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Quirky horror with a timely story hidden beneath? Indie gem No, I'm not a Human might be one of my favourite games this year
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Quirky horror with a timely story hidden beneath? Indie gem No, I’m not a Human might be one of my favourite games this year

by admin September 17, 2025


Going into No, I’m not a Human, I think I was expecting a quirky horror curio about identifying monsters in people-suits, which it sort of is – for a while. But slowly, it slips on a new face, and by the time things wrapped up several hours later in a smog of suffocating hopelessness and a smear of blood and bone, I was genuinely a little shellshocked by it all.

No, I’m not a Human

  • Developer: Trioskaz
  • Publisher: Critical Reflex
  • Platform: Played on PC
  • Availability: Out now on Steam

It’s clear from No, I’m not a Human’s strikingly assured opening moments that developer Trioskaz is completely in control of its vision. A lilting guitar strums over a photo montage of sunsets, swing sets, sleeping cats, and placid bays, while a muffled voice on the phone talks a little sadly about coming home. It’s an understated, unexpectedly melancholy start, but quickly its mood shifts again.

It’s night. You, whoever you are, stand in a sparsely decorated hallway, walls papered in disorientating swirls of lurid green. An upbeat melody plays insistently on the soundtrack, waning and warping in a way that immediately unnerves. Suddenly, a knock at the door; you peer through a peephole and a sullen face stares back – a concerned neighbour with news of a deadly heatwave, dangerous Visitors with human faces infiltrating homes, and a firm warning to stay indoors. (It’s a little weird my two favourite horror games this year, the other being Look Outside, involve people being trapped inside a building as meteorological calamity rages without, but that’s probably a story for another day). Then, bedtime.

Get used to this corridor – you’ll be seeing it a lot. | Image credit: Eurogamer/Trioskaz

Squint and there is, perhaps, a touch of PT here. As in Hideo Kojima’s oft-mimicked horror teaser, No, I’m not Human’s L-shaped hallway is your entire world. Sure, it has a couple of spartan rooms you can peer into either side, but for its duration this grim corridor – the game’s sole explorable 3D space – is pretty much everything you know. But unlike PT, which finds a kind of forward momentum in its endless loop, here you remain stuck – literally and thematically – in this stagnant hole. Even your limited means of interacting with the outside world – glimpses through peepholes and sealed windows, through TV broadcasts and muffled telephone calls – only serve to intensify No, I’m not Human’s sense of claustrophobic incarceration.

They come at night. | Image credit: Eurogamer/Trioskaz

With the scene set, things soon settle into a distinct rhythm – a cycle of repetition that’s suffocating in its own way. You sleep by day, as the burning sun turns the world to ash, then wake at dusk, always to another knock-knock-knock at the door. Each night as the world cools, a ghoulish parade of loners and losers – drunks, wasters, conspiracy theorists, religious nuts – appears on your doorstep, each requesting sanctuary. And it’s for you to decide whether to welcome them in or send them on their way. Any of them might be a Visitor – othered creatures with human faces and unclear intentions – but companionship, you’re warned, is critical for your survival. A nightmarish end supposedly awaits if you’re visited by the Pale One when all alone.

Quickly, a problem arises; undetected Visitors will pick off your guests one-by-one in the dead of night if you inadvertently invite one into your home. And other complications force your hand in different ways, as events unfold. But the effect is the same: your days are spent in mounting paranoia, roaming your house and interrogating guests using information gleaned from TV broadcasts and scrambled radio signals – all in a bid to identify Visitors and eject them from your home, with brutal, ugly violence or otherwise. It’s a sort of highwire juggling act, where you’re attempting to manipulate events using extremely transient resources and limited tools, but the way you always seem to be playing catch-up with No, I’m not Human’s ever-evolving rules suggests Trioskaz is deliberately setting you up to fail.

Slowly, your house fills up with guests… and Visitors? | Image credit: Eurogamer/Trioskaz

No, I’m not Human might present itself as a sort of quirky deduction horror, but it feels equally haunted by the spirits of This War of Mine, Papers, Please, and Pathologic 2. Gradually, almost imperceptibly, its initial affectations slip away; the mood grows sombre and an overbearing sense of hopelessness settles in. As you spend more time with your oddball guests (assuming they survive each night) they’ll begin to open up, sharing humanising stories of their strange, sad lives. Each glimpse out the window paints an increasingly severe picture of the world beyond. Glib observations make way for genuine pathos as cities burn, ash-faced corpses hang from telephone poles, and children rot in the streets. By the time my playthrough ended with the protagonist pounding another man’s face to a liquefied pulp using his bare hands, it felt like we’d come a long, long way in a few short hours.

