Project Sekai

No I’m not a Human

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No I’m not a Human is a single-player psychological survival game set during a global disaster. The player controls a character living alone in a house while the outside world is affected by a solar catastrophe. Each day, strangers arrive asking to be let in. The player’s role is to assess whether they are human or one of the Visitors — non-human entities disguised to look like people. The game focuses on making choices under limited information, with risk present in every interaction.

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No I’m not a Human is a single-player psychological survival game set during a global disaster. The player controls a character living alone in a house while the outside world is affected by a solar catastrophe. Each day, strangers arrive asking to be let in. The player’s role is to assess whether they are human or one of the Visitors — non-human entities disguised to look like people. The game focuses on making choices under limited information, with risk present in every interaction.

Decision-Making and Energy Management

Each visitor has subtle signs that may reveal whether they are human or not. The player examines features like behavior, voice, and visible traits. Once a judgment is made, the player can allow the guest inside or choose to eliminate them. Every action taken consumes a resource, which functions as the character’s energy or focus. This resource must be conserved or restored using items found in the environment. Incorrect decisions lead to consequences, including the loss of other house occupants or failure of the scenario.

Core Gameplay Systems

No I’m not a Human includes the following mechanics:

·         Guest evaluation based on physical and behavioral details

·         A limited action system influenced by choices

·         Dialogue-based discovery that reveals background information

·         Branching outcomes based on player behavior

·         Progressive difficulty and randomized visitor traits

These mechanics work together to create a tense decision-based gameplay loop.

Environmental Design and Flow

The house is the central location for all gameplay. It consists of a few interactable areas and a front entrance where all interactions occur. Sound and lighting are used to create an atmosphere of growing unease. There is no combat system; instead, the focus is on observation, analysis, and judgment. Ambient changes reflect the passage of time and the stress experienced by the player character. Music and sound effects are minimal, with most cues tied to visitor arrivals or internal monologues.

Release Model and Playtime

The game is available as a playable demo and is being developed for a full release. Sessions are short but replayable due to different visitor combinations and multiple endings. Progress is reset between sessions, encouraging players to refine their judgment with each new playthrough. The experience is self-contained and can be completed in under an hour, though repeated runs reveal additional content. Development continues with plans to expand the number of possible scenarios and introduce more variations in visitor behavior.

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