Not The Robots

Not The Robots

4.0
Очень положительные
385.00₽
Steam Store

Разработчик: 2DArray

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Описание

You are a robot in an office building. You have to eat furniture and not get caught. A mysterious story unfolds.

Not The Robots is this year’s most exciting Roguelike Stealth Furniture Eating Simulator. It’s a game with random levels, permadeath, and the goal of eating furniture - which is also your stealth cover.

  • A seven-building Campaign Mode of increasingly brutal (and fully procedural) levels
  • Fearsome machine-gun-equipped patrolling guards to avoid and trick
  • Spotlights, lasers, bombs, and other traps to sidestep
  • Tons of crafty gadgets to master
  • Contains an unlockable sequel to "You Find Yourself In A Room," a previous game from 2DArray
  • Short/medium/long game modes for play sessions of any size
  • Mysterious and fully-voiced storyline to gradually explain the game's strange setting
  • Controller support
  • The year's most exciting furniture-eating stealth game!

About 2DArray


2DArray is previously known for web game hits like Company of Myself, Fixation, Fisher-Diver, and Spewer. This is their first commercial game, supported by tinyBuild GAMES.

  • Follow @2DArray

About tinyBuild GAMES


tinyBuild GAMES is an indie game development and publishing company. No Time To Explain is their first game. It came out of a successful Kickstarter and Greenlight adventure. They're currently working on a bunch of games:

  • Co-developing SpeedRunners -- currently in Early Access on Steam
  • Working with 3rd party devs on games like Not the Robots (live on Steam)
  • Preparing to release Fearless Fantasy and other unannounced titles
  • Unannounced super-secret in-house game

  • Follow @tinyBuild

Поддерживаемые языки: english

Системные требования

Windows

Minimum:
  • OS *: Windows XP, Vista, 7, 8
  • Processor: 1.5Ghz
  • Memory: 1 GB RAM
  • Graphics: Graphics card from 2004 or later
  • DirectX: Version 7.0
  • Storage: 300 MB available space

Mac

Minimum:
  • OS: Mac OS 10.5 or later
  • Processor: 1.5Ghz
  • Memory: 1 GB RAM
  • Graphics: Graphics card from 2004 or later
  • Storage: 300 MB available space

Linux

Minimum:
  • Processor: 1.5Ghz
  • Memory: 1 GB RAM
  • Graphics: Graphics card from 2004 or later
  • Storage: 300 MB available space

Отзывы пользователей

Рекомендую 18.02.2022 18:12
3 0

A roguelike without combat.

Highlights include one of the best video game soundtracks of all time, stylish presentation, strategic gameplay, and a better stealth system than every Ubisoft and Hitman game combined.

Время в игре: 823 ч. Куплено в Steam
Рекомендую 29.03.2021 01:12
6 2

Finishing Games With ADHD



Odd topic to start this review off with, but if you pay attention to any of my reviews, it'll be on par. Not the Robots is/are a great game, and there isn't much room for me to move on this. Completing games is a hard task if you have ADHD, I have so many games, and it's come to the point that, most of them I haven't ever touched more than 5 minutes, some not ever even opened, and It's not like I'm a game collector. I understand that at some point I won't be able to play all the games ever made, the human existence doesn't last long enough. Unless I'm able to see the singularity occur, and become more machine than "man," I won't ever be able to play and complete every game. I'd love to, this is my preferred medium of story telling. As I'm sure a cinemaphile would be down for the idea of being able to watch every movie. It's just not possible. ADHD makes this worse, I get none of the serotonin or dopamine from completing a task, and the more difficult the task is, the more my brain gets "distracted" and completing the task is harder and harder, it is what makes writing these reviews so easy. I have no qualms with ripping apart a well constructed masterpiece, if I have no reward (even chemically) for completing them.

Giving Thanks Where Thanks is Due



However, I won't be doing it for this game, as it is something I look forward to showing to friends. It's beyond a masterpiece, this is..... something else. See I'd say it was genius (which it arguably is) but there's more to it, much of the game is procedurally generated DOWN TO THE FUCKING MUSIC HOOOLY SHIT. But do I give credit to the humans who programmed it, or credit to the games AI that unknowingly created a unique and amazing experience for me? The music samples over 70 songs to produce a unique experience. It's hard to tell if I've heard every song available or not, because those 111 hours do encompass many restarts. Which leads back to my near decision to give this a not recommended.

