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. Same furniture is also your stealth cover.
User reviews: Very Positive (323 reviews)
Release Date: Dec 12, 2013

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Recommended By Curators

"This one is by 2DArray, known on NG for The Company of Myself, Fixation and his work with Edmund McMillen on Spewer!"


“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. Same furniture 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
    • Hard Drive: 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
    • Hard Drive: 300 MB available space
    • Processor: 1.5Ghz
    • Memory: 1 GB RAM
    • Graphics: Graphics card from 2004 or later
    • Hard Drive: 300 MB available space
Helpful customer reviews
12 of 12 people (100%) found this review helpful
1 person found this review funny
1.6 hrs on record
Posted: January 19
Masterpiece !
This is "how to make a procedural game 101"

There are really few gameplay mechanics. You'll have to eat office furnitures avoiding security drones and laser. To do so you can crouch to hide, use bonus items you picked up. And that's pretty much it. Simple yet effective.

Really well balanced procedural level generation. The difficulty grows up painlessly, there is no big spike in the difficulty curve. Every level feels different and makes sense. It feels pretty organic.

The story is told thourght log journal you'll gather throught your multiple runs.
So if you want to know everything you'll have to play it multiple times. Yet the story is completly facultative. It' worth noting that the audio dubbing of the logs are nailed too.

Visually and aurally, the ambience is really quiet, because of this you'll press the "new game" button multiple times without noticing it.

Controls are tight.

And there is even a touch of humor every now and then, in the logs, on the poster, etc

Plus, there are multiple game modes, challenge levels, "campaign", and classic proccedural levels.

It's a flawless game. GO FOR IT !
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6 of 6 people (100%) found this review helpful
1 person found this review funny
3.1 hrs on record
Posted: February 24
Not great but certainly far from bad, a neat little game about being a stealthy robot who eats all the furniture and appliances in offices. There are a few hazards and obstacles to avoid, the game throws out different powers for you to pick up and use to make your way around the level easier and your health carries over from floor to floor.

In a sense it is something of a roguelike, especially considering the overarching levelling system that slowly unlocks more powers and upgrades along with the randomly generated floors.

Fun to mess around with and for the right person it may just scratch the right itch. I wouldn't be racing out to buy a copy any time soon but if it's cheap or you get it in a bundle it's worth throwing in an hour or two for a laugh.
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6 of 6 people (100%) found this review helpful
1 person found this review funny
1.9 hrs on record
Posted: February 11
Stealth and rogue-like hybrid

You play as a a thin robot who has an appetitie for office furniture. Your goal is to consume a certain amount of furniture before moving to the exit to move onto the next room. The problem though, is that there are plenty of traps, guard bots and towers which try to destroy you. This is where the stealth element plays a factor. You have no weapons to defend yourself, however you can avoid enemy partrols by hiding behind office furniture (yes the ones you need to consume) and crouching. Crouching limits you visibility to patrols, but also reduces your movement speed. There are also items you can pick up which can heal you, make you invisible, create cover etc. Some such items require you consume a certain amount of furniture before you can use them again. When you are spotted by sentry bot you won't die immeditely, instead you will be gunned down by them unless you can find cover quickly. After you die, your score will be used to unlock new items, upgrades and game modes when you have scored enough amoungst multiple play throughs (this is a good factor in keeping you playing the game overe and over again).

There isn't much story to the game. As said previously, your basically a robot who has to consume a certain amount of office furniture in each room. After a certain amounts of rooms are cleared, you move onto the next building which has more rooms to clear. The closest resemblance to one in the game are audio recordings which tell a tale about some office workers. However, the problem is that you won't have a clue what is going on until you have all the recordings.

In the game, there is limited audio. During gamplay 'quiet' music is played, which is alright because it's a stealth game. However, when you are spotted and hunted by sentries the music doesn't change at all. As such there is a loss of protential to create a more tense atmosphere for players to try not to get spotted. The only voice acting in the game are audio recordings, but they are spoken in 'Robotic monotone' and don't sound great at all.

The level design is good. In the early levels you find yourself in a small room with a couple of towers, small food goal and relatively easy to finish. However as you progress through the campaign, you will face more enemies, larger rooms and more complex goals (ie having to to consume food and forfill a sequenc in order to proceed). There is plenty of room to maneuver and items to hide behind, which is excelltn for a stealth game as it gives you opportunity to plan your route.

