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No, I'm not a Human Game Cover

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No, I'm not a Human is a single player action game with mystery, thriller and violence themes. It was developed by Trioskaz and was released on September 15, 2025. It received very positive reviews from players.

WARNING. Stay inside. Lock your doors. Close the blinds. Only let humans in. Eliminate all Visitors. An anxiety horror about paranoia in the End of Times.

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93%
Audience ScoreBased on 9,338 reviews
story673 positive mentions
grinding69 negative mentions

  • Unique and immersive atmospheric horror with compelling psychological themes and deep storylines.
  • Distinctive and unsettling art style paired with a memorable soundtrack that enhances the creepy ambiance.
  • High replay value with multiple unique characters and numerous different endings encouraging exploration.
  • Gameplay becomes repetitive and grindy after initial playthroughs, which may lessen long-term engagement.
  • Randomized elements and RNG-dependent achievements can lead to frustrating and tedious hunting for specific outcomes.
  • Some game mechanics, such as limited saving and inability to test visitors at the door, are inconvenient and can hinder gameplay experience.
  • story
    1,409 mentions Positive Neutral Negative

    The story of "No, I'm Not a Human" is richly layered and compelling, praised for its intriguing characters, atmospheric horror, and psychological depth. Players are drawn into a bleak, apocalyptic world where decisions matter, with each character presenting unique backstories that contribute to the overall narrative, creating an immersive and thought-provoking experience. However, some reviewers note that the story can feel fragmented or vague at times, with certain plot threads underdeveloped and the heavy reliance on replayability and RNG mechanics potentially diminishing the narrative impact for some.

    • “The story is very rich, and the characters are all fascinating; the amazing art and atmospheric music really add so much as well.”
    • “No, I'm Not a Human is a gem of an indie game with an insanely engaging premise/story and a fun gameplay loop that doesn't overstay its welcome.”
    • “Every character has an interesting story to tell as well, making the world feel believable.”
    • “The characters often exist to serve the game's mechanics without meaningfully adding to the plot, making them filler characters designed for the sake of the mechanics.”
    • “The story is basically just a bunch of writing prompts that never got fleshed out, with many unanswered questions like 'Why does the protagonist have daddy issues?' or 'What is the origin of the skinwalkers?'”
    • “The bulk of the story is not very compelling at all and extremely derivative; the characters with the most intrigue are never sufficiently developed, leaving players feeling underwhelmed with every new ending unlocked.”
  • gameplay
    1,004 mentions Positive Neutral Negative

    The gameplay in "No, I'm Not a Human" features a unique, paranoia-driven loop centered on identifying visitors among houseguests through limited testing mechanics and dialogue interactions. While initially immersive and tense, with multiple endings and interesting character stories, many players find the mechanics simplistic, repetitive, and heavily reliant on RNG, which can undermine the deduction aspect and reduce replayability. Despite some frustrating bugs and an unconventional saving system, the game’s gameplay effectively supports its unsettling atmosphere and narrative, though it may feel shallow and monotonous after multiple playthroughs.

    • “Unique game, unique gameplay, unique lore. I love uncanny valley type horror games.”
    • “The gameplay loop is very engaging and has a lot of replayability.”
    • “The gameplay itself is fairly simple, but there was just something so addictive about discovering new guests and battling to keep them around long enough to get a read on who they were, if a person at all.”
    • “I have to agree with some of the other negative reviews that the gameplay itself is quite boring and it honestly feels more like a demo than a game.”
    • “The actual gameplay loop is quite repetitive and for some reason you're not allowed to test for visitor traits at the door which I found quite frustrating as there seemed to be zero reason to disallow it.”
    • “It's unfortunate, because I want to see more of this game's content, but the mechanics of the game are inherently flawed and make repeat runs more of a chore than an actual new experience.”
  • graphics
    799 mentions Positive Neutral Negative

    The game’s graphics are widely praised for their unique, eerie, and unsettling art style that masterfully complements its psychological horror atmosphere. The visuals blend grotesque, analog horror-inspired designs with nostalgic, surreal elements, creating a haunting and memorable aesthetic that deeply immerses players despite relatively simple or minimalistic 3D environments. While some note occasional repetitiveness and a few stylistic inconsistencies, the cohesive art direction and evocative soundtrack collectively deliver a chilling, distinctive experience that stands out in the indie horror genre.