Curiously, though, No, I’m not Human isn’t exactly a one-and-done adventure, and is instead designed for repeated play. Guests are randomised, as are the symptoms you’ll need to identify Visitors each time, and there are hints of new narrative revelations to uncover, if only the incessantly shifting pieces would correctly align. Admittedly, my eventual ending – as vicious as it was – felt a little arbitrary, struggling to pull my playthrough’s unique story beats together in a narratively satisfying way. It’s hard to tell if this is an inherent design flaw based on a single playthrough, but even so, No, I’m not Human remains a fascinating thing.

Before long, you’ll be checking guests for telltale symptoms. | Image credit: Eurogamer/Trioskaz

It offers a slithering, deeply idiosyncratic slide into darkness, and a bleak vision of an uncomfortably close future (as masked government stooges begin moving from home to home disappearing ‘visitors’, it quietly invites obvious parallels). But for all its squalid discomfort and smothering despair, there’s an unmistakable sliver of light at its core: find connection and compassion when all hope seems lost, it suggests, and humanity might just endure. Not what I was expecting to be thinking about when I fired up this unassuming little horror game.



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September 17, 2025 0 comments
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You wait all year for a quirky trolley game, then both The Trolley Solution and Troleu rock up in quick succession
Game Updates

You wait all year for a quirky trolley game, then both The Trolley Solution and Troleu rock up in quick succession

by admin September 15, 2025


By the great transport gods, trolleymageddon is upon us! It’s the end of the line as we know it, and I feel fine. All of that is to say that two wacky trolley-related games are releasing within days of each other, no doubt driving fans of the budding genre off the rails or road.

The Trolley Solution, a game about a famous philosophical quandary and also at least one tale of a girl falling deeply in love with a tram, pulled up at this stop on September 12th. Boarding costs £5.20/$6.49/€6.33 right now, or £5.40 if you want the deluxe edition the comes with a mysterious and possibly satirical DLC dubbed ‘the V.I.P. lever’. If you hurry, you can probably still catch it! Troleu, a game that tasks you with checking tickets and occasionally kicking the bottoms of troublemakers as a trolleybus conductor, is due to pull up on the opposite side of the stop later today, September 15th. Make sure you’ve got your ticket ready!

If you opt to get on The Trolley Solution’s tram, which is named Trolley-San, you’re in for a series of amusing scenarios/puzzles based around Phillipa Foot’s famous trolley problem. You know, the one with the unstoppable train speeding towards a point at which some tracks separate, with some unfortunate folks strapped to the rails of both forks, and a lever presenting the chance to save one group at the expense of the other.

As I discovered when I gave its demo a go back in June, The Trolley Solution takes that scenario in a whole bunch of wacky directions, including one which politely requests permission to tweet something highly controversial about footwear from your Twitter account. That’s probably less of a threat if you’re solely on BlueSky or have smartly given up the socials. Also, this happens:

Tameko falls, to a degree of your choosing, in love with a tram. He goes by Trolley-San and keep pulling up and saying “Ding Ding” in what I can only assume by Tameko’s reactions to be an incredibly suave and seductive fashion. This and all the rest of the game – and I can’t emphasise this enough – are a right hoot, a great laugh, and a throaty chuckle.

Given the updated Steam page images feature the likes of a person pushing a tram up an incline like Sisyphus, I can only assume the full version’s even wackier.

Image credit: andrground

Troleu, meanwhile, is a bus conductor sim with attitude. Lest you accuse me of falsifying its trolleyness, the Steam description insists on a couple of occasions that this is a “trolleybus”. I’ve no idea what the difference between the two is, but our Nic liked the demo when he gave it a go back in June. That said, while he enjoyed lobbing folks with fake passes out of the doors “at which point they fly off down the street like a crisp packet in a gale”, he was neutral about the child kicking you can do if you wish. Here’s his conclusion:

To keep you on your toes, there’s both a passenger annoyance meter and your own boss, the ticket inspector, to contend with, who makes sure you haven’t been letting on fare dodgers. I am as yet not fully convinced there is more than 15 minutes of fun here but it is a very good 15 minutes.

Right, now pick your transport and get on. Or, divide yourself in two somehow and board both. Or board neither and stay home to play something else. The choice, as when dealing with tram quandaries and ornery passengers, is yours.



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September 15, 2025 0 comments
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