece' and a 'must-play.' Many express immense enjoyment, look forward to replaying, and eagerly anticipate future titles from the developer.
- Strong Recommendation for Specific Audiences (weight 0.11): The game is highly recommended for fans of horror, psychological thrillers, analog horror, point-and-click games, and those who appreciate atmospheric experiences, moral dilemmas, and deep narratives. It's also suggested for players who enjoy games like 'Papers, Please' or 'The Thing.'
- General Recommendation (weight 0.03): Some reviews offer a straightforward recommendation to buy and play the game, often without specific conditions, indicating a positive overall impression.
- Personal Preference & Watch vs. Play (weight 0.03): The game's appeal is highly subjective, with some suggesting it's more enjoyable to watch others play on platforms like YouTube or Twitch rather than experiencing it firsthand. This indicates that the gameplay might not suit everyone.
- Wait for Bug Fixes (weight 0.02): A significant portion of the community advises prospective players to wait for patches and bug fixes before purchasing or playing the game. This suggests that current technical issues are a major barrier to enjoyment.

Other player notes:
- High Anticipation from Demo (weight 0.14): Many players eagerly awaited the full game after experiencing and enjoying the demo, with some replaying it multiple times. This created significant hype and high expectations for the release.
- Desire for More Content (weight 0.09): Players are keen for future updates, DLC, or even a sequel to expand the game's content. Specific requests include more endings, characters, story, gameplay mechanics, and an endless mode.
- Short Playtime Concerns (weight 0.05): Many reviewers noted the game's short duration, typically 2-5 hours for a single playthrough, with around 10-12 hours for 100% completion. This brevity led to discussions about its value proposition relative to its price.
- Unique Horror Setting (weight 0.04): The game is praised for its retro, analog horror style, originating from the 'Violent Horror Stories' anthology. It features a distinct post-apocalyptic setting with solar flares, extreme heat, and mysterious 'Guests' or 'Visitors'.
- Mixed Price Perception (weight 0.02): Opinions on the game's price are divided. Some find it acceptable for an indie title of its length, while others believe it's too high for the content offered, especially given the short playtime.
- Demand for Language Support (weight 0.02): There is a clear demand for additional language support, particularly Turkish and Italian, which were reportedly promised but missing at launch. This has caused frustration among some players.
- Polarizing Niche Appeal (weight 0.01): The game is recognized as potentially polarizing and may not appeal to everyone, especially those unfamiliar with its specific context or niche horror style. It's described as suitable for adults and teenagers who enjoy post-apocalyptic suspense.
- Soundtrack Release Requested (weight 0.01): Players are interested in purchasing or streaming the game's soundtrack, indicating appreciation for the audio design and a desire to enjoy it outside of gameplay.
- Cat as a Meme/Mystery (weight 0.01): The cat character in the game has garnered attention, with some reviewers finding it a memorable element or a source of mystery.
- Life Simulator Elements (weight 0.01): Some players perceive the game as having 'life simulator' aspects, focusing on mundane activities within its unique setting, such as drinking beer, watching TV, and managing interactions.

Emotions:
- Satisfaction (weight 0.25): Players are highly satisfied with the game's strong atmosphere, unique art style, and immersive sound design, which collectively create a captivating experience. The engaging gameplay mechanics, thought-provoking narrative, and high replayability through multiple endings also contribute significantly to overall enjoyment and perceived value for money.
- Frustration (weight 0.16): Frustration primarily stems from the game's restrictive and often buggy save system, which frequently leads to lost progress and tedious replaying of content. Repetitive dialogue, unclear mechanics, and game-breaking bugs, especially on platforms like Steam Deck, further exacerbate player annoyance and hinder the overall experience.
- Disappointment (weight 0.14): Players express disappointment due to the full game not living up to the potential or expectations set by the demo, often feeling like an extended, repetitive experience with insufficient new content. Technical issues, a lack of narrative depth, and unfulfilling endings contribute to a sense of wasted potential and poor value for money.
- Excitement (weight 0.13): Excitement is driven by the game's high quality, unique horror experience, and captivating atmosphere, which generate a strong desire for replayability and exploration of multiple endings. Players are also excited by the prospect of future content, DLC, and new titles from the developer, indicating a strong positive outlook on the game's potential.
