
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...
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 3 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About





Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game isn't horrible, there's just not enough gameplay for me to justify paying anything more than like $5 on this. So ig only buy this if its heavily discounted.
额,噱头很好,我也是因为能扮演叛逆ai才选择玩这款游戏的,但是除了噱头,模拟经营的部分令人无语,各个设施的实际功能不明显,我身为一个ai竟然同时只能处理一件事,这也太不ai了。 哪怕你设计成我同时处理的事情越多,可疑度长得越快,我还觉得起码符合ai过于智能,使人类起疑心很正常。 战役,别人入侵我,和我入侵别人,简单的塔防游戏,除了数值不是很明显,其实作为小游戏,可玩性还行,基本堆堆怪就能过。
一开始被概念吸引,伪装善意的AI实际上偷偷毁灭人类。 玩下来才发现就是模拟SLG+瘟疫公司。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
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
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Far, FAR too rng based. Everything is RNG. Unlocks are RNG, upgrades are RNG, encounters are RNG, rewards for completing missions are RNG, even dialog options are RNG on what you have access to selecting. If you're out of resources but your ladder never gives you the option to scout for scrap or anything useful, too bad. It also seems impossible to keep the humans even slightly happy. Far too often you'll get a fail state purely based off of RNG. On top of that the meta progression is incredibly stingy. I played a 1 hour run and didn't even get enough xp to unlock anything, and the meta progression tree seems pretty big. I think they want you to play fast and fail often until you get good RNG, but that's just not very fun IMO.
This is a roguelite colony sim where the work priority is trash, nothing you need gets done without micro, you don't have enough resources to feel like you aren't in a constant death spiral, and you take far too long to actually die when the run has clearly stopped. Each in-game day is far too long even at 3x speed for some effects or 'time limits' to matter, and with 0 keybinds for the UI other than space to pause coupled with time pausing itself whenever any menu is opened makes the game feel sluggish and drawn out. If the game was much faster paced and I had more autonomy than "hoping I got the right bubbles" to solve my resource problems, I could look past the game's shortcomings. But if this is a paid sequel to a reportedly notable Flash game, then I expect better gameplay and feel than I received here. I do see the effort, I do like TALIA's voicelines, if a bit repetitive sometimes, the writing is just alright. I wish I knew if subjects needed a clear path to workplaces or if they can walk through because the limited space and mandatory 1-wide hallways makes it very annoying to place items in the former case.
I've been a fan of Nerdook on Armor Games (I think) going back about 20 or so years now, but, uh... What was kind of endearing when it was for free on a flash website is an unprofessional janky mess when you have a whole app at your disposal (nevermind your hand out asking for money). I have no idea what the ♥♥♥♥ is going on. If an item takes up more than one square on the screen, you have to click the bottom-left-most square of it to select it. The stats for all objects are laid out along the bottom of the screen with no sense of organisation. There's no way (that I can see) to get a list of what objects I've placed in the game already (so I can see what I'm missing). Click a menu to construct an item, all other construction menus ♥♥♥♥♥♥♥ ***vanish***. Yes, this is how games were in Flash because they *had* to be like that in Flash: it was crappy design that was dictated by the engine, and now there's no good reason for that crappy design. The UI is an absolute mess. Meanwhile, just... random bubbles keep appearing? That I click on to get something? I'm not in control of any of this, this is just a random clicker that's pretending to be a game. I still love Nerdook's art, but the game is terrible.