Let's Talk in Thieves Cant



Rogue likes are known to be difficult, the idea is that for a high difficulty, it gives you a unique experience whenever you go about playing. Over the years, there has been an increase in "roguelites" which give you permanent upgrades as you try again. This game deserves it's own classification. As the game progresses, and you eventually die or (beat it) the AI gets more aggressive, the game unlocks more features to kill you with, and new difficulties are made. I love it, yet the act of finishing it brought me nothing but sorrow and anguish. As much as the game is fun, my brain makes any sort of challenge not even satisfying in the end.

What Made it Worth Finishing?



The story actually. The game takes place in an already abandoned capitalist business, that has accidentally caused an at least city wide abandonment. Or worse an apocalyptic event that have erased humans from the world. We see no humans, but we hear of them, and possibly that the robots have taken over. or at least have segregated themselves away from the humans. We play as Not, and our many successes and failures, also named Not. A sentient robot not unlike the other bots, tasked as the first species of robot, made by other robots, that are tasked with escaping, and living amongst nature and animals just like "the animals before us." A way for a hive-mind-esque experience, of cascading and caching information to feel something the robots cannot. Thus you are Not the Robots. The first completion at least gave me some sort of hunger, a prioritization to not just 100% the game, but to experience multiple escapes. as with any animal, the want or desire to escape confinement is only natural. We could interperate this as a word against life long sentences, and the focus on rehabilitation for prisoners. As it is also the stance given in many countries that don't tack on punishment for escape. And thus, with no form, with no face, with no human features, they were able to perfectly create a stand in character for the player, which is quite the feat to accomplish with so little put in.

Let's get this over with (TL;DR)


As stated previously the lack of dopamine I'll get from completing this review, makes getting to the end a task. They pay off feels like any other part, yet I know that with this, I will conclude the chapter of this game. And move on to the next, so that I may complete the library I've already paid for. So let's finish this up. I got my first COVID vaccine, and I'm sure that will soon make these reviews come out at a much slower pace.

[table]
[tr]
[th]Is the game worth it?[/th]
[th]Yes[/th]
[/tr]
[tr]
[td]How's the sound design?[/td]
[td]Thus far: One of a kind and beautiful[/td]
[/tr]
[tr]
[td]What's the gameplay?[/td]
[td]Awesome Stealth, Great challenge, Responsive controls[/td]
[/tr]
[tr]
[td]The story?[/td]
[td]Rich and Thick[/td]
[/tr]
[/table]
Is this worth buying? Why are you asking me this now, READ THE REVIEW!

Время в игре: 6717 ч. Куплено в Steam
Не рекомендую 01.09.2017 02:54
19 0

I love challenging games, but only the ones that are DESIGNED to be motivatingly difficult, not the ones that turn out to be frustratingly difficult because of DESIGN FLAWS. Unfortunately, "Not The Robots" belongs to the latter type, and it's tragic because I believe this could have been a superb game if only the developers had taken care of the details and weaknesses, of which there are so many that this turned out to be a very long review.


  • The sentries (armed moving robots) have infinite detection range, fully-random movement, but you cannot even overlook the whole map at once. In combination, this kills the stealth element and means you cannot plan ahead your moves. If there are more than three sentries, it becomes next to impossible to control the situation and the level will more than likely turn into a silly run-and-gun rally (they gun, you run...) through a near empty room (since you have to "eat" your cover). Sure, this is "difficult" in its own right, but it's also the opposite of great gameplay. What I mean is:

    If you start out strategically removing furniture, meticulously setting and removing wall pieces, altering the floor plan to outsmart your enemies, but in the end you have to strap on your stupid armor and run for the exit under heavy fire anyway, then what's the point??? Every level becomes a total farce and caricature of itself.



    As the game "progresses" (see below for the weird way this works), it introduces fast moving "whirlwind" enemies that freely float across the map, ignoring all walls and obstacles (similar to spotlights in real stealth games, only the latter are slow, cannot penetrate walls and usually move in patterns); from then on, the whole thing loses any semblance of a functional stealth game whatsoever.

