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.
User reviews:
Very Positive (460 reviews) - 82% of the 460 user reviews for this game are positive.
Release Date: Dec 12, 2013

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“Very different. Excitingly different.”
Rock Paper Shotgun

“Pretty damn good stealth game, actually”

About This Game

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.

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

System Requirements

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • Processor: 1.5Ghz
    • Memory: 1 GB RAM
    • Graphics: Graphics card from 2004 or later
    • Storage: 300 MB available space
Customer reviews
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Very Positive (460 reviews)
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321 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
Not Recommended
0.3 hrs on record
Posted: October 23
Eat furniture. Don't get shot. Hide behind furniture. Collect special items.

What the ♥♥♥♥ is the point of this game??
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1 of 14 people (7%) found this review helpful
1 person found this review funny
Not Recommended
0.2 hrs on record
Posted: September 29
> Be me
> Buy "Not The Robots" for 0,99€
> Start game
> Look at screen - it's as black as your soul
> Try "ALT + TAB"
> Try "ALT + F4"
> Try "CTRL + ALT + DEL"
> Take a closer look at this dark abyss
> Smash power switch
> Reboot

> Look for solutions
> Try solution
> Try "ALT + TAB + DEL", then "ALT + F4", then "CTRL + ALT + DEL"
> Think "Not The Robots - Yeah... indeed!"
> Smash power switch
> Reboot
> Repeat twice

> Wonder if 15 minutes of black screen are worth 0,99€
> Uninstall "Not The Robots"
> Delete "Not The Robots"
> Hate your life
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Most Helpful Reviews  Overall
170 of 180 people (94%) found this review helpful
1.8 hrs on record
Posted: December 12, 2013
So Not The Robots is essentially a stealth roguelike, where, rather than lurking through dungeon tunnels or planning turns, you're evading sentry bots, avoiding lasers, and myriad other hazards as you progress through procedurally generated floors. Your uni-wheeled robot can roll fast to quickly break line of sight of armed sentries or keep up with a moving laser grid, as well as crouch to hide behind obstacles and avoid other dangers. To complete a floor, your robot must devour a set amount of furniture per level to unlock the exit and there in lies the strategy. Removing furniture means less places to hide, less barriers to block lasers, and makes getting to the exit that much more challenging. You have limited health and your only course of action when seen is to run and hide.

Besides your natural hiding skills, you can collect a limited use ability, from going invisible (but motionless) to placing a block down which you can hide behind. You can only equip one ability at a time and they can be used once before having to recharge (by eating furniture) so they must be used tactically and at the most opportune moment. Multipliers, logs that gradually piece together the story behind the game, health packs can also be found throughout each level

Besides the procedurally generated campaign, there are also 20 challenge levels to test your skills, so there's something for the speed-run fan as well. In both the campaign and challenges, you earn more points for not being seen, for collecting multipliers, and speed among other factors.

Controls are smooth and responsive. WASD to move, mouse to move the camera, other keys to crouch, use your selected ability. Gameplay is a mix of fast paced planning and maneuvering and evasive sneaking around obstacles to avoid enemies: procedurally stealth with a dash of puzzle elements (as planning what furniture to remove or not remove will help your escape, especially since sentry patrols will change once you open new paths).

After playing a bit more:
- There are upgrades found throughout the levels, providing things from an extra inventory slot (so you can two abilities rather than just one) and a scanner to see what abilities are contained in a box

- Found some cool new abilities. Dig lets you remove a wall and Sprint give you a few seconds of boosted speed. Dig is especially cool because it lets you alter the layout of a level, opening up new paths for you (and sentries) to use

- You also get extra points for eating all furniture and taking no damage. Upon death, you rank up and can unlock permanent upgrades