- Amusement (weight 0.02): Amusement arises from the game's dark humor, quirky in-game events, and specific character interactions, particularly involving the cat. Players find humor in the juxtaposition of horror with mundane tasks and the absurd situations that unfold, adding a unique charm to the experience.
- Enjoyment (weight 0.02): Players enjoy the game's unsettling atmosphere, engaging gameplay loop, and the mystery surrounding visitors, which keeps them absorbed. The unique art style, memorable characters, and the overall fun factor contribute to a positive and entertaining experience, often leading to a desire for multiple playthroughs.
- Appreciation (weight 0.02): Appreciation is directed towards the game's unique art design, immersive atmosphere, and high-quality music, which create a distinct and memorable experience. Players also value the game's thematic depth, social commentary, and the impressive effort from a small studio to deliver such a polished product.
- Confusion (weight 0.02): Confusion is caused by the game's unclear endings, vague narrative elements, and unexplained lore, leaving players with unanswered questions. Unintuitive gameplay mechanics, difficulty distinguishing visitors, and unexpected game behaviors also contribute to a sense of bewilderment and uncertainty.
- Engagement (weight 0.02): Players are deeply engaged by the game's psychological depth, challenging decision-making, and unique concept, which foster continuous thought and moral dilemmas. The immersive atmosphere and the constant need to identify imposters keep players riveted, driving them to explore all possible outcomes and theories.
- Admiration (weight 0.02): Admiration is expressed for the game's exceptional visual design, atmospheric world-building, and profound narrative depth, particularly its ability to pose real moral questions. Players are impressed by the developer's creativity, unique concept, and the overall artistic quality that makes the game stand out.
- Anger (weight 0.01): Anger is primarily triggered by the game's severely flawed and buggy save system, which often leads to significant loss of progress and a feeling of disrespect from the developers. Perceived poor design choices, ungrounded endings, and game-breaking bugs further fuel player frustration and a sense of wasted potential.
- Hope (weight 0.01): Players express hope for future improvements, bug fixes, and additional content, including DLC and mod support, to enhance the game's longevity and address current issues. There is a strong desire for the game to reach its full potential and for developers to continue expanding on its unique concept.
- Joy (weight 0.01): Joy comes from the game's overall fun factor, engaging atmosphere, and memorable characters, especially the cat. Players experience happiness from successful gameplay, the game's ability to provide relaxation, and the excitement of new content and features.
- Intrigue (weight 0.01): Intrigue is sparked by the game's deep lore, psychological themes, and moral dilemmas, which encourage players to question the nature of truth and explore its mysteries. The unique gameplay mechanics, ambiguous narrative, and constant atmosphere of distrust keep players curious about character backstories and potential outcomes.
- Fear (weight 0.01): Fear is effectively evoked by the game's intense atmosphere, psychological horror elements, and in-game threats, creating a pervasive sense of paranoia, anxiety, and dread. The unknown nature of visitors and the game's ability to generate genuine scares contribute to a terrifying and immersive experience.
- Curiosity (weight 0.01): Curiosity drives players to explore the game's mysteries, uncover its story, and achieve all possible endings. The initial storytelling, unique gameplay elements, and thought-provoking themes motivate players to delve deeper into the lore and understand character identities and plot branches.
- Boredom (weight 0.01): Boredom sets in due to repetitive gameplay, monotonous tasks, and a lack of new content or variables in subsequent playthroughs, especially after the initial runs. The game cycle quickly becomes tedious, diminishing the incentive to unlock all endings or continue playing.
- Anticipation (weight 0.01): Anticipation is high for the game's full release, especially after positive experiences with the demo, and for discovering all endings and secrets. Players eagerly await new features and content, driven by a desire to fully explore the game's world and lore.
- Interest (weight 0.01): Players are interested in the game's unique premise of identifying imposters, its psychological thriller aspects, and its engaging world-building and atmosphere. The core gameplay concept and the opportunity to theorize about patterns and outcomes keep players invested.
- Surprise (weight 0.01): Surprise arises from the game exceeding initial low expectations, revealing unexpected depth, and delivering engaging gameplay. Players are also surprised by rapid event successions, unexpected character deaths, and the game's ability to consistently deliver unexpected outcomes and scares.}