  • Overall, there is little strategy involved in this game, which I found very disappointing. You mostly drive around, scoop up the "food" and hope for the best. The idea to remove the player's cover to forward the game may be novel, but it is ultimately self-defeating because the more is removed, the less options/strategy/stealth for the player to solve the level remain.

  • There is too much left to random, not only the gadgets, but even the number of gadget SLOTS. This means if you get to the higher levels and are still stuck with only one slot due to bad luck with the random pickups, you are essentially doomed to fail by a random number generator.

    What's worse, you have limited slots and never know what you'll get from the pickup boxes (random). This is another example how the game deprives itself of a great opportunity to allow the player to develop a strategy or prepare for the next tower. (Certain towers have certain features, so you just about know what's coming, despite the randomness.)

  • This is aggravated by the poor choice of gadgets put in the game, such as "armor" or "speed boosts". These things have no tactical value for the gameplay whatsoever, they don't give you choices or make the game interesting. There is one good pair of gadgets, namely the wall remover/adder. This DOES give you options, and it is often essential for beating a level. But then why put a teleport gadget in the game which is almost the same as the wall remover? And what's the point of invisible+ when there is teleport+? Stupid design decisions.

  • [*] Another flaw I noticed was the lack of precise movement caused by your character being designed as a "one-wheeler" which always makes little rotation and jittering movements to balance itself; why, oh why do they shoot themselves in the foot with these stupid ideas? This jittering thing totally frustrates your attempts to precisely come to a halt at positions, move in 90 degree angles, steer into narrow passages, avoid floor traps, or select the furniture to remove (which depends on position). As if the game wasn't frustrating enough, you cannot even steer this thing right!


All things considered, this is a flawed game marred by many little design weaknesses and a core concept that seems cool on the surface, but quickly turns out to be a flop. Don't be fooled, the game looks great when you see it, but play it for a while and you'll know exactly what I mean.

Back to the drawing board, "2DArray"! You never really thought this through, shame on you!



P.S.: I corrected some inexact descriptions and also want to add two things I forgot to mention:

1) The game has a very weird (anti-)progression system (allegedly "rogue-like") which I found counter-productive and demotivating: If you die, you always have to restart at Tower 1, but the game will still give you (and your enemies!) upgrades for your progress (at failing, LOL). In other words, the game somehow progresses with new opponents, new traps and new gadgets while you restart from the beginning over and over again (the towers are random-generated, but still have fixed rules like Tower 1 is always super-easy, Towers 3 and 5 never have sentries, Towers 5+ may have a tagging extra game, and so forth).

I noticed that you can exploit the procedural generation for your own advantage: Just survey the next level (from the CCTV camera) without entering yet. If you find it too hard or to your disliking, use the CTRL function (save game) to leave, then re-enter. Since the map's random seed is not saved, you will get a completely different map each time you enter. This can make a tremendous difference because some maps are 10 times easier than others despite being the same level nominally. For example, it's entirely possible to get a map where four out of five sentries are stuck in one room because furniture blocks the exit(s). But then again, you may get a map where you cannot even enter safely because enemies block your path and have their paths blocked as well.

2) The game also has a "story", told through voice actors, perhaps in a hopeless attempt to make it more interesting/endearing, but that failed as well; I quickly muted the voice acting because it's nerdy, out of place, distracting, annoying, and I didn't give a fuck anyway. I mean, this is a super-abstract game about a robot eating furniture - END OF STORY!

Essentially, the base game was not thought through, tested and fine-tuned enough and all the ideas added to make it stand out from the crowd flopped - and tragically sank it below crowd level in the process.

Время в игре: 208 ч. Куплено в Steam
Рекомендую 31.03.2017 22:55
5 1

Starting out the first time that I played this game, it wasn't a satisfying experience that I hoped it would be, but I played it for almost an hour. I came back to it the next day and played it without the depressing, ominous, and unpropitious music (if you can even call it that), and instead played my own music, and I had a blast. Supposedly there is a campaign within the game, however, I have yet to get that far into the game, or I have over looked some things, but it is a very difficult game, as I haven't gotten past the 4th building/level, and that is with the difficulty at its lowest. But my over all experience with the game has been positive, and I believe I got my money's worth for it especially since I got it on sale for $1.