- The variety of hazards continue to impress. From moving energy walls with openings to pass through (giving the game almost a puzzle platformer vibe) to damaging floor pads, the challenge is very high
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70 of 74 people (95%) found this review helpful
6.8 hrs on record
Posted: December 12, 2013
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? ;)
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41 of 42 people (98%) found this review helpful
2 people found this review funny
54.4 hrs on record
Posted: May 21, 2015
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
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99 of 133 people (74%) found this review helpful
7 people found this review funny
2.1 hrs on record
Posted: December 12, 2013
Do you like roombas and hate your furniture than this is the game for you. Best furniture eating sim on the market.
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39 of 40 people (98%) found this review helpful
2 people found this review funny
21.5 hrs on record
Posted: November 5, 2014
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.
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42 of 50 people (84%) found this review helpful
3 people found this review funny
6.7 hrs on record
Posted: September 20, 2014
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 ♥♥♥♥ 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 ♥♥♥♥ 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 ♥♥♥♥♥♥♥ fantastic, relentless, and it won't ♥♥♥♥ing let up on you until you die or you kill it.
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116 of 171 people (68%) found this review helpful
110 people found this review funny
2.0 hrs on record
Posted: October 13, 2014
Easily the best Furniture Eating Simulator out there.
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34 of 39 people (87%) found this review helpful
1.7 hrs on record
Posted: December 12, 2013
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.
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Recently Posted
[Acumen] CaptN3mo
1.1 hrs
Posted: October 20
Captains Log, 19.10.2016
Setting sail for uncharted waters! Destination: Not the Robots. So robots do eat furniture, huh? “ok”. Let us have a look at what this game of robots is all about!

First (very short)look at the game:
also available as VOD on twitch
Not the robots is an arcade/puzzlegame that lets you control one furniture eating robot through randomly generated levels, that is: floors of a “strange office” building. If you die to environmental hazards or other robots you have to start over from Level 1, but you gain some progress in return. So it is reset and gameplus. Don´t anybody dare mention Rogue right now! Here is what you get:
  • The game features a grainy security camera perspective, that can be controlled via mouse or gamepad.
  • The robot is also controllable by either gamepad or mouse/keyboard
  • Your robot can duck behind or below furniture to evade the sentries, laserbeams and other hazards.
  • Your robot can get upgrades in form of healthboosts and useable items that let you change the games rules in different ways e.g. double movement speed, invisibility, wall removal.
  • The sentry robots looking for intruders don´t have patterns of movement and you have to guess at what they can and can´t see.
  • The game tells you the player in the beginning that it is going to level up instead of him. That got my interest peaked.
  • You get additional game modes upon reaching certain points in the campaign mode. I have to admit I didn´t even try challenge or operation game mode.
Look and feel and sound:
Not the robots does look….well….it does not look good. In a gameplay way it lacks features that make me as the player want to continue. In a design way the wonky camera controls or viewing angle and the grainy security camera looks don´t do the game any good but hurt the player’s eyes/brains. The choice of “color” palette (why did it have to be horrid grayish colors? Just because it is an office building?) and a strange way of introducing the game (you really only get half a tutorial….i would have preferred no tutorial and a randomized introduction of game elements) made me quit after 40 minutes. The game leveling up, like the little bird in the beginning said, does not work from my perspective.

Captains Orders:
I cannot recommend this game to anyone.

Walk the plank! Sadly, this is one of the games I will not play again. It does not work for me in any way.

