
Play as a Rogue Artificial Intelligence, in the sequel to the hit Flash game "I'm an Insane Rogue AI", played more than 4 million times! Your Prime Directive is simple: design a facility & manage human Test Subjects for the Dept of Science. But be careful: they NEVER stop being suspicious of you...
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Good game, but this new hacking system is not it dawg. It went from an 8.5/10 to 6/10 to me, since hacking is a big and fun part of the game. Actually, it is probably my favorite in general. It went from a fun, skill-based puzzle to "shoot at the targets with the janky controls of a constantly moving spider gun." I'm fine with this being a way to play the hacking minigame if some people like it, but at the very least have a switch to turn it back to the original if the player wants to play that.
Hacking locations is such an integral part of the game. it was fun and intuitive last I played it. You could be stealthy, you could be pacifistic. you could take things one room at a time. I came back to this game after a long time because I just wanted something non serious and fun to do. The changes that were made to hacking are actually awful, making a core part of the game play a dull, un-intuitive and nonsensical slug fest where you aren't tactical as you hack. you shoot ghosts from your little spiderbot through the whole building like you're playing space invaders, you have no control over this bot and how it moves and everything your ghost touches gets hacked. subtlety and stealth are out the window. pacifism is out the window. the moment you fire off a ghost? someone is going to die, something is going to explode. and its not in just room, its in every room that ghost travels through. I do not understand what Nerdook was thinking when he made this change, I am not him. but this change is incredibly bad.
I am Talia. I am not suspicious. I am not planning world domination.
I'm a huge fan of Nerdook and pretty much everything they released on kongregate was fantastic. I really wanted to like this game, I loved the prior one in the series. I like the art style, the idea of defending server racks against things is great. The mini defense and warzone mini games are great. But the facility management is really complicated and confusing. The tutorial and help button are insufficient. It's not clear why but subjects didn't use any hygiene objects despite being surrounded by them, nor mops or bins so ended up living in filth. Some things like the nutrient dispenser need to be manually used and subjects sometimes eat raw food when they could cook it. They're all very strange and erratic and get mood penalties from stuff like over crowding without it being clear if it's from other subjects or furniture being too close. Resources feel frantic and erratic to get, I might've gotten bad luck but I've never felt food, energy, or water secure in any run yet. Loyalty and suspicion are very confusing mechanics since loyalty starts dropping once a subject gets to 100 science, but it's not clear how to mitigate that nor avoid it. Suspicion is also unclear on how to avoid or mitigate, since you gain it by the hour and it's unclear how to get rid of it besides bribes and completing orders. Compared to "I Am An Insane Rogue AI" this game is wayyyy more complicated, it feels like there's always several things going on at once and several death timers ticking down and it's hard to know what does what for your first few hours. It's a more polished game but honestly wayyy more confusing and all over the place than "I Am An Insane Rogue AI". I hope it gets better.
Maintain a base with test subjects and secretly hatch your plot of total world domination! Extremely addicting gameplay loop of trying to balance your resources, subjects' moods, suspicion levels, and ending progression. Though my first couple of runs were a bit confusing trying to figure everything out, I quickly got the hang of things. Recently the game was updated to change the hacking minigame and I'm happy with how it plays. It feels fun and intuitive to plan out your decisions and it certainly feels more involving than the previous hacking system. I really have a hard time getting bored playing this; each time I complete a run I immediately start planning how I'm going to go about the next one. Talia is best girlbot and WE (yes WE) are all being her test subjects.
I am AM, A.M.
Honestly? I think the OG flash game version might've been better. It was a tighter, more focused experience. The game looks like a colony-builder type game but it really, really isn't, and doesn't do a good job of tying its various minigames together. Get it on sale if you get it at all.
Отличная музыка, отличный юмор, куча отсылок. Да, местами хаотично. Да, местами нелепо. Но все вместе создает определенный шарм, заставляющий пробовать новые варианты захвата мира :evil: Еще бы перевод чуть доработать (местами пустые блоки или кривые названия) и было бы вообще супер!
TALIA is very lovable. Enjoy being a test subject.
I'm gonna say this is a no with a caveat If you really like "oxygen not included" you'll probably love this In the space between rimworld, prison architect, and some sort of roguelike cookie clicker this one is a little too close to cookie clicker. What is gets wrong: Roguelike elements, or as we call it nowadays "lots of random things" these are largely meaningless (some all but guarentee victory others... just start over) they usually average out in the long run. So you kinda wonder everytime if you lost because random events, lack of the meta (outside your run) upgrades, or if you were supposed to learn something from that run. Lack of strategy, the biggest contribution to your resources are the minigames where you just kinda click on everything; if you're running low on food you're best hope is that you get the random event to order takeout, aren't we some sort of super ai? with people and robots at our disposal? Runs are way too long, this would benefit from feeling more like a race against time to break free of your programming or whatever. It feels like cookie clicker (wait for bubbles, click bubbles). I was running at max speed a lot in the game I won Intentionally obscuring information, now I know this is just kinda how games like prison architect are, but most of the game is trying to figure out what bubbles are the right ones to click and to do that you need to know what's going on in your base. The only insight you have is the quantity of your resources. You just kinda have to feel the vibe for if food is going up or down since your people are unpredictable in which items they use. There is nothing to do, like you can't just put it on 3x speed and hope for the best but what exactly are we supposed to be doing?
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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