
No, I'm not a Human
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About No, I'm not a Human
In No, I'm not a Human, you seek shelter at night in an end-of-days world and decide whom to let into your home. Examine guests for signs, hear their stories, and interrogate them: some will help, some need help, and some are Visitors who look human. Steam player rating: 93% from 27,765 reviews. Release date: September 15, 2025.
Credits
Lowest recorded in 36 months
$6.662026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 15 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Russian | Yes | Yes | — |
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Portuguese | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Arabic | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Vietnamese | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Play and controls
The Steam PC version supports single-player and full controller support.
Languages
Subtitles are listed for English, Brazilian Portuguese and Simplified Chinese, among other supported languages. Full audio is not listed.
03Frequently asked questions
What do you do in the game?
You decide which guests to admit, hear their stories, and look for signs that they are Visitors.
What threat do Visitors pose?
Visitors kill; you can interrogate guests and try to eliminate them first.
Is it multiplayer?
No. The listed play mode is single-player.
Latest news about No, I'm not a Human
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
-Excellent Experience, Terrible Game- I won’t lie: the first impression of this game is magnificent. The eerie atmosphere, the grotesque character designs, and the mysterious story instantly draw you in. It’s an intense and memorable experience… the first time you play it. Unfortunately, after that initial run, everything falls apart. -Zero Replay Value- The game tries to sell the idea that each playthrough is different because the visitors at your door each night are random. But in reality, it’s always the same NPCs, with the exact same lines and behaviors. Some will always be human, some will always be visitors, and some can be either one or the other without any clear indication. This turns every replay into a repetitive grind of skipping through already-seen dialogue that adds nothing new. On top of that, key events always happen on the same nights. This means “replayability” quickly becomes nothing more than skipping through text until you reach the same moments you’ve already experienced. -RNG Over Design- The game relies almost entirely on luck. The AFAE agent, who appears on certain nights, takes away an NPC completely at random—even the one whose storyline you were following. This forces you to restart and replay several times, hoping luck is on your side so you can actually finish that character’s arc. The visitors themselves always have the same dialogue and appearances. They can be “good” or “bad” at random, but the game gives you no clues to figure this out. As a result, your choices are meaningless. Worse yet, visitors can never kill you. They only kill other NPCs, and this has zero impact on the narrative. Nobody reacts—not the other NPCs, not your character. This makes the game a constant cycle of skipping days until some specific event happens, since what goes on in your house doesn’t really matter at any point in the game. -Endings That Don’t Matter- The game offers multiple endings, but most of them don’t actually depend on how you play. Two endings are tied to “completing” all the nights, and the only factor is how many humans or visitors are left at the end. The rest are tied to specific NPCs showing up randomly, which means you may have to replay several times just to see them. Instead of encouraging strategy or meaningful choices, the game devolves into a clicker where you skip repeated dialogue night after night, waiting for RNG to let you see something new. -Bugs and Technical Issues- As if the design flaws weren’t enough, the game is riddled with bugs. In my experience, loading a save often broke the game: black screens, endings not triggering despite meeting all requirements, or the door viewer reticle permanently stuck on screen. These technical issues make an already frustrating game even worse. -Conclusion- In the end, this is a game with a brilliant start, capable of delivering 1–2 hours of tense, atmospheric gameplay. But after that, it turns into a repetitive, luck-based mess plagued with technical problems. The potential was there: with a tighter, single-playthrough narrative, more complex characters, and better-structured events, it could have been an unforgettable game. But in its current state, it’s not worth the $15 price tag. This is a game with a fantastic first impression… and nothing more.Show moreShow less
this game is so cool, one day i too will knock on random stanger's doors shirtless asking if they're aloneShow moreShow less