Время в игре: 533 ч. Куплено в Steam
Рекомендую 28.12.2015 01:00
15 0

This is a wonderful rogue-like procedurally-generated stealth-oriented game with brilliant mechanics, nice graphics and a good sense of humor going for it. The machines have taken over this office building and somehow you, an exclamation-mark-looking robot with a remarkable appetite for office furniture, are the only one able (and willing) to look into it and discover the truth waiting on the last floor.

In order to beat each stage and access the next one you'll be required to consume a certain amount of furniture, but here's the catch, the only way to avoid lasers and sentinels' line of sight is to duck behind those same piece of furniture. So yeah, it's not like you can run around consuming whatever you stumble upon. Luckily the game will try to ease up your time by providing rechargeable assets like stuns, teleportation, temporary invisibility and even means to modify the stage itself. In addition to the standard campaign you'll also find challanges (set number of floors with certain conditions/limitations) and operations (speedrunners-friendly stages exploiting a particular asset/trap)

NOTE: there is no character evolution, but you do earn XP which levels up the campaign itself, thus unlocking/upgrading traps and unlocking new assets. At the very beginning, with low levels campaigns, there will be little variety in enemy types, making early runs a little sentinel-heavy, but don't give up, get some more XP and the problem will solve itself right away!!

Время в игре: 848 ч. Куплено в Steam
Не рекомендую 18.10.2015 18:39
59 1

Kind of wish I didn't have to give this game a thumbs down, since it's not a bad game. But just that there's not enough content to stay interesting for long. The novelty of the idea seems to wear off pretty fast and there's nothing much else to the game apart from it.

You play as a robot that travels from one office building to another with a single goal - to eat furniture. Not sure why exactly (we don't get a reason). However, there are dangers, ranging from unusually placed laser-beams which can only hurt you, but do not cut through anything else, some kind of floor heaters that switch on and off repeatedly, and sentries in a shape of floating robot heads that shoot at you. I kind of wish all these things had a reason to exist. Maybe they do, but it just is not apparent why in any way.

The levels are all randomly generated since it's a rogue-like. You also do not recover any health in between levels. So if you finished one level on low health, you'll continue on from the next one with the same health. Luckily you do occasionally find med boxes that can heal you, but again, it all depends on luck if one will spawn in the level or not.

You also get to find various gadgets which can help you, like letting you sprint, or place blocks to hide behind, or dig through a wall, or become invisible. These are all good, but you can only ever carry one at a time (unless you get lucky and find an upgrade that lets you have more), and if you want to pick another one up, you have to permanently drop your current one. One of my biggest gripes is that you can never see what the item inside the box is, so you've no idea if it's better than your current item or not. Again, you just have to get lucky.

Visuals are very nice in this game, but I am not a big fan of the music. It was a bit jarring. The sense of humour seems quite nice too. The game has a nice light-hearted feel to it.

As I said, it's not a bad game, but I don't feel it has enough content or excels much at what it does for me to recommend it. If you are into rogue-likes or stealth games, you might like it. Probably best to get it on sale, like I did.

Время в игре: 108 ч. Куплено в Steam
Рекомендую 01.06.2015 23:20
28 1

Both frustrating & addictive // Recommended for endurance-gamers



+ Random generation of level design makes for a separate experience each play-through
+ Myriad game-types available upon unlock
+ Includes level builder
+ Audio logs are fun to collect and listen to; these also boast competent voice-acting and a cheeky script
+ Powerups, traps, and sentries all come together to enrich what is, on paper, a rather dull concept
+ Visuals are plain and practical; it isn't visually spectacular, but it doesn't feel as though it should have been
+ Music fits well with the game's approach and style; it won't leave much of a lasting impression, but it's comfortable and focused
+ An interesting dichotomy is created, in that one finds oneself consuming the environment, robbing oneself of cover and hiding places, in order to progress
+ Overall, boasts an admirable level of replayability
+ Solid, simple, and responsive controls

- No multiplayer modes
- Difficulty will quickly spike around the early buildings (usually about 3 or 4); sentries are particularly unforgiving

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Время в игре: 917 ч. Куплено в Steam
Рекомендую 21.05.2015 16:41
49 2

I love Not The Robots, and here’s why you should too:

First and foremost: Nothing is sacred. You can’t just run from one piece of cover to another. Instead, you actually have to destroy your cover to progress through the game. I can’t emphasize how amazing this is – there’s so much more depth than just waiting for guards to move along a set path and running from A to B. Do you start eating from the start, clearing out room after room, or do you go to one end of the map and only eat on your way back? Ideally, you should eat as little as you can while still fulfilling the objective, but of course that’s easier said than done.