    • “The artwork is both beautiful and disturbing, the dialogue is well written, and the atmosphere is unnerving.”
    • “The eerie, unnerving art style of the game really ties the spookiness all together; it's really unique and makes some characters look unsettling, take the pale man for example, he terrifies me.”
    • “Just from the opening cutscene, I felt the dense atmosphere this game lays out beautifully, and not to mention the art style which is deeply unsettling and hauntingly gorgeous.”
    • “On the topic of visuals, the low-poly low-res graphics stick out like a sore thumb in the final product. Believe it or not, I didn't even really notice the 3D graphics in this game looked like that until we got models of living things and putting aside that also being another overdone aspect, for what this game is, it just looks bad. It's still very much worth experiencing for the aesthetic and atmosphere alone but 15 is kind of steep for what it is; I'd recommend it on sale for like ten bucks.”
    • “Instead, I got frustration because graphics ended up being imprecise (in a game where it matters if teeth are crooked and yellow it shouldn't be hard to distinguish between clean straight teeth and ugly ones, but it is).”
    • “When I could get it to run, I found that the graphics and gameplay were just low quality.”
  • atmosphere
    762 mentions Positive Neutral Negative

    The game excels in creating a richly immersive, eerie, and oppressive atmosphere through its unique art style, haunting soundtrack, and effective sound design, evoking paranoia, dread, and melancholic tension without relying on cheap scares. Players consistently praise the game’s ability to build a tense, unsettling mood that deeply engages them with its characters, world-building, and narrative tone, though some note the atmosphere can diminish with repeated playthroughs or due to gameplay limitations. Overall, atmosphere is widely regarded as the game's strongest and most memorable aspect, often recommended as a prime reason to experience the game.

    • “Absolutely bone-chilling, genre defining, slowburn, cheap jumpscare-free, bone tingling, heartbreaking, soul-crushing, atmosphere oozing, thought-provoking, emotionally draining, character-development driven, play-it-before-you-die A24 analog horror inspired gem.”
    • “The atmosphere is absolutely perfect — eerie, lonely, and beautifully unsettling.”
    • “The game crafts an atmosphere so oppressive, so unnerving, that every knock on the door feels like a test of your sanity.”
    • “Despite the game clearly aiming for a tense, paranoid atmosphere, I never found it particularly creepy or disturbing.”
    • “The mechanics were opaque and confusing, and the hopeless atmosphere instilled by the setting made your choices feel pointless.”
    • “The atmosphere that was so heavily touted wasn't really all that interesting considering how stilted the storytelling was.”
  • music
    593 mentions Positive Neutral Negative

    The music of the game is widely praised for its haunting, melancholic, and atmospheric qualities, effectively enhancing the eerie, oppressive, and immersive tone. Many reviewers highlight the soundtrack as a standout feature, likening it to evocative pieces like Silent Hill and The Caretaker’s work, calling it both soothing and unsettling, with some desiring an official release due to its memorable impact. A few players note repetition as a minor drawback, but overall, the music significantly enriches the game's emotional depth and horror experience.

    • “The soundtrack is the cherry on top.”
    • “The music theme and ambience has been playing in my head nonstop, rivalling Silent Hill 2 for that effect.”
    • “The soundtrack, as simple as it is, is incredible; I can feel the dread in each chord.”
    • “Music is annoying.”
    • “The soundtrack is too repetitive.”
    • “Music: now this was the same as the demo, but playing the game for long stretches the music starts to get to you and bring down your mood.”
  • replayability
    404 mentions Positive Neutral Negative

    The game offers a strong replayability factor thanks to its short playthroughs, randomized character encounters, multiple endings, and branching storylines, which keep each run fresh and engaging. However, some players find the gameplay loop becomes repetitive after a few runs due to limited variation and static mechanics, with the experience primarily appealing to those who enjoy exploring all endings and character interactions. Overall, while the replay value is praised for its narrative depth and randomness, it may feel limited or grindy for those seeking more dynamic or varied gameplay.