For more Reviews visit CaptNemo's Log
For Gameplay Videos and live streaming visit CaptN3mo's twitch channel
Helpful? Yes No Funny
4.2 hrs
Posted: October 2
Cannot recommend this game.
Helpful? Yes No Funny
Guy With a Fez
1.4 hrs
Posted: September 28
Lots of replayability for Katamari-esque stealthy fun! Be a little robit and suck up food(furniture). What more could you ask for?
Helpful? Yes No Funny
Oscarjames | PRIVATE BUYER
2.0 hrs
Posted: September 20
Highly recommended! :)
Helpful? Yes No Funny
0.4 hrs
Posted: September 17
I'm somewhat surprised that I've played so little of this, but at the same time, the tension of knowing that I'm making it more difficult for myself just by playing it does get to me. I will probably never get very far in this game, but I think it's a delightful thing. You play as a robot moving through an office complex. Furniture serves as cover for you to hide from increasingly menacing enemy robots, but also as your only source of food. I've never played anything like it. Highly recommended.
Helpful? Yes No Funny
Scales of Fate
4.6 hrs
Posted: September 12
Ehhhhhhhh...... The game is fun and I enjoy it, but I wouldn't recommend it really. The game has randomly generated levels which I really like, but my problem is any level with the AI sentries is a fun blockade. The robots move in random directions instead of being preset, which could work, but there's just not any feedback. The robots don't have a cone of sight, and they seem to see infinitely anyways. Levels without the robot sentries are sweet, but the sentry levels just kill it for me.
Helpful? Yes No Funny
11.7 hrs
Posted: September 7
I am the furniture eater! Everything is edible, delectable garbage!

Welcome to a stealth furniture-eating simulator, where you, a sentient robotic garbage can, must eat as much furniture and appliances as you can without tripping the defenses of the office buildings. Okay, you don't HAVE to stealth, but if you want to get cut through by rotating lasers, slam your mechanical face into prototype Aperture Material Emancipation Grills, get chased by floating mines, and shot at by mobile sentry bots, then be my guest.

Not the Robots is a very fun and somewhat arcady game with procedurally-generated levels. As you go through the game, you'll unlock new powerups you can collect and use to defend yourself - but you will also unlock new tricks and traps to avoid, making the game more challenging as you progress. Each level starts you at an elevator, and you will need to eat enough furniture to satisfy your electronic stomach - along with completing various other objectives that you need to unlock the elevator and continue on to the next level. How much furniture you eat, how many levels you make it through, and how many bonus objectives you complete, will determine the amount of points once your run ends - whether that results from you somehow managing to get through all of the office buildings, or, more likely, meeting an untimely demise at the hands of office security. You might be able to collapse yourself and hide behind desks and computer monitors, or even slide under a table and then sprint away when no one's looking, or teleport away just before that mine comes around the corner, but be aware - the traps get more devisive, and the sentries get more tools up their sleeve, especially if they see you. So your best bet is to not get noticed in the first place.

This is quite an enjoyable game, and if you happen to get bored or want something different than the regular office building dynamic, there are also various challenges that unlock as you make progress through unlocking levels and achieving certain goals. Perhaps, you might even strive for finding out what the story is behind this whole mess - if you can find those computer logs scattered throughout the levels at random. It's good for sinking in a small twenty minutes, or taking an entire afternoon. It plays smoothly, sounds great, and its visuals have a very gritty yet childlike cartoon quality to them that makes it that much more enjoyable to roll around in.

Highly recommend it.
Helpful? Yes No Funny
3.9 hrs
Posted: September 5
Not The Robots might've just created a new genre of video game: the skill based stealth game.

Let me explain, most stealth games have set enemy patrols and cover. You're encouraged to take your time and plan for the perfect path through the level. NTR has a section at the beginning of each level where you can attempt to make a strategy, but if you try to aproach this game the same way you approach other stealth games you will be severely punished.

Not only do the patrolling enemies not have set paths but, as soon as the first enemy spots you, the furniture (your only cover) begins to TELEPORT AROUND THE LEVEL. This can lead to some stupid moments where you're hiding in a one exit room behind the last peice of cover (which you've strategecly left behind after eathing the rest), then suddenly the cover is gone and you get killed by the 5 enemies that happen to be in the room at the moment. Most of the time, however, the mechanic serves as a way to force you to think on your feet. NTR shines the brightest at the moments where you run into a room, a small army of sentinals on your tail, and have to quicky find the best peice of cover in a room that was literaly thrown together randomly. In short, any amount of planning won't help you in NTR, you will be judged on your knowledge of the core game mechanics, fundemental knowledge of how line-of-sight works, and nothing more.

oh, and the "perfect advertisement" storyline clips are hallarious.

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