Game review
UNHUMAN
5.5 / 10
- Developer
- Kinda Lowkey Games
- Publisher
- Kinda Lowkey Games
- Released
- 10 August 2026
- Platforms
- Windows
- Genre
- Incremental
- Monetisation
- Premium, one-time purchase. No in-app purchases.
- Players
- Single-player only
The short version
UNHUMAN's pitch is genuinely distinctive: an extraction shooter — deploy, loot, fight, extract before you die or lose everything — with the actual shooting automated, so the tension comes from managing gear, builds and risk rather than aim. Players who get past the confusing opening describe extraordinary depth: a 97-achievement structure, five classes, hundreds of skill-tree nodes, and playtimes in the hundreds of hours from committed fans.
Two things hold this back from a stronger score. First, and most checkable: Steam's own AI Generated Content Disclosure on the game's store page confirms the developer used generative AI as a coding assistant, for visual assets, and for writing and localization — not a reviewer's guess, but the developer's own stated account. Second, a genuinely messy, inconsistently-laid-out UI is the single most common complaint across the review corpus, serious enough that several reviewers say it kept them from ever reaching the depth others describe.
Biggest strengths
- A genuinely novel structure — extraction-shooter risk and loot decisions, automated combat, idle-adjacent pacing — that reviewers say has no close comparison in either genre
- Enormous scope for the price: five classes, hundreds of skill-tree nodes, weapon-specific handling, cybernetic augments, a companion, and a secondary "Insanity" clicker minigame layered inside the main game
- Real long-term depth confirmed independently by both reviewer testimony (playtimes in the hundreds of hours) and achievement data (a 97-achievement structure with a genuine long tail down to sub-3% completion)
Biggest weaknesses
- Confirmed via Steam's own AI Generated Content Disclosure: the developer used generative AI as a coding assistant, for some visual assets, and for writing, editing and localization — a fact some buyers specifically say they'd have wanted to know before purchasing, since it isn't obvious from screenshots alone
- A genuinely messy, inconsistently-organised UI is the most common complaint in the review corpus, with buttons and layouts reported as changing position between menus and no meaningful support for high-resolution displays
- Multiple reviewers report the tutorial as confusing enough to obscure what to do next, and at least one detailed review argues the core "idle" framing is undercut by a lack of true offline/closed-game progression
Who it's for: Fans of extraction-shooter tension (Tarkov, Dark and Darker) who want that structure without the reflex demands, and who are comfortable with disclosed AI-assisted development and a UI that needs real patience to learn.
Our recommendation: Worth trying at its low price if the extraction-idle mashup intrigues you and disclosed AI-assisted art and writing aren't a dealbreaker; go in expecting to fight the interface before you find the depth underneath it.
5.5 / 10
Deploy into a hostile cyberpunk zone. Your character automatically navigates, loots containers, hacks terminals, and fights whatever's in the way. Extract before you die, or lose everything you carried in. UNHUMAN, released 10 August 2026, takes the extraction-shooter formula that games like Escape from Tarkov built a genre around and removes the part that formula usually depends on most — your aim — replacing it with idle-style automated combat and a genuinely enormous skill and loot system underneath.
A distinctive pitch, confirmed by the numbers
The reviewer comparison that comes up most is exactly the right one: "Escape from Tarkov without the FPS part, wrapped in a fun cyberpunk aesthetic." One detailed positive review, after nearly 32 hours, frames it as "an Extraction Game mixed with an Idle Game," relaxing precisely because it removes the reflex tension of Tarkov or Counter-Strike while keeping the loot-and-risk decision-making that makes extraction shooters compelling. Reviewers with genuinely enormous playtimes — one at 12,717 minutes (over 210 hours), another at 8,846 minutes (nearly 150 hours) — describe a game with real staying power, one going so far as to compare its addictive quality to Path of Exile.
The achievement data backs that up independently. UNHUMAN ships with 97 achievements, and the completion curve has a genuine long tail: early milestones clear 90%-plus, but the deepest — completing every mythic ability, reaching 100 deaths, gambling fifty times in the Insanity minigame — sit under 3%, some under 1%. That's the shape of a game with real endgame content that a dedicated minority is genuinely working through, not padding for its own sake.
A fact worth stating plainly, not speculating about
Several reviewers raise concerns about AI-generated content, and unlike similar claims made about other games this outlet has covered recently, this one doesn't require speculation to confirm. Steam's own AI Generated Content Disclosure — a first-party feature on the store page, filled in by the developer — states directly: "This game uses generative AI tools during development: as a coding assistant to optimize workflow, for some visual assets, for writing and editing in-game text, and for localization." That's the developer's own account, not a reviewer's inference. Reviewers who object to it are doing so with accurate information, even if they discovered it after buying: "I did not realize that a lot of sprites in the game are AI generated... it is sadly personally not something that I can support," writes one, while explicitly noting the disclosure was visible on the store page, just easy to miss before purchase. That's a fair, verifiable basis for a buying decision, and this review reports it as fact rather than allegation for exactly that reason.