I guess the game is alright, but for some reason I wasn't compelled to keep playing this game unlike other rogue-likes. The game may not get you hooked, but you can can pick this up if you REALLY like stealth gameplay with limited story.
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7 of 9 people (78%) found this review helpful
1 person found this review funny
4.4 hrs on record
Posted: February 4
tl;dr -> If you want to play as a sadistic Roomba gone mad with a binge eating disorder (without the purging), then this is your game! 11/10 power to the robots, ♥♥♥♥ the humans!

A good friend gave me this game, and I now want to (secretly) kill him for that. Not the Robots is easily one of the best staples for the rogue-like genres. The game literally punishes you for playing and levelling up.

I love it.

If you like rogue-likes, action/stealth-based gameplay, eating furniture, and being relentlessly punished, then you MUST play this game. Seriously, any rogue-like lover/enthusiast has to try this game. You will not be disappointed.

The aesthetics are good - the amount of detail in the environment and different furniture types is well-done. The music and sounds are decent, however, I quickly muted all sounds and played my own. The soundtrack makes me think of old school elevator music, but I did feel like it added to the vibe of the game appropriately. There are random sound bites you can find that add a bit of extra lore to the game, and they are interesting if you take the time to listen.

The controls are simple and easy to familiarize yourself with. There is no tutorial, but feedback is given when you first start to explain how to get going. The learning curve is minimal to brutal, depending on your experience with rogue-likes. I unlocked an extra difficulty level, so my slider currently has 6 levels to choose from (trust me, the max difficulty I can play on is ridiculous and sadistic). There is a main campaign, operations, and challenges (the latter two are a bit similar) - adding massive replayability to the game. I've played with both the keyboard&mouse and a controller, and this is one of the few games where I actually prefer the keyboard&mouse combo, but this is a matter of preference. The game is very responsive with either.

During gameplay, you must progress through different buildings, each with a total of 2 floors. Every even-numbered building has sentries, which patrol the area and will attack you on sight. I have made it up to level 6, then died horribly. Your goal (initially) is to eat enough furniture to satisfy your counter at the bottom right of your screen - once you do this, you may return to the teleporter/elevator you spawned in to proceed to the next area. Larger pieces count for more points, however, they can also act as valuable cover against hazards like lazers (shoot out and move in a circle pattern) and sentries. Whenever you start a floor, you are able to look around the map with what looks like a camera feed before deploying with spacebar - and this is extremely helpful when sentries are patrolling near your starting area (you can wait for a better opportunity before spawning).

Items, bonuses, and health may be present in the floor. You can initially carry only one item, however, a "+1 to max inventory slot" bonus exists. You can eat items (blue or light blue boxes) if you want a different one - in fact, you get a bonus to your score for eating a 1-up. Items may also include things like teleport (I only recently realized you can hold the mouse down and literally teleport anywhere in the map), armor (decreases damage taken from all hazards), and sprint (brief speed boost). There are upgraded versions of most items (light blue boxes), which are unlocked as you gain experience from playing (more on this later). Bonuses are in green boxes and can only be accessed once you fulfil the floor requirements (the elevator and your gauges will shine green when you can exit the level). Bonuses can include things like score/experience multipliers (always increases by .50%) and scanners, which will reveal a random item box per level for each scanner you possess. Health is stackable, however, there is a decreasing upper limit depending on the difficulty you are playing on - in normal (easiest), you start with 100hp and the max is 200.

As you progress through buildings, you will encounter additional floor requirements besides your increasing "hungry count" (how much furniture you need to eat). First, you will also need to touch markers in descending order - you initially only have to go from 3 to 1, but later will have to go from 5 to 1. Combined with the presence of sentries, this can be quite the daunting task. If you can make it past these buildings, the checkpoint requirement will be swapped with a "tagging" one (the tagger will take an inventory slot but can be dropped and picked up again at will) - here, you will have to tag every hazard (except for sentries) on the floor. Sounds fun, right?

Yes, if you are a masochist.

Now, on to the best part, and the element that makes this one of my favorite rogue-likes. Whenever you die, your score/experience is calculated and you slowly level up (multipliers are given based on the difficulty you play on). You get bonuses to your score/experience for doing things like: eating a 1-up, getting a "max food" (eat all furniture on the floor) buff, or achieving a "no damage" run (do not lose a single HP). As you level up, you will unlock things like better items (chance of upgraded items spawning on a floor) and new items. Cool!

But, wait. There's more.

I mentioned the game literally punishes you for playing.

You can be the worst player, unable to even advance through the first floor/building. BUT, you will still eventually level up.

