UNHUMAN combines idle progression with extraction-shooter gameplay in a cyberpunk setting. You raid zones for loot, equip gear and weapon crafts, unlock augments through a skill tree, and repeatedly transcend to reset with permanent upgrades—the core loop of extraction shooters built into idle mechanics. It appeals to players who want action-oriented collection progression rather than pure passive gameplay.
About this game
UNHUMAN is a 2D idle extraction shooter set in a cyberpunk dystopia. Raid hostile zones, loot valuable gear, fight enemies before extraction, and craft powerful weapons. Progress through a deep skill tree, install augments, and transcend humanity. Start as a scavenger. Become UNHUMAN.
What players are saying
▼ Not recommended1 hrs
Please improve the UI and UX.
The tutorial was super confusing, making me go from one place to another without really explaining what's going on. After it was done, I was kind of stuck trying to figure out what I was supposed to be doing.
At one point it launches you into a cookie-clicker-eqsue type of game, and I was just like '....what?'. I guess my main complaint here is that I couldn't for the life of me understand what I was meant to be doing.
I don't see the point in the terminal interface. You give us buttons to do everything, and it feels like it just exists because someone took the time to code it, so it's there.
When I got back and got all my loot, I had no idea what was worth selling and what wasn't. Is some of this stuff going to be important later? I have no reference point if some items are worth keeping. They have values like cloth or electronics, so I thought it might be used for some sort of crafting? And I didn't get any crafting tutorial, so I have no clue if it even exists.
Also, it might just be me, but my melee weapon was my best weapon (for my skill tree). I was also taking my guns with me because I might need them? But I always chew through my ammo first before using my melee. I wanted my melee to be my main weapon, and be able to switch to my guns (in fact, I dont even know if they're even necessary...). I know you can switch weapon during a raid, but I didn't want to have to do it every time.
For UI, a lot of the buttons are ridiculously small, and it isn't apparently obvious where everything is. I found myself somehow getting back to the main menu-ish page which has some sorta slow fade in effects which was annoying to sit through, even though I knew there were buttons in the sub menus to go to loadout or operations or whatever.
In summary: It feels like a mess. I don't want to call it a menu hell because the game is literally menus, but the entire time I was just sitting there trying to figure out what I was meant to be doing and where things were.
As far as I played the game until now, I can say it's awesome! Had a few hours in the demo before. I truelly recommend the game to anyone, especially extraction shooter fans.
You can save scum! So u will never lose ur gear when u try some hardcore boss.
You've got a skill tree. The starting class does not lock you into certain abilities (Or at least it's what I think, because you can spread toward other starting classes).
You've got items afixes. Different levels of enchants for each gear/weapon.
You've got mining.
You've got an incremental minigame.
They all play together.
I haven't yet 'prestiged'. Or at least I think I haven't. There are a few ways of prestiging, so, I think this game will take a while to beat and it's going to be a blast. A HIGH number blast.
Simplified Chinese & Bug FixesUNHUMAN now supports Simplified Chinese. The demo gets this entire update too, Chinese included. New简体中文 / Simplified Chinese. The full game is now playable in Simplified Chinese: menus, quests, items, tooltips, notifications, the skill tree, the tech terminal, all of it. Switch in Options > Display > Language, restart, done. Searching your stash and skill tree works in Chinese too. If you spot a translation mistake or anything still in English, please tell us on Discord. High-tier augment components now drop in raids. Mount Capacitors, Quantum Processors, Void Crystals and Singularity Shards can now drop from high Corruption Level raids (CL6 and up, higher tiers need higher CL). They are rare on the ground; bosses remain the best source by far. FixesChop Chop behaves when the game is in the background. The hook no longer depends on animations finishing, so tabbing out mid-fight no longer freezes combat or leaves a rope dragging enemies across the screen. Hotkeys now work on non-English keyboard layouts. Z to compare, S/X quick sell and salvage, R rotate, Q weapon switch, Tab/E inventory: all of them now respond on Russian and other non-Latin layouts. Predictive Matrix now defuses trap POIs. The augment finally does what precognition should: trapped points of interest are disarmed before they get you. The mentor no longer pings you at the main menu. His check-ins now wait until you are actually in the game, which also fixes a rare confirmation popup loop at the menu. Mentor progress is tracked by task now, not by list position. Graduated players stay graduated when new tasks are added. Insanity crit is honest about its cap. Crit chance caps at 60 percent and levels past the cap boost your crit multiplier instead. Nothing changed mechanically; the stats panel and the upgrade descriptions now actually say so. The tech terminal plays nice with Chinese input methods. Confirming pinyin no longer fires the command early, and arrow keys no lon...
UNHUMAN: QoL & Bug FixesAlmost everything in here came from your reports and suggestions over the last two days. Thank you. The demo gets this entire update too. NewNavigation panel. A small dockable menu that jumps to any screen with one click. Drag its header to move it anywhere, minimize it with the dash, it hides itself during raids. Turn it on in Options > Gameplay. Menu hotkeys everywhere. Keys 1-8 now open their screens from anywhere outside a raid, not just the hub. Fully rebindable in Options > Keybinds, and you can bind mouse side buttons too. Raid keys stay reserved so you cannot break your own controls. One quest log. Every trader's quests now live in a single screen, grouped under collapsible headers. Auto accept and complete quests (Options > Gameplay, off by default). Takes every quest you qualify for, hands in collected items and claims rewards, even mid raid. It needs stash room for the rewards and will retry after your next raid if there is none. Prestige, endgame and special reward quests still wait for your call. Starting weapon. Pick which weapon slot a raid starts with instead of the fixed primary first order (raid filters, under Automation). Switching with Q mid raid always wins. Bulk sell trader choice. Pick who buys your bulk sale, with portraits, standing levels and a live payout preview. Higher standing pays more. Quick action confirmations. New "Ask Before Quick Actions" setting: always ask, ask only for glitch and above, or never ask. Never means never, mythics included. Options redesign. Settings are now split into Save, Gameplay, Keybinds, Display and Audio tabs. Locked zone info. Hovering a locked zone on the map now tells you the level that unlocks it. Scav gear is worth something. It now sells for a flat $5 each instead of piling up in your stash forever, and its stats match the RustTek T5 starter line, so it can actually save a bad day. Quest item luck. Items your active quests need drop noticeably more often. No more selling your ...
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