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:
Recent:
Very Positive (14 reviews) - 85% of the 14 user reviews in the last 30 days are positive.
Overall:
Very Positive (478 reviews) - 82% of the 478 user reviews for this game are positive.
Release Date: Dec 12, 2013

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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 - 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

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
    • Storage: 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
    • Storage: 300 MB available space
    Minimum:
    • 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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Recent:
Very Positive (14 reviews)
Overall:
Very Positive (478 reviews)
Recently Posted
Beridok
1.4 hrs
Posted: August 28
Product received for free
Not The Recommendation

Gameplay is okey - controls are working properly, graphics are also okey and sounds...
But probably I suck at stealth games and this game is not good enough to be sold for 10 euro :/
Game is simplistic in some terms - it had to be since it makes randomly generated levels (but they have some major rules to be for example 'variation' of room 2-1, etc).
Helpful? Yes No Funny
Tango Wango
1.2 hrs
Posted: August 18
Seeing more than one sentry really raises my blood pressure.
Helpful? Yes No Funny
Quinn
2.0 hrs
Posted: August 18
I don't usually write a review after so few hours in a game unless, A: the game is just that short or B: it's a bad game, but this is an exception. It took me one death to get the hang of this game. First off, the graphics are outstanding, especially at the performance, with the gameplay and default controls being fantastic. In the later levels, like building six, the drones, or flying skulls, or whatever you prefer to call them really got my heart pumping, with each shot being fired being a huge jumpscare even with the colorful atmosphere. The levels with only the lazer turrets feel like a fun puzzel with an enormous selection of ways to complete it, with only few ways allowing you to get full points. Along with the simple controls and easy-to-run graphics allows me to play this with a steam controller and media pc on my television.

10/10
Helpful? Yes No Funny
2portal
2.0 hrs
Posted: August 18
Product received for free
This Game Leaves you hungry for plastic plants.
Helpful? Yes No Funny
Frank Fritz
0.7 hrs
Posted: August 18
I WOULD OFFER THIS AT 250$ IT IS FROM 1931






Helpful? Yes No Funny
MichaelW01f
0.7 hrs
Posted: August 18
your a robot who has a fetish for furniture whats not to love XD




note - i got this on a sale
Helpful? Yes No Funny
\//\|>0R₩/\\/€ Sasha サー
2.1 hrs
Posted: August 17
This game is fun for the first few minutes but then it gets a bit repetitive. The game is rouge like and each level is generated differently every time. However, it's not a bad game and it's well crafted but it gets tiring after a bit. It's ok. 6/10 for me.
Helpful? Yes No Funny
Christopherweeblingjr
5.1 hrs
Posted: July 25
If you want to buy this game, you'll need to have absolutely no problem with going bald due to pulling all your hairs out.
This is a rage game in it's purest state, it looks simple and fun, with lovely visuals that draw you in. When you play the game you start to regret it.
The game features a wide veriet of security features to keep robots like you out, but the one that's going to drive you mad the easiest and fastest is the Sentries. They have a completely random patrol pattern and can see you from all the way across the room should nothing be between you two. They're easy enough work around if you have enough cover, but the core gameplay mechanic of this game is that you eat that stuff away, leading to them going from being a slight inconvienence to the bane of your existance.
Another thing about this game is that when you lose a run, it will add up all the points you've earned during and unlock special permenate upgrades once you've collected enough. But a lot of the upgrades you can unlock only make the game more dificult. Why? I though I was supposed to be spending my hard earned XP to make games easier. If I wanted more of a challenge in my next run, I'd just turn up the dificulty settings.
But the biggest problem you'll have with this game is the fact that it's randomly generated. I can understand that it's supposed to make it so that no two runthroughs are alike, but that give it a high probability for the game to feel like it's actually dicking with you. Some runthoughs you'll get a max inventory and every item you'll need to tackle any building with an even number, other's you'll get jack-♥♥♥♥, turning you into the sentry's target practice. This causes the game to be so difficult I can't get past Building 4 on the lowest possible dificulty.
Helpful? Yes No Funny
G i Jouh
0.4 hrs
Posted: July 17
On the positive side - Game looks great, controls are good.

NEGATIVE SIDE - The game is only fun for 15 minutes... after that its repeatative and boring. There is a group of people out there who loves the concept of robots devouring furnature will LOVE this game. The other 99% should probably pass.
Helpful? Yes No Funny
silverbullet836
22.8 hrs
Posted: July 15
Pretty good strategy game. Can be frustrating at times. Worth the purchase.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
5 of 7 people (71%) found this review helpful
Recommended
2.1 hrs on record
Posted: August 17
This game is fun for the first few minutes but then it gets a bit repetitive. The game is rouge like and each level is generated differently every time. However, it's not a bad game and it's well crafted but it gets tiring after a bit. It's ok. 6/10 for me.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Not Recommended
1.4 hrs on record
Posted: August 28
Product received for free
Not The Recommendation

Gameplay is okey - controls are working properly, graphics are also okey and sounds...
But probably I suck at stealth games and this game is not good enough to be sold for 10 euro :/
Game is simplistic in some terms - it had to be since it makes randomly generated levels (but they have some major rules to be for example 'variation' of room 2-1, etc).
Was this review helpful? Yes No Funny
2 of 4 people (50%) found this review helpful
3 people found this review funny
Recommended
2.0 hrs on record
Posted: August 18
Product received for free
This Game Leaves you hungry for plastic plants.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
168 of 178 people (94%) found this review helpful
Recommended
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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67 of 71 people (94%) found this review helpful
Recommended
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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100 of 134 people (75%) found this review helpful
4 people found this review funny
Recommended
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.
Was this review helpful? Yes No Funny
40 of 41 people (98%) found this review helpful
2 people found this review funny
Recommended
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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40 of 41 people (98%) found this review helpful
2 people found this review funny
Recommended
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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145 of 207 people (70%) found this review helpful
108 people found this review funny
Recommended
2.0 hrs on record
Posted: October 13, 2014
Easily the best Furniture Eating Simulator out there.
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41 of 50 people (82%) found this review helpful
3 people found this review funny
Recommended
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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