I wanted to like this game, but the best way I can describe it is missed opportunity. This game got amazing sales due to amazing demo, as the final version is worse than the demo. It became a glorified minesweeper game with very specific paths for weird endings and a lot of side content that has nothing to do with the supposedly main theme of the game. The game has a very interesting premise: people show up to your door and you need to decide whether to let them in or not. Some are Humans, some are Visitors, and you need to figure out which is which. The game takes place in 14 days with a day & night cycle. During the day you investigate guests to see who is Visitor and who is not. During the Night people come at the door and you decide who to take in or not. It's a game about distrust and paranoia. Sounds interesting? unfortunately that's where the interesting part stops. You would normally expect to have some text clues, stories don't fit, kind of signs that they are visitors. Instead, all visitors are RNG with the only difference being different symptoms when examinated. You can skip 100% of the chat and would make 0% difference in determining who is visitor or not. It's just a mini-game of "check the teeths, hands, eyes". The developers could have expanded this concept. Instead, they did not. That's all there is to the main part of the game. Afterwards, they only added "side quests". You have a radio for extra information, you can call to different numbers for extra information and items. There is a lady with a cat and the cat will be very important later, there is a vigilante that if you show even 1 visitor sign he will shoot you, there is a cult. The developers are doing everything in their power to move the game from its original premise. They completely ruined it gameplay-wise. Lore-wise, the Visitors and people of the world are not all that interesting. Once you read the 1 story a person has to tell that's it. And as I said previously you can ignore the conversation with them as Human/Visitor is pure RNG, their story will be the same. Visitors are resources to manage, not threats. Even if you get a Visitor in your house, you can kill him with a shotgun and that's it. But the devs aren't going to bother with fleshing out the base game, they will probably add another ending with a very weird path with a mushroom man. Oh wait, they did. Here is how to play: let people in randomly, check for signs, kill them if visitor, take a weird path if you want a weird ending. That's it. It's a shallow game. They add things like phone adding more narrative to the game to distract players from the shallowness of the main dish. In the same way you would put a lot of spices on a bad meat to cover up the fact the meat itself is bad. There are also counter-intuitive stuffs in the game: - Guests say the same lines of dialogue regardless whether they are visitor or human. There is no way to catch someone lying or contradicting himself and because of that they are a visitor. - Cannot check guests for visitor signs at the door. Even as dialogue options. - During the day you can: TV, Radio, Phone, Feed Cat, Guests. All aside from Guests are meaningless distractions that you must take into account only if you want one of the weird endings. - Once you check a visitor for signs, you can either (1) listen to their excuse (2) shoot them. But you cannot listen to their excuse and then shoot them because it's not convincing. (listening to the excuse is useless anyway as the dialogue is the same regardless whether they are visitors or humans) - Visitors/Humans just stand there during the day, there is no making food or whatever, you don't make food, they don't make food, no interaction or urgency or paranoia beyond playing a glorified Minesweeper game. - The radio is a bit of an annoying feature where you look for signal, especially on repeat playthroughs. - The phone is basically tons of lore + ForRest where you can order items every other day. - Energy, the way you get/lose energy is dumb. You begin with 2 Energy, then you gain 1 or lose 1 depending whether you let in a human or visitor. The quote unquote "logic" is that you sleep better at night without visitors in the house, but this logic forgot that you won't know who the visitors are and the whole point of the game is to find out. At the same time, you have no way of knowing who is human/visitor from the door, so it's literally a coin toss. In conclusion, this full version doesn't deliver on the demo's promising concept, nor does it meaningfully expand the ways you can interact with characters. The only thing added was extra noise mechanics. The endings added in the full game also disappoint, offering little aside from vague vibes. It's a game that wants to be deep but ends up dumb.Show moreShow less
I'm going to hell, 10/10 P.S. current save system needs to be reworked I'm begging devs to add saving upon exiting the game, since games not so short and some of us have jobs tomorrow...Show moreShow less
I Really wanted to like this game since I love the premise and the visuals, the soundtrack is also nice, but the gameplay turned out to be extremely shallow and boring. I feel like people waited so long for this game that they ignore all the obvious flaws. Core gameplay loop doesn't make sense when most guests are randomly assigned to being visitors or not. Just let in as many people as you can, there is no penalty other than your real guests dying (this won't bother you, the pale guy won't kill you even if there are only visitors in the house). This fact also takes away the tension and the feeling that any of your choices matter. Game is filled with tedious, repetetive tasks that bored me to death even during my first playthrough. Some are incredibly dragged on (on purpose, I believe), the worst is probably the radio feature - I stopped reading what was happening in the last few auditions (they aren't that interesting anyway - like most things in the game) and just PRAYED for them