No, I'm Not a Human

The Ultimate Guide to Surviving the Unthinkable

Psychological Horror Survival Game Choice-Driven

Game Statistics

Release Date September 15, 2025
Studio Trioskaz
Publisher Critical Reflex
Steam Rating Very Positive
Endings 10 Possible

Game Overview

Introduction to the Game

No, I'm Not a Human is a first-person survival horror game developed by the independent Russian studio Trioskaz and published by Critical Reflex. The game was officially released on September 15, 2025, for PC via Steam, with console versions currently in development.

Set against the backdrop of an apocalyptic scenario where the sun's increasing temperature threatens all life, the game places players in the role of a lone survivor barricaded inside a house. The core premise revolves around a daily ritual of deciding which desperate visitors seeking shelter are genuine humans and which are dangerous, shape-shifting entities known as "Visitors".

This creates a tense, paranoia-driven atmosphere where every choice can lead to salvation or a gruesome demise. The game has garnered significant attention, accumulating over 500,000 wishlists on Steam prior to its release and receiving "Very Positive" reviews from players .

Unique Selling Points

  • Psychological horror with moral dilemmas
  • Investigative gameplay similar to Papers, Please
  • Ten possible endings based on player choices
  • Atmospheric storytelling with environmental details

Core Gameplay Mechanics

Day and Night Cycles

Day Phase (Preparation)

  • Check television for news broadcasts and visitor identification clues
  • Listen to radio for additional hints and psychic phone numbers
  • Contact ForRest delivery service for essential supplies

Night Phase (Survival)

  • Visitors arrive and must be interrogated through limited dialogue
  • Physical inspections cost energy and reveal visitor traits
  • Limited energy requires strategic decision-making

Visitor Identification System

The central mechanic revolves around identifying Visitors through subtle physical anomalies. These creatures are nearly indistinguishable from humans but possess grotesque traits that betray their true nature.

Common Signs

  • • Perfectly white teeth
  • • Dirty fingernails (from digging out of graves)
  • • Bloodshot eyes
  • • Hairless armpits

Rare Indicators

  • • Black patches in aura photos
  • • Insects inside ears
  • • Fungus in armpits
  • • Scrambled dialogue (Atbash cipher)

Ambiguous Signs

  • • Perfect teeth (can be human or Visitor)
  • • Skin irritation
  • • Bleeding gums
  • • Behavioral inconsistencies

Energy and Resource Management

Energy is the most critical resource, acting as a hard limit on daily actions. Players start with limited energy, and each physical inspection consumes one unit. The day ends automatically when energy is depleted.

Coffee - Restores energy for additional inspections
Beer - Can be used to end day early
Kombucha - One-time save game item

ForRest Delivery Service

Contact via TV advertisement phone number. Order essential supplies to increase survival chances.

Coffee Energy +1
Beer End Day
Cat Food Quest Item

Story and Setting

The Protagonist's Role

The player character is an unnamed, silent survivor whose motivations are left to the player's imagination. This deliberate blank slate serves to immerse players directly into the game's world, making them feel as though they are the ones making impossible choices.

The protagonist's primary role is that of a gatekeeper, the sole arbiter of who is worthy of shelter and who is a threat to be eliminated. This position of power carries a heavy psychological burden, with the character's mental state visibly deteriorating as days progress.

The Visitor Threat

The Visitors are mysterious entities that have emerged from the ground to prey on humanity in its darkest hour. These masters of disguise perfectly mimic human appearance and behavior, making them nearly impossible to detect without careful scrutiny.

Game lore suggests Visitors may have once been human themselves, supported by their dirty fingernails—a result of digging themselves out of graves. This blurring of human and monster forces players to question their own perceptions of identity and humanity.

Visitor Behavior

  • • Some believe they're genuinely human
  • • Others take sadistic pleasure in tormenting
  • • Two or more will kill all humans in the house
  • • Exhibit range of self-awareness levels

The Role of FEMA

In the chaotic world of No, I'm Not a Human, the Federal Emergency Management Agency represents a semblance of order and authority. However, their role is complex and often ambiguous.