    • “Biggest compliment I can give is how replayable it is—beyond the 11 endings, and how it takes less than 2 hours to complete, there's about 60 characters that can come to your door, all with their own dialogue and stories to share.”
    • “The replayability is great since each playthrough features different characters, and overall it is an incredible deductive psychological horror game.”
    • “The game has a lot of replay value, as there are so many characters to meet and multiple endings to achieve.”
    • “Sadly, the experience is amazing only once, in the first run over an average span of 2 hours, and offers little to no replayability after that.”
    • “The game sadly lacks replayability, as the core game loop just isn't dynamic enough for more than 3 or so runs.”
    • “Weaknesses: gameplay is not varied enough to make the game feel replayable; after the first couple endings, the game essentially becomes trophy-hunting.”
  • character development
    89 mentions Positive Neutral Negative

    The game features distinctive, diverse, and often unsettling character designs that greatly contribute to its eerie atmosphere and immersive experience. Many players praise the detailed art style, unique stories, and strong connections formed with characters, although some note that deeper character development and clearer lore links could enhance the narrative further. Overall, character design stands out as a key strength, elevating the game's mood and storytelling.

    • “Especially the character designs and the well-made backstories, which, in only a short amount of time, make one feel connected to the characters.”
    • “The amount of character development the creator has added to this game is immense; I'm not sure how many characters there are but from my knowledge, there are a lot!”
    • “Amazing story, wonderfully written characters, incredibly interesting world building, and great character design and art!”
    • “There is a bit of an issue with character designs remaining consistent; I don't think proper reference sheets were made for the artist team to follow, but this is a super high quality game and very impressive coming from such a small team.”
    • “A character in particular has a lot of narrative weight that could provide roleplaying potential/character development to the protagonist, but instead, there was a missed opportunity.”
    • “I wish there was more in-depth character development and more obvious links between lore fragments that you learn from talking to people as well, not just one specific character that might not be in your playthrough.”
  • grinding
    81 mentions Positive Neutral Negative

    Grinding in this game is widely regarded as tedious and repetitive, especially beyond the first playthrough, due to RNG factors, limited save options, and the need to replay multiple times for different endings and achievements. While some find achievement hunting rewarding and gameplay initially engaging, subsequent runs often become monotonous and feel like a chore. Overall, grinding detracts from the experience for many players despite the game's strong story and atmosphere.

    • “You'll need a second life for grinding.”
    • “You'll need a second life for grinding.”
    • “A bit grindy sometimes.”
    • “Many characters also have to appear on certain nights for you to "complete" them, leading to things getting pretty grindy and save scummy if you really want to see everything; especially so if you want the achievements.”
    • “My only downside is that some of the achievements can be really mind numbing/grindy to get because they tie to the RNG of getting certain guests (still haven't met 1 character that I need to get 100% completion and it's been like 5-6 hours).”
    • “Saves are a consumable resource that come once in a blue moon and the game takes so long to trudge through that it's not worth tediously playing out each and every route.”
  • emotional
    79 mentions Positive Neutral Negative

    The game delivers an intense emotional experience marked by dread, despair, and moral weight, deeply engaging players through its atmosphere, story, and character connections. Its themes of identity, humanity, and otherness evoke profound reflection and often leave players feeling heartbroken, paranoid, or moved to tears. With a haunting soundtrack and powerful storytelling, it stands out as a psychologically and emotionally resonant journey that challenges and unsettles in meaningful ways.

    • “Every character has a story that not only enriches the world but also creates an emotional connection with the player. Their pasts, traumas, and motivations are layered, and discovering them feels like assembling an emotional puzzle.”
    • “I recently got the Embrace the Inevitable ending and it honestly made me tear up a little bit. It was probably one of the most impactful and memorable endings I got while playing an indie game, and it made me feel something so deep and genuinely sombre. The game in general is amazing, which is why I've gone out of my way to get all 10 endings and I highly recommend anyone do the same, even if for a single playthrough.”
    • “Absolutely bone-chilling, genre-defining, slowburn, cheap jumpscare-free, bone-tingling, heartbreaking, soul-crushing, atmosphere-oozing, thought-provoking, emotionally draining, character-development-driven, play-it-before-you-die A24 analog horror inspired gem.”
    • “The story is boring and fails to engage emotionally.”
  • stability
    74 mentions Positive Neutral Negative

    The game suffers from numerous stability issues, including frequent bugs, glitches, crashes, and freezing—especially when encountering specific characters or using certain items—which often lead to lost progress and frustration. Although some improvements have been made post-launch, the buggy save system and random softlocks severely impact the experience, making patience and tolerance for these problems necessary until further patches are released.

