No I’m Not a Human

5/5

No, I’m Not a Human is a survival and narrative game that places the player inside a house during a global disaster. The world is consumed by heat during the day, and only nighttime provides a chance for interaction. Strangers arrive at the house asking for shelter, but not everyone can be trusted. Some are people in need, while others are Visitors hiding behind a human appearance. The central goal is to decide who enters, who stays outside, and how long one can survive in this situation.

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No, I’m Not a Human is a survival and narrative game that places the player inside a house during a global disaster. The world is consumed by heat during the day, and only nighttime provides a chance for interaction. Strangers arrive at the house asking for shelter, but not everyone can be trusted. Some are people in need, while others are Visitors hiding behind a human appearance. The central goal is to decide who enters, who stays outside, and how long one can survive in this situation.

Gameplay Systems

The game alternates between daytime investigation and nighttime decision-making. In the day, the player examines visitors, looking for traits that suggest whether they are real humans or something else. This process consumes a limited energy resource, so not all checks can be performed. At night, the player must choose who is allowed to remain in the house, who is rejected, and in some cases, who should be eliminated to prevent danger.

Key mechanics of No, I’m Not a Human include:

·         limited daytime examinations that consume energy

·         distinguishing real people from Visitors using discovered traits

·         nighttime decisions about acceptance, rejection, or execution

·         multiple endings based on accuracy and survival length

·         consequences for both hesitation and wrong choices

These elements form a cycle where observation, deduction, and judgment determine progress.

Progression and Challenge

Progression is measured by surviving more nights while managing limited resources and increasing guest numbers. Early days introduce basic traits to identify, while later ones require closer inspection and tougher decisions. News broadcasts provide new rules and hints, expanding the knowledge base while also increasing the risk of mistakes. The challenge lies in balancing suspicion with caution: rejecting too many humans may weaken trust, while allowing a Visitor inside can cause immediate failure.

Presentation

The environment is presented through a simple home with different rooms used to host or examine guests. Visual cues such as subtle character details, as well as sound design, indicate potential danger. Dialogue is another tool for analysis, as words or behavior can hint at someone’s true nature. The interface provides the essential tools—energy levels, number of guests, and time until night—keeping focus on decision-making rather than action.

Core Purpose

The purpose of No, I’m Not a Human is to test judgment under pressure. It asks the player to make decisions with incomplete information, weighing the risks of harming innocents against the dangers of letting threats inside. Success is not measured by perfect outcomes but by survival through uncertainty. By combining investigation, deduction, and moral choice, the game creates a loop where each night is another test of caution, logic, and resolve.