to stop. The phone feature is also bad, most calls don't lead to anything useful or interesting, it essentially just boils down to ordering stuff and maybe few tips on how to avoid getting shot by the psycho , the rest is boring and useless. The save feature is obviously bad game design, can't believe there are people out there defending it. And I lost a run that was about 80% completed because I saved during the night, oh well, they didin't even test it properly (added last minute to, along with dragged on animations, increase playtime and prevent refunds?) The final release added about 20 minutes of gameplay to the demo and it's so disappointing, the story goes nowhere and after unlocking 3 out of 10 endings I don't feel like I will force myself to play through them all. The little stories that each guest have to tell are also never interesting. Moreover, the devs promised a few languages that are missing at launch (like turkish, italian and polish), which doesn't bother me personally but it just adds more salt to the wound. It could have been so much more and pretty visuals won't save it. Feels like a waste of time. EDIT: gotta update the review, they added save on exit and promised to include missing languages in the game, which won't make me change my review to positive since I disliked core mechanics, but it's a nice thing that they read the feedback.Show moreShow less
finally, a game that normalizes asking people in your community to show you their armpitsShow moreShow less
Loved the demo but cannot recommend the game in its current form for one simple reason: the game does not save between days or when you quit, unlike the demo. I don't get why the final release of the game has taken a step back like this.Show moreShow less
"Prove you're a Human." "Two arm. Two leg. One Head" "Come In!" Great game, very fun and unique gameplay loop. The lore in both the ending and characters are insanely deep and it's some of my favorite indie fiction. Also a challenging yet fun 100% achievements chase.Show moreShow less
Played this game blind and really enjoyed my first playthrough. I like that the game makes it clear that this is a cruel and unfair world, but also gives you juuuust enough agency to encourage you to lock in and really pay attention. The feeling you get when you're 75% sure your favourite guest is a freaky visitor is dreadful and engaging. If you will only have one playthrough for about 2-3 hours, then count this review as a positive and stop reading here. However, the game does ask of you to play multiple times (considering achievements, game price, multiple endings) so that is the standard I am holding the game to. Once you play it again, almost all of the suspense goes away when you realise how predetermined everything is. The conversations you have with guests at the door tell you nothing about their visitor status so you can just mash through them. The self-checking is only required for 2 scripted interactions and not required at all if you know the static correct answer. Every door event that isn't a guest is scripted to occur the same way in every playthrough, and the things you can tell those people don't matter at all (ie. if a character asks for you to give them one of your guests, both yes and no lead to the exact same outcome). The only thing that differs between playthroughs is what guests show up, but even a good chunk of the guests will always be either visitor or nomal. There is so little variation in this game simply because it was not a priority to implement. The gameplay loop of the game is really quite fun and suspenseful but the main draw is not knowing what kind of problem is going to be at your door in the coming night. Making everything pre-set and making all the choices lead to the same outcomes misses this mark so heavily. The game recieved an update to introduce a vairety of endings and guests, when it really needs variety in everything else. The overally writing quality is dependent on what you are looking for. The character writing for the guests is its strong suit, and I really love all of their varied designs and stories. This stuff is great, but non-guest characters are less cool. The Pale Visitor (the Pikachu of this game) is really quite boring as a character and everything he says builds up to nothing. Everyone else is fine, but suffer from being predictable since the game doesn't want to mix up ANY scripted events in a game that is meant to be about uncertainty. The main endings are fine, but the secret endings rub me wrong. They are vague, artsy, and unrewarding in ways I have seen been done in so many other indie horror games. When a human being lets me look into their panicked eyeballs and stained teeth and filthy pits and life story to convince me that they aren't a freak, that gritty, grounded feeling is exciting. A random secret ending where you talk to a floating polygon called Death in a cave is not revolutionary enough to warrant that change in tone. At this point, I have to cynically assume that these endings are done to bait analytical YouTube essays for engagement. I could have ignored all the weird and off-tone writing if my actual playthroughs were meaningfully different and not just done to chase those endings. If the game radically shifts to focus on replayability in the future, then I would say this game is worth the current price. But until then: no, I'm not a huge fan.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
