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Not The Robots

PC (Microsoft Windows) • 2013

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Quick resume

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.

Global score

79/100

Genres

Action, Indie, Strategy

Pros

  • Unique stealth mechanics
  • Procedurally generated levels
  • High replayability
  • Challenging and skill-based gameplay
  • Engaging dynamic soundtrack

Cons

  • Steep learning curve
  • Randomness can cause unfair difficulty spikes
  • Lack of multiplayer or social features
  • Limited story accessibility
  • Some frustration with unpredictable enemies

Motivations

  • Autonomy
    4

    "Players have freedom to choose playstyle, use various items, and adapt tactics dynamically in procedurally generated levels."

  • Competence
    4

    "High skill ceiling with challenging stealth mechanics, requiring strategic thinking and precise execution."

  • Competition
    -3

    "Focus is on individual performance and self-improvement rather than direct competition or leaderboards."

  • Continuation
    3

    "Players report being hooked and playing repeatedly due to procedural generation and evolving difficulty."

  • Cooperation
    -5

    "Game is single-player with no multiplayer or cooperative elements."

  • Creativity
    3

    "Players creatively plan routes and use items tactically; procedural generation adds variety."

  • Domination
    -5

    "No evidence of exerting control over others; gameplay is solitary and balanced."

  • Escapism
    4

    "Players use the game as a tense, immersive distraction with a dark, mysterious atmosphere."

  • Expectation
    -4

    "Players engage voluntarily out of interest and enjoyment, not obligation."

  • Experimenting
    4

    "Players try different strategies, items, and adapt to random level layouts."

  • Exploration
    3

    "Procedurally generated levels encourage discovery of new layouts and secrets."

  • Expression
    -4

    "Limited character customization; focus is on gameplay rather than avatar personalization."

  • Fantasy
    3

    "Imaginative setting with robots eating furniture and surreal enemies in a dystopian office world."

  • Fellowship
    -5

    "No social or community features; gameplay is solitary."

  • Growth
    4

    "Players learn mechanics, improve stealth skills, and unlock new game features progressively."

  • Health
    -5

    "Sedentary gameplay with no physical activity involved."

  • Idle
    -4

    "Requires continuous attention and focus due to tense stealth and permadeath mechanics."

  • Intimacy
    -5

    "No social or emotional relationship building; solitary gameplay."

  • Leadership
    -5

    "No leadership or group management roles present."

  • Progression
    4

    "Players unlock new items, traps, and challenges as they level up the campaign."

  • Relaxation
    -3

    "Gameplay is tense and challenging, creating stress and adrenaline rather than relaxation."

  • Sensation
    3

    "Dynamic music and atmospheric visuals provide engaging sensory stimulation."

  • Status
    -5

    "No social recognition or ranking systems; focus is on personal achievement."

  • Story
    3

    "Optional, cryptic story revealed through audio logs adds narrative depth."

  • Strategy
    5

    "Strong emphasis on planning, tactical decision-making, and adapting to random elements."

  • Thrill
    4

    "High tension from stealth, permadeath, and unpredictable enemy behavior creates excitement."

  • Value
    4

    "Players feel the game offers good replayability and content for its price."

  • Violence
    -4

    "No combat or destruction; gameplay focuses on stealth and avoidance."

  • Survival
    4

    "Players must avoid detection and hazards to survive and progress."

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    Last update: 06/03/2026