
UNHUMAN is a 2D idle extraction shooter set in a cyberpunk dystopia. Raid hostile zones, loot valuable gear, fight enemies before extraction, and craft powerful weapons. Progress through a deep skill tree, install augments, and transcend humanity. Start as a scavenger. Become UNHUMAN.
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About
UNHUMAN is a 2D idle extraction shooter set in a cyberpunk dystopia. Deploy into hostile zones and watch your character automatically navigate, loot, and fight. Extract before you die, or lose it all.
Deploy into raids where your character automatically navigates between loot locations. Search containers, hack terminals, pick locks - each location offers different rewards. Click on any location to direct your character where to go next.
ENDGAME
Push to higher Corruption Levels in the Nullpoint Abyss, an endless map. Fight for the leaderboards, hunt chase items and get overpowered.
Weapons have heat, jams, and recoil - your gear matters. Each weapon type plays differently: SMGs spray fast, Shotguns slide and blast, Bolt Actions hit hard but slow.
Unlock gameplay-changing keystones like Chop Chop (hook and pull enemies), Bull Rush (charge and stun), or Degenerate Gambler (throw bottles, fight with fists).
Equip your gear, pack items into your backpack for the raid, and manage your stash.
A massive skill tree with hundreds of nodes, 5 distinct classes, and gameplay-changing keystones. Create unique builds and theorycraft in plan mode.
Chips define your weapon's true potential. Use the Tech Terminal to upgrade your gear:
Module items from raids let you craft random affixes.
Codes let you choose exactly which affix to apply.
Set up a Mining Rig to earn passive BTC - and occasionally discover rare codes while mining.
Install and upgrade cybernetic augments to unlock abilities like Scan and gain massive stat boosts.
Your dog companion detects enemies before they ambush you and fetches extra loot during raids.
A corrupted arcade buried inside your terminal. Click your way through the static and farm Insanity, the currency behind mythic power:
Battle endless waves and bosses. The deeper you go, the more Insanity you claim.
Rebirth to multiply your damage and health, then push even further.
Spend your earnings on boosts, permanent upgrades, and auto-clickers that grind for you.
Crack open caches for rare rewards when the reels line up.
Five traders, each with their own specialty. Complete quests to build reputation - unlock discounts, better bargain prices, and coin flip for better rates.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 166 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The UI is a complete mess. For a game that is nothing but menus, it's staggering how bad they are laid out. Buttons that go to different pages moves to different locations for every page, how much money you have is on top of a store page, so you have to scroll to the top to see how much you can afford, the trading sell menu is confusing and partially broken. The game is also extremely unbalanced and suddenly punishing. Everything was a complete cakewalk in the game, I never took more than 10 damage each run, had a ton of good loot, and everything insured. Then I looked away for maybe 5 seconds, and I was dead, lost almost every single item, since the insurance is only a 30% chance of success. The Insanity section of the game is a clicker game that is totally unbalanced, and demands you to click your way to RSI. Doing well here breaks the main games economy, and progressing in it past the first few bosses is a huge money, time and click sink. This game feels like it was vibecoded by someone who has no clue on how to actually make a cohesive game, and just let an AI hallucinate everything. The premise was good, the execution is awful.
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Languages: English, Simplified Chinese, Russian, Turkish, French, German, Japanese, Korean, Polish, Portuguese - Brazil, Spanish - Latin America, Traditional Chinese
Hours played at review time, across 166 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Все нытики о русском языке, могут пройти на три известные буквы. (Предвещая дегенератов что пишут мне в комменты: В отзыве ко многим играм найдутся уникумы что орут по поводу русского языка и лепят негативную оценку, хотя игра хорошая.) В целом, игра прикольная для идлера и менеджера боевого хомяка.(UPD: После нескольких часов залипания, достаточно хорошая для того чтобы успеть разобраться и начать залипать в прогрессую) За такую цену, можно сидеть и спокойно залипать. Начальные квесты сделаны грамотно, уютно и проведут вас за ручку по всем моментам для начала игры. Единственный минус который пока могу выделить, очень неудобный UI и отсутствие дружелюбия к игроку. Но! Будем надеяться что поправят и разработчик сделает что-то более удобоваримое и интуитивно понятное. А не так что в каждом интерфейсе кнопки на вкладки могут быть разбросаны где угодно. Не знаю где там нагрузка на ПК проседает, но у меня всё нормально. Жить можно. За свои деньги, отличный симулятор В целом, заранее предупрежу - разрабу руки бы оторвать за неправильную цветовую градацию редкости. Так что смотрите на цифру снаряги первее (1- лучшее 5- худшее), а затем на качество шмотки (Зелень почему-то лучше синьки). Так что пока не поправят, коммент не сменю
