I am not a Monster: First Contact
Retro sci-fi tactics where paranoia is a weapon: monsters can look human, and trusting the wrong passenger gets everyone killed.
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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, Scout Team
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Game Info
- Developer
- Cheerdealers
- Publisher
- Alawar Premium
- Release Date
- Sep 27, 2018