FEMA agents make periodic visits to check on survivors and remove apprehended Visitors. Players can acquire FEMA notices to mark suspicious guests for removal, providing a non-lethal elimination method.

However, hints suggest FEMA may have sinister agendas. One ending features forcible recruitment, indicating their interest in survivors may not be entirely altruistic.

Game Tools and Resources

Comprehensive Walkthrough

14-Day Survival Guide

Day Key Events & Actions Notable Visitors Strategy & Tips
Day 1 Interact with all objects for "A House with History." Drink a beer to end the day. Little Girl (Human)
Tall Man (Human)
Hunched Woman (Visitor)
Let everyone in to learn mechanics and unlock "Family Dinner." Kill the Hunched Woman.
Day 2 Watch TV for ForRest ad. Order coffee for an extra energy slot. Four Randomized Guests
Delivery Guy (if ordered)
Use the coffee to inspect more guests. This is a good day to practice identification.
Day 3 Listen to the radio for the psychic's number. Pale Man (Super Imposter)
Prophet
Random Guest
Pale Man: Lying ("Yes, I'm alone") triggers an instant ending. Telling the truth ("No, I'm not alone") is the safe option.
Day 4 Order cat food from ForRest. FEMA Agent (takes a guest)
Little Girl (Human)
Cat Lady (Visitor)
Crucial: Let the Cat Lady in to get the cat, which unlocks the basement.
Day 5 Pet the cat. Explore the basement. FEMA Agent (takes two guests)
Pale Man, Prophet
Random Guest
Manage guest count carefully. The cat can protect you from nightmares.

Table data compiled from comprehensive gameplay analysis.

Achievements Guide

Achievement Strategy

Unlocking all 26 achievements requires strategic planning and multiple playthroughs. The game's design forces conflicting choices, making 100% completion impossible in a single run.

Humanitarian

Let everyone in, no killing

Interrogator

Perfect human-only run

Hermit

No TV/Radio/windows

Chaos

Maximum violence

Family Dinner

Let every single visitor into your home during one playthrough.

Humanitarian Run
Know Your Enemy

Finish with only confirmed humans in your home.

Interrogator Run
Isolation

Complete without using TV/Radio or looking out windows.

Hermit Run
Double Trouble

Kill two Visitors in a single day.

Chaos Run
WHAT'S THAT SMELL?!

Let the "Sun Guy" in, wait three days, give him beer.

Chaos Run (RNG)
I'm Sorry, Little One...

Let the Neighbor's Daughter inside.

Humanitarian Run

Items Database

Edible Items

Coffee

Restores energy for additional inspections

Effect: Energy +1
Beer

Can be used to end the day early

Effect: Ends Day
Kombucha

One-time save game item

Effect: Save Game

Household Items

Cat Food

Essential for cat questline

Quest Item
Cigarettes

Used for "Breakfast of Champions" achievement

Achievement Item
Mushroom

Triggers "Shroom or Doom" ending

Secret Ending Item

Tools & Weapons

Shotgun

Primary weapon for eliminating Visitors

Human kill: 3 body bags
Visitor kill: Mutilated corpse
FEMA Notices

Mark guests for FEMA removal

Non-lethal Option

Visitor Identification Guide

Always Human Visitors

The Tall Man HUMAN
The Neighbor's Daughter HUMAN
The Fireman HUMAN
The Twin Sisters HUMAN
The Widow HUMAN

Always Visitor Entities

The Cashier Girl VISITOR
The Amogus Man VISITOR
The Intruder VISITOR
The Cat Lady VISITOR
The Hunched Woman VISITOR

Special Visitors and Their Roles

The Pale Man (Super Imposter)

Appears on Night 3. Asks if you're alone.

Lie: Instant death
Truth: Safe option
The Prophet

Appears on Night 3. Tells you to let the cat in.

