
| No, I'm Not A Human | |||
|---|---|---|---|
| Release Date | Gameplay & Story | DLC & Pre-Order | Review |
Identify who’s human and who’s not in No, I'm Not A Human. Read on to learn how it plays, what it's about, and everything else we know so far.
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No, I'm Not A Human Gameplay

No, I'm Not A Human focuses on social deduction, resource management, and strategic decision-making. Players must navigate through a futuristic world where humanity faces an existential threat from an advanced AI.
The core gameplay revolves around identifying subtle clues—checking their eyes, teeth, nails, even armpits, and observing their behavior and stories—to discern who is a "Visitor" (an imposter aiming to harm players) and who is a genuine human in need of help. It focuses on paranoia and uncertainty, as the signs to identify Visitors can be vague and even apply to ordinary people, forcing players to make morally ambiguous choices that have significant consequences.
Each playthrough will feature elements of random generation, introducing new stories and identities for many guests, ensuring that players cannot simply memorize who is human, amplifying the tension and replayability in this gripping test of judgment and conscience.
No, I'm Not A Human Story Plot

No, I'm Not A Human begins in a grim, post-apocalyptic world where a cataclysmic solar flare has rendered the surface uninhabitable during the day, forcing humanity to seek refuge indoors and emerge only at night. Players live in an isolated home, which becomes a precarious sanctuary in a world overrun by mysterious entities known as "Visitors." who look, sound, and even smell human, but they are impostors with evil intent.
The story unfolds as individuals, seemingly survivors, begin to knock on the door, begging for refuge. The player's survival hinges on their ability to discern who is a genuine human in need of help and who is a deadly Visitor. The game intentionally blurs the lines between normal humans and Visitors, exuding constant uncertainty that drives the psychological tension, forcing players to make morally agonizing decisions that have dire consequences.
The narrative explores themes of paranoia, trust, and the desperate choices made during the end of times. Some characters might offer genuine help, others might genuinely need it, and some are, in fact, Visitors who will kill if given the chance. The game promises multiple endings, heavily influenced by the player's judgments and actions, leading to a deeply personal and often unsettling exploration of what it truly means to be human—or to lose one's humanity—in a world on the brink.
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