Pagina's

Thursday, October 15, 2026

Some Thoughts About 'No, I'm Not A Human'

 'No, I'm Not A Human' is a 2025 horror game by Russian developer Trioskaz. Since it's the scary month, I thought I'd share my experiences with the game. Discovery is an important part of this game, and I will be spoiling some gameplay systems to clarify my opinion. Please consider playing the game first!

 

Premise

You play as a man with a troubled family history, living alone, when an apocalyptic event occurs: the sun is burning so bright that the outside temperature is lethal during the day, and mysterious humanoid creatures called Visitors roam around at night. Every night, a certain amount of people come to your door asking for shelter. After a brief conversation, it's up to you to decide who you let in. Let Visitors in, and you'll find the safety of your home compromised. But if you don't let any people in, you'll fall victim to a powerful Visitor who preys on those who live alone. 

Gameplay Loops

The game is divided into two phases. As described in the premise, people will knock on your door in the night-time phase. Some people appear on specific set dates or under specific circumstances, but most of them are randomized. When people show up to your door, a brief conversation with some limited dialog options will occur. After the conversation ends, you simply get the choice to either welcome or send them away. In some cases, they may attempt to bribe you if you initially refuse. There are a few unique NPCs that can't be let in and instead have a unique interaction. Every few nights, the Pale Visitor will visit and ask if you are alone. If the player is alone or claims to be alone, the Pale Visitor will breach the front door and kill the main character, leading to a game over. Once the night-time phase ends, the player character goes to bed, and if you'll be told if anyone fell victim to a Visitor that night. 

The day-time phase is the maintenance phase. At the start of the day, a news program will play and usually inform you of a specific sign to determine if someone is a Visitor or not. After that, you can speak with anyone staying in your home, test them for Visitor signs and make phone calls. You have a limited amount of energy to spend during the day, so you only have a few opportunities to check for signs. If a sign makes you suspect that someone is a Visitor, you're given the choice to pull out your gun. Do this, and the suspected Visitor will make a final appeal before you make your final decision to shoot or refrain. You can order and use resources that give you more energy, but they are fairly limited.

The game does not allow easy save scumming, so you really have to think about your decisions. You can save and quit, but this creates a temporary save that's deleted when you load it. You can only save consistently by drinking kombucha, which is a very limited resource. You have one jar at the start of the game, you can order one jar from the delivery service and certain characters may bribe you with it. But you're not guaranteed a consistent save point, so you even need to think carefully about when you save. 

No, I'm Not That Complicated

Now that we've established the game in general terms, I want to explain my own thoughts about it. To begin with, let's talk about where the game really excels.

The game has a very strong sense of atmosphere and mystery. Everything just feels a bit off. Characters have strange proportions, expressions and personalities. Even the main character is cagey about his history. Most of your exposure to the world is through dubious news programs, radio signals, the snippets you happen to catch through your windows... and of course, the people who show up at your door. This fragmented information invites you to take notes and speculate about everything you're being told... and not told. Fundamentally, you're working with limited information, and this is represented on every level - from the world to the individual people that come to your door. If someone's story doesn't add up, does that mean you're talking to a Visitor? People could have any number of reasons to be secretive. If you check someone for the concerningly unreliable Visitor signs, like red eyes or perfect white teeth, do you immediately reach for your gun, even if there's a plausible reason? And of course, you can't fully depend on 'better safe than sorry,' because the Pale Visitor will make you regret it if you find yourself alone.

With all that considered, the game loses a lot of flair once you look under the hood and examine the sheer mechanics. This is where I really ruin the magic of the game, so this is your last chance to back out if you haven't played it yet!

 

  

So, first off: While there are a small group of characters that are always human and a small group of characters that are always Visitors, this is randomized for the vast majority of characters that come to your door. This means that, sadly, looking for inconsistencies in their stories doesn't really pay off at all. I suppose this adds to the sense of having imperfect information, but it does take away some of the magic of trying to reason out someone's identity based on the dialog. 

Second: Visitors appear to be quite varied. Some are openly malicious while others don't even seem to know what they are. Nonetheless, the gameplay rule is quite simple: If there are two or more Visitors in your home, a human will die that night. It's smart that the game waits for there to be two Visitors, since it will draw suspicion away from any Visitors that come in early - though there isn't really an explicit story explanation for it. One can assume that once Visitors know they are in a group, they'll instinctively begin to weed out humans. More information or speculation on the subject might've been interesting as in-game dialogue. In any case: Once you know this rule, it can be a lot easier to determine who is a Visitor and who isn't.

Third: The game will use achievements to happily spoil for you whether or not you made the right call when you first shoot one of your unfortunate lodgers. But there's actually an easy way to tell: If you shoot someone and you're assaulted with some scary faces flashing on the screen, it was a Visitor. If a visible, partially censored corpse is left, it was a Visitor. If, instead of a corpse, the character is replaced by three trash bags, it was a human.

Fourth: The game gradually reveals signs to you that someone might be a Visitor. These signs can be useful, but vary strongly from character to character. Sometimes they can be outright misleading; there are characters whose human incarnations display Visitor signs, while their Visitor incarnations don't. This also serves the sense of imperfect information and the justifiable doubt in the supposed signs you're told about... but it makes it difficult to strategize and invites metagaming, at least for me (which you can tell I started doing, since I started taking note of all these technicalities). There is only one sign that is absolutely guaranteed for identifying Visitors - seeing a bug crawl out of someone's ear. But it's also quite rare to come across it.

