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Not The Robots similar games & best alternatives

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

Similar games

    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

      Game with the same Autonomy vibe

      4

      "Players have freedom to choose their own tactics, movement style, and combat approach in procedurally generated levels."

      Capsule for In Death In Death

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

    • Competence

      Game with the same Competence vibe

      4

      "High skill required on harder difficulties with stealth mechanics, lockpicking, and enemy avoidance; feedback on performance is present."

      Capsule for Thief Thief

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

    • Competition

      Game with the same Competition vibe

      -3

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

      Capsule for Exit the Gungeon Exit the Gungeon

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

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report being hooked and motivated to keep playing despite difficulty and frequent deaths."

      Capsule for Pharaonic Pharaonic

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

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Outcast - A New Beginning Outcast - A New Beginning

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

    • Creativity

      Game with the same Creativity vibe

      3

      "Players experience varied item combinations and procedural map layouts, creating unique runs and strategies."

      Capsule for A Robot Named Fight! A Robot Named Fight!

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

    • Domination

      Game with the same Domination vibe

      -5

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

      Capsule for Terraformers Terraformers

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

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a tense, atmospheric distraction and stress relief, immersing in a dark cartoon world."

      Capsule for Boris and the Dark Survival Boris and the Dark Survival

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

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Big Pharma Big Pharma

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

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players try new strategies, agent builds, and adapt to procedural level layouts."

      Capsule for Invisible, Inc. Invisible, Inc.

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

    • Exploration

      Game with the same Exploration vibe

      3

      "Procedurally generated levels and secrets encourage discovery; some repetition but mostly new layouts."

      Capsule for Road Not Taken Road Not Taken

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

    • Expression

      Game with the same Expression vibe

      -4

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

      Capsule for Amnesia: The Bunker Amnesia: The Bunker

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

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Fictional world with robots and monsters, imaginative story and setting."

      Capsule for On Rusty Trails On Rusty Trails

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

    • Fellowship

      Game with the same Fellowship vibe

      -5

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

      Capsule for Switchcars Switchcars

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

    • Growth

      Game with the same Growth vibe

      4

      "Players learn mechanics, improve strategies, and unlock new content progressively."

      Capsule for dotAGE dotAGE

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

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity involved."

      Capsule for World of Tanks Blitz World of Tanks Blitz

      "Sedentary gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -4

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

      Capsule for The Coma 2: Vicious Sisters The Coma 2: Vicious Sisters

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

    • Intimacy

      Game with the same Intimacy vibe

      -5

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

      Capsule for Portal Portal

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

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles present."

      Capsule for Danmaku Unlimited 2 Danmaku Unlimited 2

      "No leadership or group management roles present."

    • Progression

      Game with the same Progression vibe

      4

      "Players unlock new outfits, weapons, and challenges, accumulating upgrades and achievements."

      Capsule for Suit for Hire Suit for Hire

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

    • Relaxation

      Game with the same Relaxation vibe

      -3

      "Gameplay is tense and challenging with moments of high stress and adrenaline rather than relaxation."

      Capsule for Heavy Bullets Heavy Bullets

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

    • Sensation

      Game with the same Sensation vibe

      3

      "Visuals, sound design, and atmospheric music provide engaging sensory stimulation."

      Capsule for Dune: Spice Wars Dune: Spice Wars

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

    • Status

      Game with the same Status vibe

      -5

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

      Capsule for Nine Sols Nine Sols

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

    • Story

      Game with the same Story vibe

      3

      "Narrative is revealed through found notes and audio logs, with multiple endings adding depth."

      Capsule for SKYHILL SKYHILL

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

    • Strategy

      Game with the same Strategy vibe

      5

      "Strong emphasis on planning, problem solving, and adapting to random elements."

      Capsule for Road Not Taken Road Not Taken

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

    • Thrill

      Game with the same Thrill vibe

      4

      "High tension from permadeath, traps, and difficult enemies creates suspense and excitement."

      Capsule for Diehard Dungeon Diehard Dungeon

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

    • Value

      Game with the same Value vibe

      4

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

      Capsule for Pacific Drive Pacific Drive

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

    • Violence

      Game with the same Violence vibe

      -4

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

      Capsule for Death Fungeon Death Fungeon

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

    • Survival

      Game with the same Survival vibe

      4

      "Players must avoid capture and manage risks to survive and progress."

      Capsule for Hello Neighbor Alpha 1 Hello Neighbor Alpha 1

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

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Relaxation, Survival, Violence, Fellowship. It leans lower than usual among comparable games on Violence, Expression, Status.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026