I played through No, I'm not Human on Steam with its full release. (Same company that made Mouthwashing and Buckshot Roulette if you're familiar.) [img]https://i.imgur.com/6TAU3EM.png[/img] Gist is you're a somewhat misanthropic MC and described by others in your area as a "hermit" during a solar event that makes the day too hot to go outside. You play the game in your house, deciding who to let in while learning about Visitors-- warped versions of humans that pretend to [i]be[/i] human and then as oft they tend to do, kill. Despite your character's distrusting nature, you have to discern who to let in to get supplies, companionship, and to avoid being horrifically murdered by a Anton Chigurh looking Visitor that is able to murder multiple armed soldiers simultaneously and has a fascination in taunting specifically you. Has the vague framework of a Mafia/Werewolf game. [b]Problems[/b]: -Buggy though they have been patching it frequently. I had my first would-be ending lead to a crash. lol -While it works for the theme of the game, you really can't discern the difference between human and visitor versions of some characters until you've already let them in. Feels like there's no good reason why you can't interrogate symptoms of being a visitor through your peephole, especially since you as an MC have to do the opposite and substantiate you're not a visitor to a particular character this same way. -Most of the cast can be randomized between their human/non-human counterparts, but there are a few fixed characters. I wish more of them also had the randomization mechanic, at least on subsequent play throughs from the first. [b]Observations[/b]: -Very grim, moody but oddly calming atmosphere. Music, artwork, and character writing really lends to everything being so distrusting and nobody really knowing everything on what to do or how to make it to the next day, some succumbing to authority complexes, some embracing dark id. -There's plausible explanations for basically everything (or at least logically consistent ones), which humorously makes it almost impossible to tell what's "real" outside blatant manipulations by story line factions. Well executed to grab onto that sense of paranoia. [b]Overall[/b]: If you like narrative games, can rock something that expects you to replay it a few times to get the full gist of the plot, enjoy doing a little mystery solving, grotesque character designs -- this ain't a bad $15 to spend. I got about 10 hours out of it, could probably do more to really nitpick through content but I've generally gotten all the endings. They're talking about doing more feature updates? I would like to see more fleshed out dialogue trees, more you can do when answering the door, less fixed characters and maybe some variable signs/behaviors so replays don't feel samey. I also would like to see them address the end game flow where at a certain point once you know what you're doing (aka counting the # of FEMA visits), you just stop having to let people in and can coast to x ending. But overall, positive impression.