The next amazing thing is that slow and methodical play is equally effective as straight-up YOLO running and gunning. The game doesn’t reward recklessly aggressive play any more than it does painstakingly slow play, it only rewards skillful play. Mechanics like eating your cover, inventory management, procedurally generated levels, and random sentry movement all emphasize calculated risks and culminate to create a huge skill ceiling. As a result, any playstyle (even the extreme ones!) can be successful, as long as you know what you’re doing.

Finally, the game’s ambiance is perfect. The in-game music “consists of 70 loops which are dynamically mixed together.” It sounds weird, but basically there are a couple of tracks looping which can switch on the fly depending on the current situation. When you’re safe, it plays a nice and eerie theme, but when you’re spotted it becomes faster, louder and more rhythmic. What’s really impressive though is that you don’t even notice this change – each loop flows seamlessly from one situation to the next, and yet it still adapts immediately. Back to the ambiance, haha. Most levels have a dark and off-gray color pallet. It sounds boring, but just like the music it fulfills two requirements: It creates an ominous and tense atmosphere which works incredibly well in the game’s favor, and it’s pretty much as unintrusive as physically possible.

One last thing I have to say is that this game is an example of randomness done phenomenally well. There are few enough random elements to count on one hand, and yet they all work in tandem to make this game everything it is.


  1. Level generation: This is pretty standard for roguelikes, random levels add replayability and make it so you can never know what you’re dealing with ahead of time.
  2. Items and upgrades: Each item has a clear-cut situational use and nothing is ever strictly better than any single other option, except maybe Dig+ and Blocks+. The items are balanced enough that decisions like Dig vs Teleport, Stun vs Blocks, and even Invisible vs Invisible+ are almost never easy ones. Is it worth keeping a half-charged Invisible+, or can Sprint fulfill the same role immediately? Like the level generation, it emphasizes dealing with the situation you’re given with the tools you find. For upgrades, my only complaint is multiplier is mechanically useless. Scanners and Inventory both have their merits – sure, having up to five items is great, but there are always situations where it’s hugely helpful to know what’s in a box in the corner of an empty room.
  3. [*] Enemies, especially Sentries: If there’s one thing you’ll quickly find out, it’s that Sentries are a b*tch. They have a formidable line of sight, they can teleport furniture away from you, and they move randomly with no set path? Good heavens! However, I have to admit I love Sentries. I’d even go as far as to say they single-handedly make the game what it is. Every other enemy is extremely predictable and easily avoidable, or both. Adequate cover and charged items are all you need to be well-equipped for an encounter, and even without that you can reasonably run into safety if you can think on your feet.
    This part extends to all enemies: The game is completely fair. While the later levels no doubt incredibly challenging to say the least, you have three to four buildings to prepare before that. Any combination of items you like, within reason, can be found in 9 out of 10 games before you even have to worry about tagging anything. You have to work for it, though – is that item across the room a teleport you so desperately need, and are you willing to get rid of your trusty Blocks+ to find out? It’s a calculated risk – it could just as easily be another Dig. No matter what, however, nothing in the first four buildings is ever a death sentence. Got three Stuns? Put them in doorways and you can eat like a maniac. Three Blocks? Cool, you have permanent cover wherever you want. Three Digs? Great, you can get to any part of the level in the shortest path possible. Three Sprints? Congratulations, you can literally run away from your problems. Realistically, of course, some levels will always be easier than others, but overall any situation is workable. It’s all about dealing with the situation you’re given with the tools you find, and death is always caused by a mistake by the player. I’d go as far to say that it’s possible to go through the whole campaign with no items without taking any damage. Accomplishing this, however, is an exercise left to the reader.