Short: I think it's an overall good game for a reasonable price, especially if you pick it up on sale like I did for €3.32. The game offers an experience that's pretty unique in a way: an Extraction Game mixed with an Idle Game. For me, after playing intense games like Tarkov, ABI, or Counter-Strike, it was just fun to relax with this title. Although I think there are some improvements that need to be made. More on this in the long version. Difficulty wise, some things you need to figure out yourself, while others are explained in the tutorial if you care to read it. Menus are a little finicky, but once you get used to them, you can handle it. Some mechanics are just overcomplicated. The green screen gets annoying after a while; it should definitely be possible to change the color. Long: The AI Topic Let's address the elephant in the room: AI was used for asset generation. I have to say, I couldn't care less... I know I might be in the minority with this opinion, but let me explain. There are cases in fact, the vast majority where AI is used in a nerve-wracking, weird way that is just annoying and generic as ♥♥♥♥. But I also think that AI is an opportunity. It can be used to create things when we might not currently have the skill, resources, or external professionals to create them ourselves, and I think this dev did just that. Would the assets be better if they came from an artist? Probably, yes. Do they look out of place or obviously AI-generated? No. Do they break immersion? No (it's an idle game...). So to be honest, I see this game as an example of good AI usage. The dev was open about it and used it for things he couldn't do on his own or afford to outsource. That's my two cents on it. The Good / What Works Well I think Unhuman has a lot of potential, as far as an idle game can have it. I mentioned in the short version that I recommend the game, so let me explain why: The Core Loop: For me, it scratches an itch because I always wondered about and was excited to see an approach to an idle extraction shooter (although I would prefer a more "realistic" setting over a dystopian cyberpunk one). But it delivers just that: I can send my lil' guy in and watch him loot, fight, extract, or die. RPG Mechanics & Progression: The game takes a solid RPG approach. The skill tree (which I'll mention on the negative side because it needs work) has at least one pretty well-designed class (Ghost) right now, and you can really feel the progression you get from leveling up. The Tech Table: Unhuman also has a lot of other aspects that make it really interesting. The Tech Table is pretty much your hideout, where you can upgrade gear, mine Bitcoin, and do endgame stuff. Once you understand how things work there, it's a pretty good mechanic. Clicker Minigame: There is a clicker minigame where you destroy incremental monsters just by clicking. You can upgrade your stuff there like in any auto-clicker, earn a currency named Insanity, and give your character permanent upgrades with it. Overall, an idler needs a mechanic like this, and this is a good implementation of it. Prestige System: Prestiging feels pretty good and has an interesting twist where you slowly convert your body into a robot for extra upgrades. This is another form of progression that adds a little depth. Improvements Needed (Ordered by Priority) Here are some improvements that in my opinion desperately need to be made, ordered from highest priority to "can be done later": UI Customization (Color Option): The game really needs the ability to change the color scheme from green to gray, purple, red, etc. While green might be fine at the beginning, it gets annoying very fast. Any single color would get tiresome eventually, so giving us 3 or 4 options to switch between once in a while would be a huge QoL improvement. Loot Filter Rework: The loot filter is pretty poorly designed. You pretty much have to test it every time you change something because it's not intuitive. There are much better loot filters out there, like in Melvor Idle or other incremental looters. Tier System Overhaul: The tier system needs an overhaul pretty badly, it's just too bland. After your first or second prestige, you're only going to work with Glitched or Prototype items. While Prototype items have no tier, Glitched items do, making them pretty much useless (99% of the time, you just salvage them). Solution 1: Glitched items should not have a tier. Solution 2: The tier system should vanish completely, and base values should scale with rarity. In Case 1, Glitched items become useful again. In Case 2, every item becomes more useful because you can upgrade to Glitched (I have so much upgrade material anyway that I have no idea what to do with it). Pet Scaling: The Dog should scale with the character so it doesn't become completely useless after Prestige 3. More Death Stats: There need to be more detailed death stats so you can actually investigate why you died. Did I run out of stamina? Did my weapon break? Too little armor? Too little damage? Right now, you just have to guess and trial-and-error your way through. A few hints here would be great. Skill Tree & Class Balance: The skill tree desperately needs a rework. The Gambler class is pretty much useless and annoying because you never know whether you're going to die or absolutely dominate. That's not fun and not really gambling at all, to be honest. The Punisher isn't good either because its damage output is way too low compared to the Ghost class running a melee weapon. The same goes for the Titan class. Right now, only Ghost (Meele) and Conduit (Elements) are very strong, while the other classes really underperform. Conclusion Despite these flaws, the core loop is incredibly satisfying for the price tag. If the dev keeps polishing the balance, UI, and mechanics, this could become an absolute gem of an idle game. I recommended it because I think it as a lot of potential!