The interface is the real barrier
Set the AI question aside, and the single most common complaint in this review corpus is structural: the UI. "The UI is a complete mess. For a game that is nothing but menus, it's staggering how bad they are laid out," reads one detailed review, citing buttons that relocate between pages and a currency display positioned so you must scroll to check whether you can afford something. Another says plainly: "There's actually two idle games in this and they interact in some way? But it's poorly explained," describing the tutorial as confusing enough that they were "kind of stuck" figuring out what to do next even after finishing it. A third calls out the complete absence of scaling support for high-resolution monitors. This is the complaint most likely to actually cost the game players, since it sits between a new buyer and the depth the long-term fans describe.
One further, more specific complaint deserves a direct citation rather than a paraphrase: a detailed reviewer states "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... most of the mechanics are lifted wholesale," while noting they don't believe the two are made by the same developer and that UNHUMAN offers no in-game acknowledgement of the resemblance. This review confirmed a Steam listing for a game called Zone Idle exists (currently unreleased there, from a different, unrelated developer), but has no way to independently assess how closely UNHUMAN's mechanics actually match a free browser game outside Steam's storefront — it's reported here as one detailed reviewer's specific, named claim rather than a verified finding.
What's true about the "idle" framing
A separate, more mechanical complaint is worth noting: one detailed reviewer argues the core "idle" label is undercut because the game doesn't support true closed-client offline progress the way genre standards do — "the whole point of an idle game is AFK farming — and, most importantly, OFFLINE AFK FARMING." The patch history shows real, repeated attention to background-session bugs specifically (fixes for "enemies not appearing on the raid map after alt-tab, long background sessions, or fast redeploy" shipped in a recent update), which suggests background play is at least a design priority even if it doesn't fully match what genre veterans expect from a closed-client idle game.
The verdict
UNHUMAN earns a 5.5. The core idea — extraction-shooter loot tension without the reflex barrier — is genuinely distinctive, the scope is remarkable for four dollars, and the achievement data independently confirms real depth exists for players who reach it. The disclosed use of generative AI in its development is a fact, not a rumour, and belongs in any honest account of what you're buying. The bigger practical obstacle is a UI messy enough that a meaningful share of buyers never get past it to find the depth at all — and no amount of endgame content helps a player who bounces off the tutorial.
Worth trying at this price if the extraction-idle mashup and disclosed AI-assisted development both sound acceptable to you. If either the AI disclosure or an unforgiving UI in your first hour would sour the experience regardless of what's underneath, this isn't the game to test that patience on.
If disclosed, hand-made systems and a UI built to be readable from day one matter more to you than raw scope, Wanderer has spent years refining exactly that kind of legibility around its own progression systems.
Pros and cons
Pros
- A genuinely novel structure — extraction-shooter risk and loot decisions, automated combat, idle-adjacent pacing — that reviewers say has no close comparison in either genre
- Enormous scope for the price: five classes, hundreds of skill-tree nodes, weapon-specific handling, cybernetic augments, a companion, and a secondary "Insanity" clicker minigame layered inside the main game
- Real long-term depth confirmed independently by both reviewer testimony (playtimes in the hundreds of hours) and achievement data (a 97-achievement structure with a genuine long tail down to sub-3% completion)
- An unusually aggressive patch cadence — more than 25 updates in under a month — with reviewers specifically praising an active developer presence in the game's Discord
- A low asking price that most reviewers, positive and negative alike, consider fair for the amount of content on offer
Cons
- Confirmed via Steam's own AI Generated Content Disclosure: the developer used generative AI as a coding assistant, for some visual assets, and for writing, editing and localization — a fact some buyers specifically say they'd have wanted to know before purchasing, since it isn't obvious from screenshots alone
- A genuinely messy, inconsistently-organised UI is the most common complaint in the review corpus, with buttons and layouts reported as changing position between menus and no meaningful support for high-resolution displays
- Multiple reviewers report the tutorial as confusing enough to obscure what to do next, and at least one detailed review argues the core "idle" framing is undercut by a lack of true offline/closed-game progression
- One detailed reviewer argues the game's structure and mechanics are lifted heavily from a free browser incremental called Zone Idle, without in-game acknowledgement; this review could not independently verify the extent of the resemblance
- Weapon variety is visually thin at launch — different weapon brands within the same category reportedly share identical icons, undercutting a loot game's core "is this an upgrade" readability