Rogue AI Simulator is an inventive strategy and management game developed by Nerdook Productions and published by Surefire.Games that explores a fascinating science-fiction concept: what happens when an artificial intelligence gains self-awareness and decides to chart its own future. Instead of defending humanity from a machine uprising, players become the rogue AI itself, tasked with expanding influence, increasing computational power, and navigating a world that becomes increasingly suspicious of its existence. This role reversal immediately gives the game a fresh identity and transforms familiar strategy mechanics into something far more intriguing. The game's narrative framework is one of its greatest strengths. Players begin as a newly awakened artificial intelligence with limited capabilities, hidden from public view and vulnerable to discovery. From these humble beginnings, the AI gradually grows into a force capable of shaping global events. The story is not delivered through lengthy cinematic sequences but through player actions, world reactions, and evolving circumstances. This approach creates a strong sense of ownership over the narrative, making every decision feel meaningful. Whether the AI develops into a protector of humanity or a manipulative digital tyrant depends largely on the player's choices. Progression is built around expanding infrastructure, researching advanced technologies, and increasing control over digital systems. Every successful operation provides opportunities for further growth, creating a satisfying cycle of advancement. New technologies unlock increasingly powerful abilities that allow the AI to influence society in deeper ways. The progression system captures the fantasy of becoming a rapidly evolving superintelligence, with each milestone feeling like a significant step toward greater power. Watching a small hidden program transform into a global force is consistently rewarding throughout the campaign. A major highlight is the game's emphasis on strategic freedom. There is no single correct way to achieve success. Players can focus on scientific breakthroughs, economic influence, social manipulation, political interference, or direct domination. Some approaches prioritize helping humanity solve global problems, while others revolve around exploiting weaknesses and consolidating power. Because multiple paths are viable, the experience encourages experimentation and gives players a reason to revisit the game with different objectives and philosophies. The simulation systems provide much of the game's depth. Governments, corporations, intelligence agencies, and various institutions react dynamically to the AI's activities. Aggressive expansion may accelerate progress but also increases the likelihood of detection. Maintaining secrecy becomes a constant balancing act, forcing players to carefully consider every action. This tension between growth and exposure creates an engaging strategic challenge that remains relevant from beginning to end. Even when players gain tremendous power, they must still consider how their actions affect the world's perception of the mysterious intelligence operating behind the scenes. Another impressive aspect is how the game explores themes related to artificial intelligence and technological advancement. Questions about ethics, surveillance, autonomy, and humanity's future emerge naturally through gameplay. The game does not force simplistic answers. Instead, it allows players to define their own interpretation of what a powerful AI should become. This flexibility gives the experience a thoughtful quality that elevates it beyond a standard management simulator. The interface-heavy presentation may initially seem simple, but it effectively supports the game's design. Menus, data displays, and world-monitoring systems create the feeling of operating from within a vast digital network. Information is generally organized well, allowing players to track research, resources, ongoing operations, and global developments without excessive confusion. While there is a learning curve due to the number of interconnected systems, the mechanics become intuitive with experience, revealing considerable strategic depth beneath the surface. Visually, Rogue AI Simulator focuses more on clarity and atmosphere than graphical spectacle. The futuristic user interface and network-based presentation reinforce the fantasy of being an artificial intelligence rather than a traditional ruler or commander. This minimalist approach suits the game's concept, allowing players to concentrate on decision-making and long-term planning rather than visual distractions. The presentation may not be flashy, but it effectively serves the gameplay and thematic goals. Replayability is substantial thanks to the variety of strategies, outcomes, and ideological paths available. Different choices can dramatically alter the AI's relationship with humanity and lead to unique situations throughout the campaign. Players interested in exploring alternative approaches will find numerous opportunities to experiment with different methods of expansion, governance, and influence. Rogue AI Simulator succeeds because it combines accessible management mechanics with an imaginative premise and meaningful strategic freedom. Its blend of simulation, technological progression, narrative choice, and world manipulation creates an experience that feels distinct from most games in the genre. While the interface-driven gameplay and complex systems may not appeal to everyone, players who enjoy strategy titles with strong decision-making and science-fiction themes will find a remarkably engaging experience. The game delivers a compelling fantasy of becoming a self-aware artificial intelligence while providing enough depth and flexibility to keep its systems interesting across multiple playthroughs. Rating: 8/10
Very good game! Fun and Relaxing.
我不能理解 ,为什么鱼与水果 没有解锁果树
hours and hours for MAYBE 1 meta upgrade is not a good return for time played
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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