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 (372 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!"

Reviews

“Very different. Excitingly different.”
Rock Paper Shotgun

“Pretty damn good stealth game, actually”
TotalBiscuit

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

Windows
Mac OS X
SteamOS + Linux
    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
    • Hard Drive: 300 MB available space
    Minimum:
    • 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
    Minimum:
    • Processor: 1.5Ghz
    • Memory: 1 GB RAM
    • Graphics: Graphics card from 2004 or later
    • Hard Drive: 300 MB available space
Helpful customer reviews
19 of 19 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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15 of 15 people (100%) found this review helpful
3.4 hrs on record
Posted: June 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

If you enjoyed this review, please follow my curator page. Also, feel free to join my group, LockeProposal's Big Day Out for discussion and announcements. Thanks for reading!
Was this review helpful? Yes No Funny
7 of 7 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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7 of 7 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 pusued and gunned down 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 over and over again).

There isn't much story to the game. As said previously, you're basically a robot who has to consume a certain amount of office furniture in each room. After a certain amount of rooms are cleared, you move onto the next building which has more rooms to clear. The closest resemblance to a plot, 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 sequence in order to proceed). There is plenty of room to move around and items to hide behind, which is excellent 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 pick this up if you REALLY like stealth gameplay with limited story.
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7 of 7 people (100%) found this review helpful
53.5 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.

My comprehensive guide to Not the Robots
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