Most levelling up bonuses are "negative." One of my first unlocks was a laser wall hazard that is randomly added to the room. Eventually, I also unlocked an advanced laser wall (more damage). The game taunts you by having a witty hint at the end of the experience bar (ex: a familiar enemy, but stronger {not verbatim, unlocks a stronger sentry}). Just when you think the game is getting difficult, it constantly curb stomps you and keeps things refreshing with added elements. There are game hints during the loading screen, and apparently beating the game unlocks a first-person mode. Ridiculous.

Overall, Not the Robots plays exactly how I would expect a staple rogue-like to. In fact, it far surpasses any of my expectations. Any and all rogue-like enthusiasts must give this game a try.


DJSF @DJSF's Rogue Reviews
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4 of 4 people (100%) found this review helpful
1 person found this review funny
8.8 hrs on record
Posted: March 25
A good game with simple mechanics that has an original take on the difficulty curve which is high. And steep. It has a lot to offer, be it content, challenge or visual/sound design.

However, the procedural generation is a tad too fond of randomness which makes it somehow "unfair". Even with a good understanding of the system, a solid strategy and mad skills gifted by the Ancients Gods, you can be stuck in a hellish nightmare simply because your computer felt like it. Given that the backstory is about AI, it's a great example of ludonarrative consonance. Well done.
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2 of 2 people (100%) found this review helpful
1.9 hrs on record
Posted: May 10
robot like to eat furnitures 10/10
too much eat - IGN
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3 of 4 people (75%) found this review helpful
1 person found this review funny
6.5 hrs on record
Posted: May 7
Not The Robots is a game that I recommend because:
- is a method to banish boredom
- is a strategy game
- have trading cards
- is a indie game

Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
2 people found this review funny
4.8 hrs on record
Posted: March 17
If you only buy one furniture eating stealth robot roguelike game this year, make sure it's Not The Robots.
Was this review helpful? Yes No Funny
5 of 8 people (63%) found this review helpful
1 person found this review funny
6.3 hrs on record
Posted: February 25
Loved the taste of da couch 11/10!!!
Was this review helpful? Yes No Funny
5 of 8 people (63%) found this review helpful
13.7 hrs on record
Posted: December 8, 2014
Nah. Yeah we get it its random gen perma-death (both brand new never-done before game types I know, cough cough, nto impressed). You just do the same thing and eat the same office furniture each level. Even though each level is "random gen" its basically the exact same with a lil diff layout. Sometimes there are like 8 patrol guys thats continually go back and forth in a room so its impossible to get anywhere without being caught. Especially because the abilities may not be placed befor the guy so you don't get help. Also the patrol guys basically can't be hurt and they have ridiculously long range and basically can see you when they are turned sideways, which is dumb. Also sometimes you go multiple levels without a health crate and then 3 in a row, so its inconsistent and can get you killed.
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1 of 1 people (100%) found this review helpful
2.2 hrs on record
Posted: January 2
You're a robot in an office building run by a rival corporation. You avoid detection and eat enough furniture to progress to the next level of the office building. Rinse. Repeat.


Seriously oddball premise with a rock solid, if basic, execution. Few bells & whistles, it sticks to the core concept of sneaking around an office floor, avoiding detection from enemy robots or lasers etc, with you having to literally eat the furniture (thus reducing the cover available!) to progress.

It's got procedural generated levels, a nice big toolbox of mission types & problems to overcome, and it presents itself really well given the premise & obviously small budget origins, making me laugh more than once.
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1 of 1 people (100%) found this review helpful
42.6 hrs on record
Posted: March 19
This is a really well made and gripping little game packed with treats and compounding frustration. Okay, there's not much to the gameplay; avoid the traps, eat the furniture and escape the room. But far more going on than that.

Gameplay might seem limited, but for what there is it's done very well. Graphics are polished and look really funky so it conjures up thoughts of a 21st century version of Beserk. The levels are completely randomised so you might get 3 or 5 run throughs before you tire of seeing it in your Steam list. There's a story element too, which is a little bizarre up to now, but highly compelling to find out how the developer manages to explain all this wackiness. Add a whole lot of challenges and operations outside of the campaign and you have plenty to keep you going for quite some time.