This game is really amazing, and I love darn near everything about it. You should try it.

My comprehensive guide to Not the Robots

Время в игре: 3180 ч. Куплено в Steam
Рекомендую 05.11.2014 12:09
45 2

Excellent game that tries a lot of interesting mechanics I haven't seen before, and pulls them off very well.

It's a procedurally generated stealth game where you must consume your cover to progress. The guards have unlimited sight range and their patrol patterns change on the fly. This makes the game enjoyably tense, and the procedural generation churns out a fair bit of variety. Being spotted is not an automatic death sentence, and scrambling to meet the level goal while pursued by alert guards is a common occurence and a big part of the game's appeal.

The procedural level generation works surprisingly well for a stealth game - everything from layouts to cover to enemy composition to level goals is put together from random parts, resulting in levels that shake up your tactics (or are borderline impossible on higher difficulties). The layouts of levels, cover and guards vary dramatically

The game can be described as "layered" - the more you play it and the further you progress, the more layers unlock. More enemies, items and hazards in the campaign, more optional challenges, and more story elements. Even as the campaign "levels up" and becomes harder, you can still control it with difficulty levels, which range from "relatively stress-free" to "not even remotely fair".

The story deserves a separate mention. It's completely optional and out of the way - in fact, you'll need to put some effort into putting it all together - but it completely changes the atmosphere of the game. Your first impression of the game will be that of an goofy, arbitrary world where you are are a robot that sneaks around eating furniture in office buildings. As the story comes together, it justifies most of game's arbitrary mechanics and reveals the game world as somewhat dark place.

The game explores its ideas to the fullest, and feels like a labor of love the developer enjoyed working on. I normally dislike rogue-lite games, but I had a blast with this one.

Время в игре: 1288 ч. Куплено в Steam
Рекомендую 15.10.2014 05:50
12 5

You are a defenseless robotic exclamation mark valiantly trying to help hoarders declutter their office by eating their furniture.



Your goal is to collect enough food to move to the next level or the next office building while dodging rotating lasers, staying out of sight of patrolling floating robot skulls, navigating moving barriers and other obstacles. There are other objectives you will need to complete as well as collecting enough food, like: tagging the rotating lasers and activating sequenced floor plates. You can collect powerups like 1-ups, the ability to become invisible and place blocks, and eat walls (the most useful one). The story is told through auidologs and it's mostly played for laughs, it's pretty entertaining. The graphics are really slick and the music/sound is passable. The really novel thing, besides the premise, is how the difficulty levels up with you - this is a cool idea and makes you play carefully but it does tend to leave you unfulfilled when you have your best run and still can't reach the last level and realize your chances of reaching it in future runs just got worse. As you progress you also unlock challenges, which are mostly just frustrating, and perks for the different powerups. The stealth aspect is clever, you have to balance eating furniture and leaving furniture to hide behind and block lasers. All the obstacles work really well - except the skull bots, they're really unpredictable and difficult to evade. Unless you flow like water they will annoy the crap out of you in the later levels where there can be 6+ of them.

In short, this game is worth playing but you should catch it on sale.


PS - check out 2DArray's earlier game Company of Myself, it's a really awesome free flash game that'll make you ponder life, the universe and everything.

Время в игре: 137 ч. Куплено в Steam
Рекомендую 21.09.2014 04:53
42 3

Not The Robots is a breath of fresh air, and has some of the most tense stealth gameplay I've seen in a while. You play as a table leg on a ballpoint, being a complete jerk that eats all the office furniture. It does not allow you to get comfortable and swing into a set pattern when you start collecting cool toys. No, it throws a lot of shit at you, and it keeps throwing more and more variables at you until you have to become a robot contortionist just to get to the next level. The game has a point system that unlocks more terrifying shit along with cool toys and audio logs (that slowly tell a story that doesn't really come together until the last two are collected), but it still won't allow you to beat the game easily.

So what are the things that make me want to throw shade on it? The level randomization will occasionally laugh in your face and dump a bunch of obstacles at the beginning of the level. Sentries have unlimited line-of-sight, which makes stealth harder than it needs to be. And the experience point system should be turned off once all the cool XP-related bonuses are collected, because it gets in the way once it's no longer needed in more ways than one (end-of-level bonus boxes contain all sorts of neat stuff! Including multiplier bonuses, whether you want them or not!)

