Compare Say No! More prices across 50+ stores and find the best deal. Developed by Studio Fizbin. Published by Thunderful Publishing. Released on 4/9/2021. Available on PC. Genres: Casual, Indie. Metacritic score: 67/100.

A breezy workplace comedy where your only power is the word 'NO', and somehow that's enough to topple an entire corporate culture.

Say No! More is a short, linear experience from Studio Fizbin that bills itself as the world's first NPG, or NO!-Playing Game. You step into the shoes of a corporate intern who has had enough, and your entire toolkit is a single, glorious refusal. Every button press, every interaction, every dramatic standoff resolves through variations of the word 'NO'. That sounds paper-thin on paper, and the game absolutely knows it. It leans in hard. The office setting is rendered in a chunky, rounded art style that feels like a Saturday morning cartoon drafted on graph paper. Characters are broad archetypes: the condescending manager, the oblivious HR rep, the colleague who piles on extra work with a cheerful smile. None of them are subtle, nor are they meant to be. The comedy is blunt instrument stuff, aimed squarely at anyone who has ever sat in a soul-crushing open-plan office and fantasized about a single empowering outburst. The writing leans on repetition as a structural joke, and whether that lands will depend entirely on your tolerance for one-note premises stretched across roughly two to three hours. What makes Say No! More worth a closer look is the intentional pacing and the small amounts of personalization threaded through it. You choose your character's appearance at the start, pick a laugh, and can eventually deliver your refusals in a handful of different languages and emotional registers, from a gentle declining hum to a full-throated roar. These are cosmetic touches, but they add a warmth to what could have been a completely sterile gimmick. The soundtrack carries a bright, upbeat energy that reinforces the game's thesis: saying no is not aggressive, it is freeing. The audio design understands this better than almost any other element. The weaknesses are real and worth naming. The gameplay loop is essentially a walking simulator with a single interactive verb. If you come expecting mechanical depth, build variety, or any kind of challenge, you will leave quickly and fairly frustrated. The Metacritic score of 67 reflects a genuine split: some critics found the concept too thin to sustain even its brief runtime, while players on Steam have warmed to it considerably more (89% positive across nearly three thousand reviews). That gap tells you something. This is a game that rewards the right mood and the right expectation. Arrive wanting a cathartic comedy short film with minor interactivity and it delivers. Arrive wanting a game-game and it does not. For a certain audience, mostly people who need a gentle, funny breath of air between heavier experiences, Say No! More does exactly what it sets out to do without overstaying its welcome. It knows when to end. That is rarer than it sounds, and I will always respect a small game that has the discipline to close the door before the joke gets stale. Kai, Scout Team

Say No! More
CasualIndie

Say No! More

Apr 9, 2021Studio FizbinThunderful Publishing
GamerScout Says

A breezy workplace comedy where your only power is the word 'NO', and somehow that's enough to topple an entire corporate culture.

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About Say No! More

Say No! More is a short, linear experience from Studio Fizbin that bills itself as the world's first NPG, or NO!-Playing Game. You step into the shoes of a corporate intern who has had enough, and your entire toolkit is a single, glorious refusal. Every button press, every interaction, every dramatic standoff resolves through variations of the word 'NO'. That sounds paper-thin on paper, and the game absolutely knows it. It leans in hard. The office setting is rendered in a chunky, rounded art style that feels like a Saturday morning cartoon drafted on graph paper. Characters are broad archetypes: the condescending manager, the oblivious HR rep, the colleague who piles on extra work with a cheerful smile. None of them are subtle, nor are they meant to be. The comedy is blunt instrument stuff, aimed squarely at anyone who has ever sat in a soul-crushing open-plan office and fantasized about a single empowering outburst. The writing leans on repetition as a structural joke, and whether that lands will depend entirely on your tolerance for one-note premises stretched across roughly two to three hours. What makes Say No! More worth a closer look is the intentional pacing and the small amounts of personalization threaded through it. You choose your character's appearance at the start, pick a laugh, and can eventually deliver your refusals in a handful of different languages and emotional registers, from a gentle declining hum to a full-throated roar. These are cosmetic touches, but they add a warmth to what could have been a completely sterile gimmick. The soundtrack carries a bright, upbeat energy that reinforces the game's thesis: saying no is not aggressive, it is freeing. The audio design understands this better than almost any other element. The weaknesses are real and worth naming. The gameplay loop is essentially a walking simulator with a single interactive verb. If you come expecting mechanical depth, build variety, or any kind of challenge, you will leave quickly and fairly frustrated. The Metacritic score of 67 reflects a genuine split: some critics found the concept too thin to sustain even its brief runtime, while players on Steam have warmed to it considerably more (89% positive across nearly three thousand reviews). That gap tells you something. This is a game that rewards the right mood and the right expectation. Arrive wanting a cathartic comedy short film with minor interactivity and it delivers. Arrive wanting a game-game and it does not. For a certain audience, mostly people who need a gentle, funny breath of air between heavier experiences, Say No! More does exactly what it sets out to do without overstaying its welcome. It knows when to end. That is rarer than it sounds, and I will always respect a small game that has the discipline to close the door before the joke gets stale. Kai, Scout Team

Tags

steamSingle Mechanic DesignShort ExperienceWorkplace ComedyNarrative-DrivenCharacter CustomizationCatharticWholesome

System Requirements

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Reviews & Ratings

Metacritic
67
Steam
89%(2,834)

Game Info

Developer
Studio Fizbin
Publisher
Thunderful Publishing
Release Date
Apr 9, 2021

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