Compare I am not a Monster: First Contact prices across trusted key stores and find the best deal. Developed by Cheerdealers. Published by Alawar Premium. Released on 9/27/2018. Available on PC. Genres: Indie, RPG, Strategy.

Retro sci-fi tactics where paranoia is a weapon: monsters can look human, and trusting the wrong passenger gets everyone killed.

I am not a Monster: First Contact is a turn-based tactical strategy set aboard the Albatross, a space liner overrun by shape-shifting lizard creatures that can infect and impersonate the human passengers. The core hook is social deduction layered on top of grid-based combat: you control a squad of survivors, but you are never fully sure which NPCs are still human and which have already flipped. That uncertainty drives every decision, from who you let join your group to who you shoot on sight. The tactical layer is lean but functional. Movement, cover, line-of-sight, and action economy all matter. Individual characters carry distinct weapons and abilities, and the game does reward building a coherent squad rather than just rushing the nearest threat. The retro pixel art aesthetic keeps things readable, and the ship environment gives designers a nice excuse for claustrophobic corridors that actually affect how engagements play out. Ambushes feel punishing in the right way, because you probably should have been more suspicious two turns ago. Where the game earns real points is in the social deduction loop. Voting out suspected monsters before a combat round, deciding whether to risk a rescue for a passenger who might already be compromised, watching your choices ripple into the next encounter - that is the stuff that keeps the concept alive past the tutorial. It is not a deep narrative RPG; dialogue is functional rather than layered, and do not come in expecting meaningful character arcs or a story that rewards re-reads. The writing does its job, sets the tone, and gets out of the way. The problems are real and worth naming before you buy. The Mixed Steam rating reflects some genuine friction. Match length can drag when the deduction phase stalls. AI behavior is inconsistent enough that some rounds feel solved too early, others feel arbitrarily punishing. There is a noticeable lack of build variety in the later scenarios, and the RPG tag on the store page is doing some heavy lifting for what is ultimately a tactics game with light progression. If you need deep systems or a sprawling campaign, you will hit a ceiling. For the right player though - someone who likes social deduction games but wants actual tactical combat attached, or a tactics fan curious about asymmetric information as a design mechanic - First Contact delivers a compact, distinct experience. It is not a genre landmark, but it is doing something specific that most squad tactics games do not attempt. Go in with calibrated expectations and you will find a game that respects your intelligence even when it occasionally fumbles its own execution. Monika, Scout Team

I am not a Monster: First Contact

I am not a Monster: First Contact

Sep 27, 2018CheerdealersAlawar Premium
GamerScout Says

Retro sci-fi tactics where paranoia is a weapon: monsters can look human, and trusting the wrong passenger gets everyone killed.

PC
Steam Deck PlayableProtonDB Gold
Best Price Available
€0.00
at N/A
Historical low: €0.16

GamerScout Verdict

Worth it for social-deduction fans who want real tactical combat attached, but too shallow for hardcore tactics or RPG players.

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Price History

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About I am not a Monster: First Contact

I am not a Monster: First Contact is a turn-based tactical strategy set aboard the Albatross, a space liner overrun by shape-shifting lizard creatures that can infect and impersonate the human passengers. The core hook is social deduction layered on top of grid-based combat: you control a squad of survivors, but you are never fully sure which NPCs are still human and which have already flipped. That uncertainty drives every decision, from who you let join your group to who you shoot on sight. The tactical layer is lean but functional. Movement, cover, line-of-sight, and action economy all matter. Individual characters carry distinct weapons and abilities, and the game does reward building a coherent squad rather than just rushing the nearest threat. The retro pixel art aesthetic keeps things readable, and the ship environment gives designers a nice excuse for claustrophobic corridors that actually affect how engagements play out. Ambushes feel punishing in the right way, because you probably should have been more suspicious two turns ago. Where the game earns real points is in the social deduction loop. Voting out suspected monsters before a combat round, deciding whether to risk a rescue for a passenger who might already be compromised, watching your choices ripple into the next encounter - that is the stuff that keeps the concept alive past the tutorial. It is not a deep narrative RPG; dialogue is functional rather than layered, and do not come in expecting meaningful character arcs or a story that rewards re-reads. The writing does its job, sets the tone, and gets out of the way. The problems are real and worth naming before you buy. The Mixed Steam rating reflects some genuine friction. Match length can drag when the deduction phase stalls. AI behavior is inconsistent enough that some rounds feel solved too early, others feel arbitrarily punishing. There is a noticeable lack of build variety in the later scenarios, and the RPG tag on the store page is doing some heavy lifting for what is ultimately a tactics game with light progression. If you need deep systems or a sprawling campaign, you will hit a ceiling. For the right player though - someone who likes social deduction games but wants actual tactical combat attached, or a tactics fan curious about asymmetric information as a design mechanic - First Contact delivers a compact, distinct experience. It is not a genre landmark, but it is doing something specific that most squad tactics games do not attempt. Go in with calibrated expectations and you will find a game that respects your intelligence even when it occasionally fumbles its own execution.

Monika
Monika · Scout Team

RPGs

Tags

steamSocial DeductionTurn-Based TacticsAsymmetric InformationSci-Fi HorrorSquad ManagementHidden RoleParanoiaShort Campaign

System Requirements

Minimum

OS
Windows 7/8/10
Processor
Intel Core i3 560 3.33GHz or higher
Memory
4 GB RAM
Graphics
GeForce 9600 GT/Radeon HD 3870 (512 MB)
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
8 GB available s…

Recommended

Processor
Intel Core i5 2.6+ GHz
Memory
4 GB RAM
Graphics
GeForce GTX 460/Radeon HD 6850 (1GB)
DirectX
Version 11
Network
Broadband Internet connection
Storage
8 GB availabl…

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Reviews & Ratings

Steam
76%(1,286)

Game Info

Developer
Cheerdealers
Publisher
Alawar Premium
Release Date
Sep 27, 2018

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What platforms is I am not a Monster: First Contact available on?

I am not a Monster: First Contact is available on PC.

When was I am not a Monster: First Contact released?

I am not a Monster: First Contact was released on 27 September 2018.

Who developed I am not a Monster: First Contact?

I am not a Monster: First Contact was developed by Cheerdealers and published by Alawar Premium.