All of these are minor quibbles. Not The Robots is goddamn fantastic, relentless, and it won't fucking let up on you until you die or you kill it.

Время в игре: 402 ч. Куплено в Steam
Рекомендую 22.06.2014 15:14
30 0

So far so good. I personally love stealth games, but this one is a huge pain in the ass if you aren't patient (and I'm most certainly not). It can get frustrating so I usually only play one or two lives in a sitting but it's a pretty pleasant game to play if I've got a little bit of downtime. Again, stressing the necessity of patience and the frustration you'll most likely experience.

Время в игре: 308 ч. Куплено в Steam
Рекомендую 14.06.2014 18:51
33 0

You are a robot moving floor to floor, building to building, eating as much furniture as you can without getting destroyed by lasers, forcefields, sentries that look like skulls, and more using upgrades and powerups, such as teleportation, invisibility, etc., obtained along your adventure through the many buildings and enemies you will encounter. Only people who belong in an insane asylum would not want this game.

Edit: I have finally beat it...on Hard difficulty no less. I am not disappointed.

Время в игре: 180 ч. Куплено в Steam
Не рекомендую 07.03.2014 21:39
74 3

I like this game. Graphics are nice, controls are responsive. Original concept is what got me.

But I'm already tired of it. This could be because either:

1) I suck at stealth furniture eating games.
2) This game is so frustrating that it overshadows the fun.

I think it is a little of both.

But I'm not invested enough in this game to put myself through hours of trying to sneak through an empty room occupied by 6 sentries to get to a level good enough for building 6.

I understand there has to be difficulty, but in my opinion (and that's all it is) this is discouraging. I don't feel that "Oooo so close" feeling that drives you to try again.

I have made it to building 4 in almost every playthrough and to building 5 once. Finishing the level by running (or rather "wheeling") through at top speed picking up what I could grab as multiple sentries fling bullets at me.

Thats not stealth. There is not enough furniture for stealth at that point. Its about run-n-gun.

I'm happy I bought it, but happier I got it on sale.

I'll play it again, maybe something will change. But as I now have no problem forfeiting the game rather than fight through a pointless level. I'd rather try FTL, then at least I can play for an hour and learn something I can use the next playthrough.

Время в игре: 383 ч. Куплено в Steam
Рекомендую 06.01.2014 09:58
10 0

Not The Robots is like Katamari with tactics. There are enemies you have to take into consideration so you can't just rush off and eat everything you see. Other than that there are power-ups like invisibility which you'll desperately need in order to advance. The game plays like a roguelike so if you die it's game over. You will level up eventually allowing you to store more items and things like that. All in all Not The Robots is decent. It isn't my favorite game by a longshot and it will never appear in any of my top 10 lists, but it's kinda fun for short sessions.

[Rating: 68/100]

Время в игре: 194 ч. Куплено в Steam
Рекомендую 01.01.2014 01:50
3 0

This game was very fun! It is a good game because it makes you think and sometimes, you have to teleport, turn invisible, and dig just to hide from security robots. Mostly, its just eating and hiding behind furniture. 10/10

Время в игре: 140 ч. Куплено в Steam
Рекомендую 19.12.2013 21:31
16 1

This is a weird but oddly addictive little game.
I made a 5 minute first impression/overview here:
http://www.youtube.com/watch?v=AC922PpSIUc
if you would like to check it out.

Время в игре: 92 ч. Куплено в Steam
Рекомендую 13.12.2013 08:58
29 0

The game is essentially a third person stealth roguelike with a pretty original twist: in order to proceed through the game the player must "eat" furniture otherwise used as cover to hide from enemies and other obstacles. The tension between needing to save furniture and wanting to chow down on everything as fast as possible gives the game an interesting strategic depth, and the procedurally generated levels look as if they get insanely complex in later stages. Great fun!

Время в игре: 90 ч. Куплено в Steam
Рекомендую 13.12.2013 07:23
78 0

I've only just started with this fabulous little gem, but already completely hooked. So without giving too much away (since the game developer clearly loves his secrets!), this is basically a tight stealth game, where you are zipping around randomly generated levels picking up 'loot' as you go.

