Compara los precios de Not The Robots en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por 2DArray. Publicado por tinyBuild. Lanzado el 12/12/2013. Disponible en PC, Mac, Linux. Géneros: Action, Indie, Strategy. Puntuación Metacritic: 59/100.

Crouch behind the filing cabinet you're supposed to eat, or die. That tension loop is stupidly compelling for a budget roguelike stealth game from 2013, even if it runs out of ideas before you run out of lives.

I picked up Not The Robots expecting a throwaway indie gimmick and got genuinely tense for forty minutes straight. The central mechanic is smarter than it sounds: furniture is simultaneously your objective and your only cover, so every piece you consume is a calculated gamble. Eat too fast and you are exposed to patrolling machine-gun guards and spinning sentry heads with no way to fight back. Eat too slow and you fail the floor's quota. That push-pull is the entire game, and for a while it absolutely works. The campaign runs across seven procedurally generated office buildings, each with two randomized floors. Hazards escalate at a decent pace: you start with simple laser tripwires, then layer in spotlight sweeps, pressure plates that must be touched in numbered order, and electrified wall segments that shift position. Controls are lean - WASD to move, Shift to crouch, Space to eat, right mouse for abilities - and controller support is solid. The leveling system hands out 21 unlocks across your runs, mixing genuine power-ups (tunneling through cubicle walls, temporary invisibility, deployable cover blocks) with difficulty spikes that add deadlier traps regardless of your settings. That design choice will annoy anyone who wants to stay at a comfortable skill level, though the semi-permanent progression means XP carries over through deaths, softening the permadeath sting somewhat. From a strategy angle, the decision space is real but shallow. You are constantly triaging: use the invisibility power now to grab a bonus laptop, or save it for the sentry cluster two desks over? Block that laser corridor with uneaten furniture, or clear it and find another route? It is genuine micro-decision-making. The problem is the ceiling. Reviewers across the board flagged that the unlock tree bottoms out at around five to six hours, and once you have seen the procedural generator's full toolkit, the rooms start feeling like remixes of the same dozen configurations. The story, delivered through voiced audio logs found on glowing laptops, is charming and genuinely well-acted, but the logs are RNG-distributed and can cluster or go missing entirely across multiple runs, which makes the narrative feel unfocused rather than mysterious. The camera is the other sticking point worth flagging. It sits low for a 3D stealth game - closer to a dramatic isometric angle than a tactical overview - and rotating rooms with the mouse mid-chase is clumsy when you need to read enemy positions quickly. Top-down stealth games give you a map read for free; here you are squinting past a desk to figure out if that sentry is facing toward you. It is not a dealbreaker at low difficulty, but it compounds the frustration on later buildings. Short, medium, and long session modes at least let you match the run length to your patience level. The honest verdict for strategy-minded players: the core resource tension is clever, the early buildings are a good time, and the price-to-entertainment ratio at any meaningful discount is fair. But the game reaches its mechanical depth limit well before most roguelikes justify their replayability claim. Treat it as a compact, weird, well-designed snack rather than a genre staple and it holds up surprisingly well for something this old. Diego, Scout Team

Not The Robots

Not The Robots

12 dic 20132DArraytinyBuild
GamerScout opina

Crouch behind the filing cabinet you're supposed to eat, or die. That tension loop is stupidly compelling for a budget roguelike stealth game from 2013, even if it runs out of ideas before you run out of lives.

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I picked up Not The Robots expecting a throwaway indie gimmick and got genuinely tense for forty minutes straight. The central mechanic is smarter than it sounds: furniture is simultaneously your objective and your only cover, so every piece you consume is a calculated gamble. Eat too fast and you are exposed to patrolling machine-gun guards and spinning sentry heads with no way to fight back. Eat too slow and you fail the floor's quota. That push-pull is the entire game, and for a while it absolutely works. The campaign runs across seven procedurally generated office buildings, each with two randomized floors. Hazards escalate at a decent pace: you start with simple laser tripwires, then layer in spotlight sweeps, pressure plates that must be touched in numbered order, and electrified wall segments that shift position. Controls are lean - WASD to move, Shift to crouch, Space to eat, right mouse for abilities - and controller support is solid. The leveling system hands out 21 unlocks across your runs, mixing genuine power-ups (tunneling through cubicle walls, temporary invisibility, deployable cover blocks) with difficulty spikes that add deadlier traps regardless of your settings. That design choice will annoy anyone who wants to stay at a comfortable skill level, though the semi-permanent progression means XP carries over through deaths, softening the permadeath sting somewhat. From a strategy angle, the decision space is real but shallow. You are constantly triaging: use the invisibility power now to grab a bonus laptop, or save it for the sentry cluster two desks over? Block that laser corridor with uneaten furniture, or clear it and find another route? It is genuine micro-decision-making. The problem is the ceiling. Reviewers across the board flagged that the unlock tree bottoms out at around five to six hours, and once you have seen the procedural generator's full toolkit, the rooms start feeling like remixes of the same dozen configurations. The story, delivered through voiced audio logs found on glowing laptops, is charming and genuinely well-acted, but the logs are RNG-distributed and can cluster or go missing entirely across multiple runs, which makes the narrative feel unfocused rather than mysterious. The camera is the other sticking point worth flagging. It sits low for a 3D stealth game - closer to a dramatic isometric angle than a tactical overview - and rotating rooms with the mouse mid-chase is clumsy when you need to read enemy positions quickly. Top-down stealth games give you a map read for free; here you are squinting past a desk to figure out if that sentry is facing toward you. It is not a dealbreaker at low difficulty, but it compounds the frustration on later buildings. Short, medium, and long session modes at least let you match the run length to your patience level. The honest verdict for strategy-minded players: the core resource tension is clever, the early buildings are a good time, and the price-to-entertainment ratio at any meaningful discount is fair. But the game reaches its mechanical depth limit well before most roguelikes justify their replayability claim. Treat it as a compact, weird, well-designed snack rather than a genre staple and it holds up surprisingly well for something this old.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Stealth PuzzleOffice SettingSemi-PermadeathXP Carry-OverSession Length OptionsAudio Log NarrativePower ManagementLow-Camera 3D

Requisitos del sistema

Mínimos

OS
Windows XP, Vista, 7, 8
Memory
1 GB RAM
DirectX
Version 7.0
Storage
300 MB available space
Graphics
Graphics card from 2004 or later
Processor
1.5Ghz

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Reseñas y valoraciones

Metacritic
59

Información del juego

Desarrolladora
2DArray
Distribuidora
tinyBuild
Fecha de lanzamiento
12 dic 2013

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Not The Robots está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Not The Robots?

Not The Robots se lanzó el 12 de diciembre de 2013.

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Not The Robots fue desarrollado por 2DArray y publicado por tinyBuild.

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Not The Robots tiene una puntuación Metacritic de 59/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.