Necessary for basement unlock
The Cult Leader

Appears on Night 8. Part of "May Death Cleanse us" ending.

The Vigilante

Appears on Night 8. Will test the player.

Check mirror when he arrives
The Mushroom Man

Appears on Night 6 for "Shroom or Doom" ending.

Doesn't enter, but appearance is necessary
Stitchmouth

Dialogue scrambled in Atbash cipher.

Requires cryptographic solving

In-Depth Game Content

Character Profiles

The Protagonist

An unnamed, silent character whose role is to act as the gatekeeper of their own home. The player's choices shape the protagonist's personality, ranging from compassionate savior to ruthless survivalist.

Personality Archetypes
  • • Compassionate Savior
  • • Ruthless Pragmatist
  • • Paranoid Survivalist
  • • Neutral Arbiter
Character Development
  • • Mental deterioration
  • • Moral compass shifts
  • • Relationship dynamics
  • • Ending reflections

Recurring Human Characters

The Tall Man SAFE
The Neighbor's Daughter SAFE
The Fireman SAFE
The Twin Sisters SAFE
The Widow SAFE

Endings Guide

The End?

Default ending. Simply survive until the final day.

Neutral Ending

Yes, I'm Alone

Lie to the Pale Man on Night 3. Instant game over.

Bad Ending

No, I'm Not Alone

Truthfully answer the Pale Man with guests present.

Good Ending

Shroom or Doom

Eat mushroom on Day 7 and apple on Day 8.

Secret Ending

Welcome to FEMA

Work with FEMA throughout the game.

Faction Ending

Survived to the End

Perfect human-only run with confirmed humans.

Best Ending

Game Lore and File Interpretation

In-Game Documents

The world is rich with lore hidden in newspapers, magazines, and personal letters scattered throughout the house. These documents provide glimpses into survivors' lives and the events leading to the apocalypse.

  • • Environmental storytelling clues
  • • Cryptic messages about Visitors
  • • Personal survivor accounts
  • • Government response documentation

The Significance of the Cat

The cat is a mysterious, magical creature that protects players from nightmares and unlocks the basement. Its true nature is never fully explained, but it represents hope and nature's resilience.

Protects from nightmares
Unlocks basement access
Symbol of hope

Radio and TV Broadcasts

Broadcasts provide vital clues about Visitors and the outside world while contributing to the game's atmosphere of dread and paranoia. They serve as commentary on media reliability during crises.

  • • Daily visitor identification clues
  • • News about the apocalyptic scenario
  • • Cryptic psychic messages
  • • Government announcements

Visitor Origins

The game's lore suggests Visitors may have once been human, supported by their dirty fingernails from digging out of graves. This blurring of human and monster challenges players' perceptions of identity.

• Former humans theory
• Underground emergence
• Mimicry abilities
• Memory retention questions

Survival Strategies

Energy Management

  • • Conserve energy for suspicious visitors
  • • Use dialogue before physical inspections
  • • Order coffee from ForRest regularly
  • • Prioritize high-risk encounters

ForRest Strategy

  • • Order coffee on Day 2
  • • Get cat food on Day 4
  • • Stock up for difficult nights
  • • Plan deliveries strategically

Identification Tips

  • • Check multiple body parts
  • • Watch for behavioral inconsistencies
  • • Use daily news clues effectively
  • • Remember safe human characters

Community and Support

Frequently Asked Questions

How do I unlock the "Shroom or Doom" ending?

Eat the mushroom in the basement fridge on Day 7 and the apple on the shelf in the right room on Day 8.

How do I unlock the "Welcome to FEMA" ending?

Hand out FEMA notices, kill Visitors, and maintain contact with FEMA throughout the game.

How do I unlock the "Know Your Enemy" achievement?

Complete a playthrough only allowing confirmed humans: The Tall Man, Twin Sisters, The Widow, Neighbor's Daughter, and The Fireman.

Community Forums

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