The brilliant, brilliant twist is this: that loot is your cover, the only thing keeping you hidden from lasers, levitating skulls of death, and - as the levelling system has assured me - 'nastier things'. So that's twist #1. You have to pick up your 'loot' (AKA 'food', AKA 'furniture) very carefully, since any cover you yank is cover permanently deleted. Yikes! Yet to leave the level you will have to grab a certain amount of it.

Then it starts getting crazier. For one thing, new objectives get added. NOW you have to go through a series of ordered points, scattered randomly through the level. NOW you have to 'tag' every enemy on the map by getting close and using an item - scary stuff. Mysterious laptops provide a gateway to the game's cryptic story of business skullduggery and a strong feeling of conspiracy.

And, like my favorite kind of rogue-like (sometimes called rogue-lite, I believe), the game changes each time you play. But maybe it should be called rogue-heavy in this case, because the game doesn't get easier (through 'upgrades') so much as harder (new elements, new ENEMIES). Of course, you also get to unlock special challenges (pre-designed maps with tailored problems to solve) and special runs. Some of these provide more 'XP' to continue advancing; some are just for the glory.

All of this is to say that Not The Robots is a fantastic, fun, panicky stealth game, pure and simple. There are no weapons (at least, so far), there is limited cover, and there are plenty of lasers and drones to end your run with a foolhardy step. I'm a glutton for this kind of finely-crafted punishment...are you? ;)

Время в игре: 180 ч. Куплено в Steam
Рекомендую 12.12.2013 21:21
35 0

If you've ever played the Ultimate Assassin series on Kong, and enjoyed it, you'll enjoy this too.

A stealth game with an interesting mechanic; you must eat your own cover (the furniture) to clear a level. Not all of it must go however, so planning ahead is key, and the patient are rewarded. Close calls are common, even at the early levels, and you will need to have both wit and reflexes in order to survive. Features some great abilities to choose from, such as invisibility, removing walls (which are otherwise inedible), placing immovable blocks, teleportation, sprinting, as well as some others. Using the abilities are risk however; in order to activate them again, you must recharge them by eating furniture, so you really want to use them when you need it most. The AI performs brilliantly, making me hate the sentry bots for their perceptibility, yet still feel fair, for they mess up occasionally.

The aesthetic is what really gets to me. It is obvious from the get-go that you have been dropped into some dystopian robot future. As I haven't completed the game yet, I don't know what our purpose is behind eating furniture, but throughout gameplay, the game drops subtle hints as to what might have happened, through the snippets of conversations (which are voice-acted quite well), logs, and advertisements of a dead civilization. It's subtle, it's dark, but most of all, it's creepy.

There were a few things that got on my nerves however. First off, the game has a leveling system, in which you gain experience each time you die, based on your performance in the previous playthrough. Every level grants you a permanent upgrade. Unfortunately, I can't seem to find a list of my upgrades anywhere, or else I am just missing it entirely.

The tutorial is extremely short, which always gets on my nerves, even more so then extremely long tutorials. Granted, it is a simple game, so you shouldn't have many problems picking up the pieces that the tutorial failed to.

Lastly, it would have been nice if they included some tooltips or any information on the differences between campaign, challenges, and operations. Tooltips for other functions would have been nice as well, however they are somewhat self explanatory.

All in all, a good game, well worth the price as it stands now at $6. At $10, however, it might not be everyones cup o' tea, althoguh I personally would buy it again at that price.

Время в игре: 78 ч. Куплено в Steam
Рекомендую 12.12.2013 21:06
100 9

Do you like roombas and hate your furniture than this is the game for you. Best furniture eating sim on the market.

Время в игре: 118 ч. Куплено в Steam

Дополнительная информация

Разработчик 2DArray
Платформы Windows, Mac, Linux
Ограничение возраста Нет
Дата релиза 17.01.2025
Metacritic 59
Отзывы пользователей 82% положительных (232)

Отзывы пользователей

82%
190 положительных и 42 отрицательных отзывов
Обновлено: 15.01.2025 20:10

Жанры

Action Strategy Indie

Особенности

Single-player Steam Achievements Full controller support Steam Trading Cards Steam Cloud Family Sharing