tl;dr - they used AI for (extremely basic) graphics - see below for additional verbosity: This game owes about 97% of what it does to a game called "Zone Idle", which you can go play for free in your browser. To the best of my knowledge they aren't the same dev, and there's no apparent acknowledgement of this fact within this game. Most of the mechanics are lifted wholesale, the only real change is that now it looks like you're playing it on the fallout 3 map screen instead of a side scrolling browser game. Now onto the rest: - There isn't actually a lot to this game. The skill tree is huge, but there's really zero difference between the way the classes play/how you advance through the (extremely repetitive) game loop. I know that extreme repetition is a hallmark of the incremental genre, but the prestiging mechanic doesn't really change the feel of the game. All the mechanics that are supposed to introduce variance, really don't. Like, here's how to win: - Sell all your starting gear - Buy a knife - Let the game idle on the first map/difficulty for however long it takes you to get a couple upgraded pieces of armor. - Let the game idle on the next tier of map for however long it takes you to get a couple pieces of protoype gear, specifically a half decent gun and an infinite ammo mag - switch to that gun and mag - complete the specific quests which are "kill x people on this map", "kill this boss", "hand over 3 pieces of <scrap item>", both which are extremely doable as soon as you have that gun/mag. - prestige, repeat. There's a bitcoin mining mechanic which ostensibly gives you the ability to force affixes on gear, but you never have to worry about it because you'll get a random drop that has what you want. You can also sell these bitcoins for a paltry sum of money that you don't really need for anything except in the endgame where it's not enough to make a meaningful difference. There's a clicker mechanic that can gives you some unique currency to get some additional buffs that you don't need and if you want to max it out it requires literal hours of clicking, and even when automated, is incredibly monotonous (at higher levels, you need 15-20 clicks to kill a target which rewards you 10 of the currency, but you need 5000+ of that currency to do anything meaningful.) There's "Mastery" tiers that don't feel impactful at all (and require a bunch more of that currency mentioned above, or points from prestiging, or sitting through more of the same levels.) There's high tier mythic gear, that by the time it's dropping, you already don't need it because you've found good enough gear otherwise. There's a mechanic around custom modding this gear that once again doesnt matter because you don't need it. There's achievements for mechanics that aren't ever explained properly and don't seem to be available, or that just reward mindless idling (which is why my playtime is so high. most of this isn't active playtime at all.) Tl;dr save your $2 and go play Zone Idle for pretty much the same experience without having to support someone who can't even be bothered to take a stab at basic graphics.
I could not get myself to play this game anymore than i did. The concept is super interesting and i really love the UI. However the missions give you little to no control. The only buttons you have are the planned route and "escape" when a encounter gets too difficult. The escape part is just flappy bird minigame you need to win. The game likely has a lot of deeper systems i didnt experience, but i dont want to spend several hours in a game "until it gets good". The hook is lacking. I might invest time again in the game in the future, but the early game is way too boring and unrewarding atm.
The tutorial is terrible and for something with so many tabs and layers it makes it unplayable. Why does the tutorial have a hint button for something the game is trying to teach you? That alone makes me question what the dev was thinking when making this. This game feels more like a job with the management it wants you to do. Like I'm looking at a spreadsheet for fun.
As far as I played the game until now, I can say it's awesome! Had a few hours in the demo before. I truelly recommend the game to anyone, especially extraction shooter fans. You can save scum! So u will never lose ur gear when u try some hardcore boss. You've got a skill tree. The starting class does not lock you into certain abilities (Or at least it's what I think, because you can spread toward other starting classes). You've got items afixes. Different levels of enchants for each gear/weapon. You've got mining. You've got an incremental minigame. They all play together. I haven't yet 'prestiged'. Or at least I think I haven't. There are a few ways of prestiging, so, I think this game will take a while to beat and it's going to be a blast. A HIGH number blast.
this has got to be like 95% ai, man. NOTHING makes sense. it's all over the place thematically and in game play. minigames that arent explained at all. its an interesting take on an extraction shooter then a clicker. with no explanation of whats going on. there are characters with personality, but no story is ever set up, so theres no reason for your character to be doing anything. its exactly what an ai would make if told to make a cyberpunk incremental game. and its as if the dev never even tested it. so much stuff could have been tweaked for an actual human to play it, but wasnt. items that dont work. my character would lose all hit points and just heal up for no reason and not use any items doing so. just wildly unintuitive, unfocused, and unplayable. oh and it looks like reviews are turned off. guess he doesnt want people warning everyone off.
I'm unable to recommend the game in its's current state. There are frequent freezes, stutters and the occasional black screen. The "Idler" part is overly emphasized with the game being 99% waiting and doing nothing. Especially so when progress in 1 aspect (example: INSANITY) is being paused while not actively open on the screen. Being able to do things concurrently would help, but I just can't feel engaged in much of what I do in game. Combine this with the use of AI, I wouldn't try the game unless it's on sale.
dont listen to the negative comments, most of them are nitpicking. this is a completely new and refreshing game. does it have its share of jankiness? for sure. but given time i think the dev can make it into something that i would sink hours into. plus its dirt cheap so might as well give it a shot.
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