Fifth: You can check yourself for Visitor signs, and certain items will actually cause you to display them or remove them. For example, if you drink many energy drinks, you can get red eyes. If you smoke, you can yellow your white teeth. This feature adds a cool dimension to your energy management that ultimately goes wasted: It's used exactly twice in the entire game, both times when the Vigilante comes to your door and demands that you show a sign - both times, you only have to show one sign, so it doesn't really take any prep or thinking ahead. 

When you lay it out like that, the game is actually quite simple, mechanically. It's the most enjoyable on a first playthrough, when you're still impressed with the smoke and mirrors of its presentation and atmosphere. After that, it can turn into a pretty simple process of elimination. That's not to say that it's bad, of course. It's still fun to strategize about who to let in, especially when you know that FEMA (the morally dubious government agency) will occasionally take some people away and you have to prevent yourself from ending up alone. Some players might even enjoy it more once all the cards are on the table, but it definitely takes away from the horror and tension once your imperfect information becomes just a bit more perfect.

No, I'm Not That Polished

The prior segment really layed out what I think the game excels at and where it falls apart. Here, I'm just going to share some of my pet peeves, annoyances or simply observations I thought were interesting. These probably shouldn't be dealbreakers.

I can't really say what the localization quality is across all languages, but the English localization - courtesy of Dragonbaby - is a bit rough around the edges. One of the telltale signs of a sloppy translation is pronoun inconsistency in the interface buttons and dialog. It feels unnatural when characters go back and forth and the bearded man is suddenly referred to as 'they.' I'm not very familiar with Russian, but apparently, it's actually a heavily gendered language where adjectives, past tense verbs and pronouns all have a linguistic gender - a complete reverse from a context dependent language like Japanese. Thus, it should theoretically be unnecessary to lean on ambiguity. If any Russian speakers want to correct me on this, please do! I thought at first that the interface buttons might be neutral as a convenience, but then, for several people (at least one), it does display the correct pronouns. Aside from that, there are some errors or odd choices (like a guy with an inexplicable British accent). It's not bad enough to break the experience entirely, but it's something I hope can be cleaned up if Dragonbaby isn't too busy vandalizing another Japanese game's script.

The game has a huge cast of crazy characters, and it can be... quite something, to see them in the same room together.


This is extremely subjective, but it felt strange to me that some of them look pretty close to normal humans, while others look bizarre or downright monstrous - and not just the guaranteed Visitors, either. To use a word, it felt inconsistent to me. But every time I say something like that, I feel like I have to clarify once again that this does support the feeling of having imperfect information. It's difficult to nail down anything just based on a character's appearance. Even so, I think the characters could be a bit more visually consistent with each other.

The energy system functions as a limited resource. You can only check a limited amount of people for a limited amount of signs. I don't think this is a bad feature, but I do think it's a minor annoyance that the game demands you use up all your energy before going to bed. You can do this by using a beer, which you have many of, but it feels like an unnecessary extra step. It does prevent you from accidentally skipping your day in a game where saving is an extremely limited resource, so I understand it as a way of preventing a frustrating worst-case scenario. Maybe a simple warning asking for confirmation would be better?

Each character you let in has a 'storyline' for you to explore. You can only have one conversation a day. Once you reach the end of a character's story, sometimes an event takes place, and sometimes you're simply stonewalled with a note that the "conversation is over" whenever you speak to that character again. But there are a lot of interesting and unique events to encounter, which adds a lot of replayability.

Speaking of such events, I reached the end of a specific character's story, and she took my gun and shot herself with it. Then the game cheerfully awarded me an achievement for mistakenly shooting a human. So that was interesting. I know there's a unique bad ending you can acquire by shooting 4 human beings, and I wonder if unique events where you're "forced" to shoot someone count towards that.

The option to shoot someone comes up after checking for any sign, but if you back off, you need to check for another sign before you can choose to do so. On the one hand, this is good. It means you have to spend your energy to take a shot, and it's a costly decision whether or not you back off. On the other hand, there isn't really an in-world reason as to why you'd have to check for signs again. Your mileage may vary on this one.

If the Pale Visitor breaches your house and kills you, a 3D animation plays. I can't say that I'm very impressed with the 3D model of the Pale Visitor and his completely flat and unanimated face. Some of the limited animations you can see when you reach the end of a specific NPC's dialog impress me a lot more and fit better with the game's artstyle.  

That's everything I noticed. Like I said, these are minor observations or annoyances, so they're interesting to note but won't ruin the game.

Conclusion

In the end No, I'm Not A Human is a great concept with a great presentation that falls apart a bit once you figure out how basic its systems really are. For this reason, it's absolutely worth a playthrough - but maybe less so after reading this review. I sincerely hope you gave the game a shot first! And I hope we see more from this developer. 

I thought about including a long section where I proposed alternatives to the systems I criticized. For instance, one idea would be a 'threat level' that ticks up by X amount depending on which Visitors you let in, meaning certain Visitors are more dangerous than others - and people only get killed after a certain threat level is reached. That would theoretically work as a replacement for the basic "2 or more Visitors == someone dies at night" system. But proposing design changes as if they would definitely improve the game would be a bit arrogant. I'm almost certain that whatever idea I could propose was already considered by the developers and the game turned out the way it did for good reason.  

So, that's it! Feel free to let me know your thoughts as well. 

 

 

Check it out on Steam: https://store.steampowered.com/app/3180070/No_Im_not_a_Human/