1. No, I'm not a Human
  2. News

No, I'm not a Human News

Hotfix #4

  • Fixed an issue with the Mushroom Eater ending: saving via Kombucha on days 7–10 before unlocking any ending, then completing a normal ending, would incorrectly unlock Mushroom Eater . The game now properly tracks whether Mushroom Eater was unlocked at the start of the run

  • Fixed the Day 14 ending bug: previously, player position could save incorrectly if not saved via Kombucha (causing issues with the auto-save)

  • Adjusted video playback: videos now should play correctly on all PCs, fixing black screen issues

  • Balance change: Energy on days 7–8 increased from 2 → 3

  • Fixed an issue where pressing Esc when in the pause menu’s settings would cause the cursor to appear in 3D scenes

  • Fixed incorrect bribe behavior for the Twins and the Best Son

Hotfix #3

  • Added a failsafe for older saves with a specific issue, that caused the progress to be wiped upon reloading after Patch 1.1.14 Your pre-patch progress should now be restored;
  • Fixed with the mouse cursor caused by minimizing the game or playing with mouse and controller simultaneously;
  • Fixed the issue with falling through a certain hole, leading to a certain place Embrace the End ending;
  • Fixed the "Breakfast of Champions" achievement. Now it correctly unlocks after using coffee and cigs, instead of beer and cigs;
  • Fixed a rare bug caused by saving on quit while you were loading into a different location. Upon reloading this caused the player to fall through the house;
  • Removed an odd interaction that allowed you to start drinking beer, and kill a guest while still playing the drinking animation. Now you won't be able to close the fridge until the drinking animation is over;
  • Added a failsafe for the peephole interactions. Hopefully, now nothing is going to break when you look through it and immediately try to exit;
  • Neighbor's phone number properly appears on your wall after you choose to skip the tutorial day. You can even call him right away!

100k copies sold – What’s next?

Knock-knock-knock. It’s us. Carrying a bag of improvements we’re set to deliver – based on your feedback! So let’s talk about them.

First, it was apparent that the current save system might be too punishing. Sure, we’ve wanted for it to feel meaningful and scarce, but not punishing. At least not in a sense of punishing you for having a life outside of playing games.

As such, we’re planning to introduce the save on quit feature. It does exactly what you’d expect: automatically saving your game when you decide it’s enough anxiety and dread for today, and press Quit. The save is going to be rewritten each time you quit, though, and isn’t accessible outside of pressing the “Continue” button. Also, keep in mind that quitting via Alt+F4 doesn’t save the game, and you won’t be able to save via this feature on the final day of any ending. On the plus side though, your manual saves will stay after the game’s completion.



Speaking of! The Neighbour. He’s a nice guy, sure, but why do you need to listen to him every time you start a new game? Well, soon you’ll be able to politely tell him that you’ve heard everything he has to say already – skipping his dialogues and the entire 1st day altogether. Which should make restarting the story less tedious.



Before you ask: we did consider making a skip button, which would unlock after the first walkthrough. However, the way dialogues work now, we’d have to manually add it to every single dialogue in the game. Which is not a small task. And also, you might accidentally skip important info when speaking to other guests.

On that note, we’d like to adjust the logic for the FEMA agent as well. Right now, he prioritizes taking away the guests who you’ve checked for Visitor signs, but didn’t threaten with the shotgun. And since it tends to happen with the characters you’re invested in learning more about – you might potentially miss out on seeing their story through the end.

[h3]Most importantly, all of this is going to be available… Today![/h3]
Not Tomorrow. Today!
https://steamcommunity.com/games/3180070/announcements/detail/498332997840274638?snr=2___

Lastly, let’s talk about something that's going to take us a bit longer to implement – additional languages. It’s hard to hide anything happening with a game’s page nowadays, but, honestly, we weren’t even thinking about it. The reason why the release version was localized into fewer languages is that translating games takes up a lot of time and resources. And we simply didn’t have them before.

So, we would like to honour what we’ve promised and introduce the following languages in the upcoming months:
  • Ukrainian
  • Polish
  • Turkish
  • Italian

We’ll try to deliver them all at once, but, depending on how long the translation itself takes, they might be added in separate updates. Hopefully, they will be here before you decide to replay the game once more.

In any case, No, I’m not a Human has already passed 100,000 copies sold! And we’d like to extend a heartfelt thanks to all of you. For playing. For supporting us. For discussing the game. And for giving it so much praise. You probably hear this a lot, but it does mean a world to us. And we would like to give back, and add even more features to No, I’m not a Human in the future!

For now, though, that’s all we have to share. Oh, wait, actually, there is one more tiny thing. We have a tie-in game bot on both Trioskaz and CR Channel Discords. It’s not a big thing per se, but might be a fun little daily ritual for you. So join either server (or both) and look for the Freak Collector category!

Alright, see ya on the other side!

Trioskaz & CRITICAL REFLEX

[p][/p][p][/p][p]


Patch 1.1.13

[h3]QoL Features:[/h3]
  • Added save on quit feature
  • Manual saves no longer get deleted on game completion
  • Now, after completing the game at least once (specifically with end credits) and starting a new walkthrough, you're able to skip the 1st day (the tutorial with the Neighbor)

[h3]Fixes:[/h3]
  • Fixed an issue where phone numbers and character identities would get randomized upon reloading
  • Fixed an issue where not all 3 cultists would enter your house. The prodigal son has returned.
  • FEMA agents no longer target characters with whom the player interacts more often than others
  • Various localization fixes for multiple languages

Hotfix #2

- Fixed the issue, where saving at the start of the night and subsequent reloading would cause any nightly guests to disappear, softlocking the game;
- Changed Japanese font to DotGothic (except for button prompts)
- Updated character atlas for Korean language, hopefully eliminating any missing symbols in Korean localization.