No, I'm Not A Human

No, I'm Not A Human

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No, I'm Not A Human description

In No, I'm Not A Human, the world is ending, and the sun-scorched streets are deadly to look upon. Night offers the only refuge, but it belongs to the Visitors. As people knock and ask for shelter, you must decide whom to let in while trying to keep the Visitors from overwhelming those seeking refuge.

The Visitors look, talk and smell like humans, making it difficult to know who they are. The game calls on you to look for signs as you decide how to respond to the people at your door.

Gameplay and features

  • Listen to guests: Let some people in and hear their stories. Some guests may help, while others need help; some are Visitors.
  • Interrogate and kill: Interrogate guests, and kill the Visitors before they kill. The game frames these as actions to take against the threat.

Frequently asked questions

What is the premise of No, I'm Not A Human?

The world is ending, and the sun-scorched streets are deadly to look upon. Night is the only refuge, but the Visitors control it, so people seeking shelter come to your door.

What do you do when people ask for shelter?

You decide whom to let in and hear the guests’ stories. Some may help, some need help, and some are Visitors.

How can you tell who the Visitors are?

Visitors look, talk and smell like humans. You are told to look for signs, but the specific signs are not described.

Can you interrogate or kill guests?

Yes. You can interrogate guests, and the game says to kill the Visitors before they kill.

Game details

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