“Yesterday we went to the beach. But it got so hot we had to turn back almost immediately. Our daughter will start school soon. We’re preparing her, but she really doesn’t want to go. And what can you do. My cousin says there’s something wrong with the sun, and that people from the underground—called Visitors—will come. But I don’t know what that means. Either the sun will explode, or something on the sun will. I honestly don’t know, except that something is very wrong.“
And then suddenly the extreme heat really hits outside, everyone searching for relief, for essentials like water, food, shelter—somewhere to hide from the Visitors. And suddenly, you have to decide which stranger—you know, the one getting weirder by the day—you still let in. Preferably only after resisting a bit, because their bribing might bring useful info or items into the house. But how do you decide afterwards whether you even want to keep them in your home—before they start murdering each other, dragging you indirectly into death along with them? Just by appearances? Far from enough.
For fourteen days you fight this battle—against doubt, against Visitors trying to deceive you at the door, slipping in among the desperate, well-meaning people who truly need help. But also: against the darker thoughts within yourself. And then the first thing you see in-game is your closed front door.
That’s how No, I’m Not a Human begins. The concept of a forced day-night cycle, framed as runs, feels very Static Dread-like, to be honest. That recent game, which we also reviewed on this site, required you to deliver focused, ethically correct work. At night, however, you were driven mad, fending off all manner of wraiths at your door—some of whom turned out to be people who could actually help you.
So how does No, I’m Not a Human set itself apart? Well, aside from its exquisite, pounding soundtrack—through its absurd eccentricity, its brutal presentation of post-apocalyptic horror. Sometimes it’s truly shocking. It’s more of a twisted, creepy choices matter game than an explicitly scary one. Unless you blow off half of someone’s body with a shotgun. Or when the only clearly obvious Visitor in the whole game—the so-called Pale Man, always grinning—kicks in the door and strangles you for making the wrong choices.
So far, the only downsides are the controls on Steam Deck (cursor glitches and such) and the extremely limited save system. Saving requires drinking kombucha sitting on the dresser—only once per playthrough, unless fortune grants you the rare chance to acquire more. Then again, a run doesn’t take that long, and recently developer Trioskaz added “save on quit”.

As the outside world worsens day by day, a day-and-night cycle unfolds where you can—and sometimes must—take a limited number of actions, making moral choices along the way. These can branch very far, and as you gather new information about the Visitors, you become increasingly paranoid. For each visitor, you choose: let them in or leave them out. You need them, because being alone in the house makes you vulnerable. But once inside, they get their own room. At night, you can listen at their door. At best, you hear them snoring. But sometimes, very strange noises. What do you do then? Maybe they’re just having a nightmare.
Much like Static Dread, No, I’m Not a Human is mostly absurdly horrific. Deciding who is a Visitor and thus deserves a shotgun blast is, on one hand, sadistically satisfying—it brings out the worst in you—until karma claws its way back. “Show your teeth! Okay, now your fingernails! And your armpits, please.” And if the day just won’t end, you’re forced to drink a beer.
No, I’m Not a Human messes with your mind. You’re never certain of anything. And when you think you are, you wonder—was that random? Or deliberate? When the basement became available as storage for humans, Visitors, and possibly even body bags, I found myself sneaking down there from time to time. Especially when something about basements came up on the radio. Paranoia at its peak.
Countless external factors fuel the absurdity of the plot, and at the same time, you find yourself fully invested and immersed in it. FEMA patrols the streets, tasked with cleaning up Visitors. Alongside the military, they move around in hazmat suits and frequently knock on your door to take people away for “screening”. But they never bring anyone back.
And good visitors, the ones with no symptoms at all—you’d rather keep than lose them. Handing out FEMA notices also feels brutal, because whoever gets one will be taken soon—and clearly never returns. Also, you can’t stay completely alone, or the Pale Man will eventually break down your door and strangle you anyway.
Once in your bedroom, you automatically end up watching the news. But those optional commercials? Sometimes they turn out to be incredibly useful deals. And during the day you mustn’t forget the radio, carefully tuning the frequency each time—it changes constantly. You must never call a given number unless you are alone—and never mention it. You also can’t dial any number multiple times to get help; only certain calls can be made multiple times per run. So many rules. So many ways to fail.
Okay, so you have to check every visitor for symptoms. But also check yourself in the bathroom—know your own body, from a more unsettling, clinical perspective, as modern healthcare might suggest. Otherwise the Vigilante, who regularly visits with a rifle in his hands, might mistake you for a Visitor and execute you.

Meanwhile, fortune tellers, cultists, and psychics come to your door, advising you on what to do. But who’s to say they aren’t Visitors themselves? You can’t exactly test them. No, I’m Not a Human is all a game of semi-blind trust and moral decisions—a metaphor for human mistakes. As always, sometimes you gamble and win. Sometimes you lose. And in the latter case, the angry spirits come for you.
Yet if you survive to the end—one of ten possible outcomes—it is a liberation tinged with unease, for the haunting knowledge that the Visitors may return, never truly fades.
…
Sorry, I need to go try again right now.
Additional Information
Release Date: September 15, 2025
Currently Available On: PC via Steam
Coming To Consoles: PlayStation 5, Xbox Series X|S
Developer: Trioskaz
Publisher: Critical Reflex
Website: https://www.criticalreflex.com/no_im_not_a_human