    • “Great game, almost no glitches.”
    • “The game runs great even on my laptop, the art is beautiful but unsettling.”
    • “The game isn't buggy and there's just more features and content/animation.”
    • “There's a bug in the game that if the guy in the black hoodie comes to your door, the game freezes and when you leave your run gets deleted. Because of this, I failed many runs and had to restart. This bug makes the game unplayable, especially if you're trying to get the achievement that requires you to finish a run without drinking kombucha. This bug wastes your whole run and prevents interaction with that character—it's both creepy and a critical bug.”
    • “It seemed like an amazing project, but it suffers from multiple fatal flaws: a deeply punishing save system that works against the game's design, frustrating randomness, key mechanics that can end a run being intentionally obfuscated, and a bevy of glitches that can softlock you and force you to start from zero.”
    • “Game freezes at some point when loaded from saves; my entire computer freezes and I have to reboot. If I play the game without saving and loading, it works fine.”
  • humor
    61 mentions Positive Neutral Negative

    The game's humor is a distinctive blend of dark, morbid, and quirky comedy that skillfully balances tension, existential dread, and genuine emotional moments. Players often find the character interactions and dialogues both hilarious and unsettling, with a wide range of unique, memorable personalities that can evoke laughter amid the eerie atmosphere. This mature, clever humor enhances the game's immersive, psychological horror experience, making it engaging, unpredictable, and frequently laugh-out-loud funny.

    • “The dialogue for the characters is really well written, with different emotions conveyed, and some of the dialogue is pretty funny.”
    • “A really interesting concept with great worldbuilding, a distinct art style, a solid sense of humor, and gameplay that makes me distrust everyone I let inside my home.”
    • “All the characters ('guests') are either tragically very interesting or quite funny.”
  • optimization
    14 mentions Positive Neutral Negative

    The game's optimization delivers good price-to-performance value with gameplay generally above average, but it has been marred by notable performance issues reported by many players. While some users experienced smooth running after updates, ongoing concerns suggest the need for further optimization improvements to fully realize its potential.

    • “The game now runs smoothly, and I can recommend it without hesitation.”
    • “Performance or gameplay surpasses the passing mark and stands out from the average.”
    • “The game's price-performance is pretty good.”
    • “Be wary though of potential performance issues.”
    • “It feels like a late Unreal Engine 4 title in terms of performance, although it's a rather low poly experience built on Unity 3D.”
    • “There’s a lot to love here, and it’s unfortunately mired by terrible performance issues that many others are also experiencing.”
  • monetization
    8 mentions Positive Neutral Negative

    The game's monetization relies on microtransactions and in-game purchases, with some integration of ads through TV within the gameplay. However, certain mechanics related to ads and features like watching TV or radio are not clearly explained, which may affect the overall experience.

    • “Microtransactions - in-game purchases.”
    • “One thing that does bother me is that when reloading the phone numbers basically disappear and the TV doesn't really do the ads anymore, but if you're doing everything in one session it's not a big deal.”
    • “People try to live their normal lives, try to ignore the oncoming apocalypse... sponsored advertisements still air on local television as newscasters warn of impending doom.”
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4h Median play time
5h Average play time
3-7h Spent by most gamers
*Based on 40 analyzed playthroughs
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Frequently Asked Questions

No, I'm not a Human is a action game with mystery, thriller and violence themes.

No, I'm not a Human is available on PC and Windows.

On average players spend around 5 hours playing No, I'm not a Human.

No, I'm not a Human was released on September 15, 2025.

No, I'm not a Human was developed by Trioskaz.

No, I'm not a Human has received very positive reviews from players. Most players liked this game for its story but disliked it for its grinding.

No, I'm not a Human is a single player game.

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