This game is so well worth the money it feels like I'm stealing from the developer, but regardless of price <i>Not the Robots</i> is undoubtedly a fine example of what should be getting a Greenlight on Steam.
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1 of 1 people (100%) found this review helpful
1.1 hrs on record
Posted: May 11
Really fun, i like to play it casually when i have nothing to do, i don't recommend buying it for 10 dollars maybe when its on a sale!
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1 of 1 people (100%) found this review helpful
1 person found this review funny
0.2 hrs on record
Posted: April 8
Its like Hide and Seek

Except you get to eat all the hiding spots!
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1 of 1 people (100%) found this review helpful
29.2 hrs on record
Posted: May 21
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.
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2 of 3 people (67%) found this review helpful
3.2 hrs on record
Posted: January 7
Designer: "Hey buddy, I made a procedural stealth game! Can you playtest it for me?"
Friend: "Sure, what's it called?"
Designer: "I haven't come up with a name yet..."
Friend: "Alright, I'm sure something will pop up soon enough."
*Plays game*
Designer: "How did you like it?"
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2 of 3 people (67%) found this review helpful
0.7 hrs on record
Posted: December 13, 2014
Not The Robots, is a tactic based game where you are a robot an you just eat peoples furniture. after 1-5 mins of nom nom nom you should get full and then you just get back to that elevator where u came from.
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2 of 3 people (67%) found this review helpful
2.8 hrs on record
Posted: January 28
I love this game! It has randomly generated levels, different game modes, added obstacles, and side objectives, you get a great game with a lot of re-playability. It looks very nice, has smooth game controls, and has a simple game style, but manages to keep you on edge. There is also the satisfaction of the destroying furniture, lol. 7/10
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3 of 5 people (60%) found this review helpful
1 person found this review funny
10.8 hrs on record
Posted: March 18
Awesome game: a simple fun concept makes for good gameplay, and a nice crisp artstyle and soundtrack makes this great.


ᵀʰᶦˢ ᵍᵃᵐᵉ ᶫᶦᵉˢ ᵗᵒ ʸᵒᵘ ᶫᶦᵏᵉ ᵃ ᵐᵒᵗʰᵉʳᶠ***ᵉʳ
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5 of 9 people (56%) found this review helpful
0.9 hrs on record
Posted: May 6
I love stealth games. I love Mark of the Ninja, I love Gunpoint, I loved Splinter Cell Conviction, and I love Monaco though I need to play it more. However, I wouldn't really call Not The Robots a stealth game. This game is almost real good, but one thing really kills me: the sentries, your main enemy in this game, the things that you actually hide from.

In the games I listed above, the enemies are all predictable to a certain extent, enough to let me plan out what I want to do. I can see what their fields of vision are, I can clearly see what direction they're facing, and I know what paths they will take, so I can strategize and plan accordingly. In Not The Robots, the sentries see forward forever so they have no visible field of vision, it's not clear really what direction the sentries are looking, and the sentries explore rooms and move around at random.

First off, I'm OK with there being no field of vision since they can see forward forever. The thing is that it's also hard to see what direction they're looking. It would be super great if they just had like a laser sight or a flashlight, to give me quick knowledge of what direction they were facing. I'd feel much more confident hiding that way, and there are already lasers in the game that seem designed to show me how far they can reach and when they are blocked by an object. I don't see why the sentries couldn't have something similar.

But hands down the worst part of the sentries–I'm sorry, but of the whole game–is their patternless movement. Like I said before, the sentries explore rooms and move around at random. I can't tell where they're going to be, so I can't plan any course of action that doesn't involve being nowhere near them in almost guaranteed safety. Even though I CAN hide behind them, there's literally no telling when one will make a 180º turn and see me, then chase me while shooting me to death as I scramble away. This does not allow me the ability to strategize. I found myself waiting, straight-up waiting for the sentries to go away so I could dash for the exit, not having any idea when they would leave, and I waited 5-10 minutes for my ideal window, which was just all the robots leaving the room at the same time. I don't mind waiting for an enemy to leave me alone, but in any of the games I listed above I actually know when that will be. I just want the sentries to have set paths, or patterns, like they always follow the wall, or always turn a certain way, or /something/ besides just complete randomness followed by chasing. This weakness in the design basically turns me off to the whole game, despite its inventive concept, great graphics, tight controls, and what was probably going to be an interesting story : (

Speaking of inventive concept, I think the procedural level generation in this game is really an interesting idea. It would be awesome if stealth games had procedurally generated levels, because it would mean you could just play the game over and over again and have a new challenge each time. But this game doesn't feel like a stealth game to me really. Each procedurally generated level is not a new puzzle for me to figure out, it's just basically me waiting for the robots to get out of my way, however long that will take. Rather than a stealth game, this game reminds me more of Receiver, which is a fun little FPS that I'm TERRIBLE at, wherein you hide from and shoot down flying sentry robots as you explore a procedurally generated map looking for tapes. Except in Not The Robots you don't have a gun, and the robots find you easier. This also reminds me of Receiver thematically, with the dark, mysterious atmosphere, and unusual story background. In fact, Receiver is going to be my recommendation instead of this game. Sorry guys.
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