
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.
Modeled estimate, not a reported figure. How we estimate →
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.
Genres
Stats
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
'Man this game is pretty good! There's a couple QOL things it needs though.' Sleep. Wake-up. Problems patched. Happy day.
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.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
under the opinion this game is largely made using AI. The art is AI. The items often dont make sense vs their descriptions. The skill tree is nonsensical and leans hard into melee almost like whatever ai was used to code the game didnt know what guns are. the insanity system feels awful. the loadout/raiding system is very weak. idk man go buy a chocolate bar or something instead
通关删档是坏文明,导致没有再开的欲望,本身后面就是挂机刷词条,你一删档重头再来,确实很打击流畅性。
好玩是好玩,不过单机游戏一旦弄了排行榜,各种牛鬼蛇神就冒出来了
So I've put quite a few hours into the game at this point, and I think that in it's current state, there too many unpolished mechanics in the current state of the game to recommend. It does do some things in a way that I think is interesting, but for the sake of wanting to see this game improve, I'll try and format and talk about the things this game doesn't do well in my opinion. Money - This is probably one of the lesser issues with the game in all honestly, but it was the first thing that came to mind at the time of writing. The sheer concept of money in this game is very inconsistent. Most things early on (before abyss) cost literal lint and might as well be basically free from the vendor's. The only thing you really have to put money into is getting insanity from the lootboxes (the auto-clicker mechanic's currency). Later on (in abyss), the money requirements go absolutely insane when you get fragments and modules that you can combine to become much stronger (more on this feature later). Insanity - This is the currency mentioned that comes from one of the game's minigame areas, but is required for upgrades in the later stages of the game. This is basically just a bare-bones auto-clicker in the game, but my issue with this is that it doesn't run in the background after unlocking the auto-clicker upgrades. You have to actively have the screen pulled up in order for you to acquire this currency. This is annoying as hell because you already have the main game playing on auto/being micro-managed. You can't actively progress both sides at the same time, which just feels bad imo. Mining Rig/Terminal/Code Vault - I'm bundling these all together because honestly, these don't even feel like an after thought for the most part. I feel this way because the Mining Rig generates bitcoins and terminal codes using GPU's you find in raid. This entire system is pretty much entirely mute point because you generate bitcoin insanely slowly (only worth 70k, which by the time you get a full coin, that is actually nothing), and the codes are supposed to be used to guarantee certain rolls on gear, but you can just spam using the basic materials and get better outcomes way easier. Some of the materials are usable in your first prestige or two, but quickly become obsolete as the passive upgrades you get carry you through the prestiges. Glitch items in particular clearly have influence from Path of Exile with corrupted items, but they just don't feel impactful at all, and only work on basic gear that you quickly outgrow. Skill Tree - This is another instance of inspiration from Path of Exile, which I think isn't a bad idea, just poor execution. For starters, almost the entirety of the "Gambler's Tree" is just an overall net negative. Pretty much all of the notables in that tree are effectively the same overall output (Like 50% chance of 20% Damage Reduction and 50% chance of 20% Increased Damage Taken) which does not play well in this style of game. There's no reason to increase your variance in this type of game when you want consistency as much as possible. Another thing in the tree is the excessive use of "Melee Damage increases". I want to say around 1/2 of all the notables in the tree are just melee damage related and provide nothing if you aren't using melee damage. Fragments/Modules/Tech Upgrades - This is a feature that only comes in after reaching the Nullpoint Abyss (after prestige 10), which is an endless dungeon in the game with progressively more difficult fights and rewards. In the case of modules, you obtain them primarily from salvaging mythic rarity gear and can combine them for a small fee with a small improvement on the +x variant. They get progressively less likely to succeed as you move up in +x, and both bases are destroyed when you fail. I think this is relatively alright for modules, just due to how many you find from salvaging, but I do wish the fees on these were reduced a bit more. I'm saying this as someone that has played for a while, I often could not mass combine my existing modules because it cost more than I had made the entire time grinding. Where I think this system is ridiculous is when you get to fragments and the tech upgrades for mythic items. There are variety of fragments in the game, ranging from very minor increases in damage, to unique "infinity fragments" that alter the play state of the game (such as 2x raid speed). They are only active while on your person, which I think is fine, but the issue is trying to combine them to make them stronger. When it comes to fragments, all of them only have a 10% chance to combine at best, with some only having a 5% chance. These are abysmally low odds, even more so when both bases are destroyed on failure, making the combination system for these basically getting +1, MAYBE +2 at best. On top of that, the fees to combine the infinity frags are insane at 10 billion per attempt, which even at my progression state (17k depth), is still like 1hr of afk or so. For the frags, I don't believe both bases should be destroyed, only 1, so you can always have a chance (albeit still low) of getting a better variant and can carry certain bases up. Another system that just doesn't make any sense is the tech upgrades for mythic weapons. It's designed in a way that up till +5 (max +10), you have a chance to slightly increase the stats of your weapon with a chance to fail and downgrade your weapon. If you manage to reach +10, you unlock a 3rd ability slot of the weapon. The problem with this system is that the mythic weapons generated in this game roll with a random sets of mythic affixes already on the weapon. This means that you want to find a "base" weapon to work with before you start investing in it. The loot filter mechanic in this game is quite helpful with that, but up to this point, I've only found ONE SINGULAR WEAPON that I could call extremely good with the right mods. This is an issue because after +5, if you fail the %check, you just lose your weapon. This is stupid because with the odds they've stated regarding this sequence, to get from +5 to +10, it is a ~1/1200 chance to succeed, not including materials/money. This means I would have to find 1200 well-rolled weapons to hit the statistical average for a single +10. Even without the chance to fail, it would still be insane odds to succeed just due to the fact that failure removes a level. These systems just don't feel great overall and I hope they will be redone to more fit a style where someone could realistically achieve the max if they wanted to. There's more things I could probably come up with, but these are the issues that plague/plagued me while playing.
我不是程序员,不喜欢下指令。
Meh at best. It's super cheap but I bounced off the confusing tutorial and lack of transparency in mechanics. You can't even compare a weapon to your currently held one from what I can see. The cookie clicker mode uses your loadout to boost your stats, but it wasn't really clear how they help. And in spite of all these mechanics, the game didn't really wow me enough to want to keep playing. I don't even want to compare this to a real extraction shooter.
Brutal UI, just awful. Buttons and menus change location whenver you go into a menu or sub menu. The "Back" button is never in the same place twice, meaning you have to hunt for it every time. Nothing is explain, everything is confusing. Stats, weapons, items.... who knows what most of it does or means. This is NOT an idler, and requires constant supervision, menu clicking, and inventory management. The "game" is about 6 different games mashed together, with each piece feeling like it was made by a different person and then duct tapped together.
沙比,放置游戏还搞平衡性调整,还搞排行榜,战利品规则更是更新的一坨,写了只保留金装以上照样会有蓝装进背包
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $92.1K | 323 | 68% | $5.99 | |
| $79.9K | 324 | 84% | $9.99 | |
| $63.3K | 98 | 73% | $14.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $18.9K | 95 | 56% | $6.79 | |
| $18.9K | 249 | 82% | $4.99 | |
| $18.9K | 58 | 90% | $5.99 | |
| $18.9K | 205 | 86% | $4.19 | |
| $18.9K | 469 | 88% | $1.99 | |
| $18.9K | 106 | 85% | $9.99 |