How to Unlock Every Ending in No, I’m Not a Human

No, I'm Not A Human now available on Steam

No I'm not a Human

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No, I’m Not a Human got its full release on September 15, 2025. I grabbed it because I saw it on sale for $6.29 and thought, why not? I don’t usually play indie horror games, but the concept looked interesting enough to give it a shot and honestly, I ended up really liking it.

The pacing can feel a little slow here and there, but that’s part of the charm since the game is all about choices. With around ten different endings, I found myself sitting there way too long deciding whether to order the kombucha or cat food to save myself from dying lol.

In total, I spent about 8 hours playing, testing different paths, and eventually figured out how to unlock all 10 endings.

Ending One — The Child of Doom

The Child of Doom Art

Text: 
“A shot thundered through the milk of the fog, and above the crowd rose wings that reeked of ash.”

Seductive Woman

How to get it:
When the Seductive Woman appears at your door, the correct choice is to let her inside. From this point on, your approach to her matters greatly. Always select the most gentle and compassionate dialogue options you’re given. Any sign of hostility or suspicion will cut this path short, so keep your responses soft and kind. I only did this because I felt as if the main protagonist had a longing for a lover/partner who died some time ago and she’s the embodiment of his vision perhaps? Or maybe, she’s the only pretty looking thing out of all the ugly characters in the games artwork.

The Seductive Woman won’t be around for long. After four in-game days, she will die unexpectedly, leaving you alone once again. When this happens, the atmosphere in your house shifts the air feels heavier, almost oppressive, signaling that something darker is about to unfold.

With her gone, your next task is to thoroughly explore the house. The Fetus can spawn in multiple locations, so you’ll need to carefully search every corner of every room. Don’t rush this part, because locating it is the key to progressing the ending.

The following night, you’ll encounter one of the most unsettling moments in the game. You’ll see the child crouched on the floor, drinking milk directly from a dog. As unsettling as this is, resist the urge to turn away. Keep your eyes fixed on the scene until it plays out in full.

Once that event concludes, go to the peephole and look through it. Doing so will trigger a cutscene that finalizes this ending, finalizing the path you chose when you first allowed the Seductive Woman inside.

Ending Two — The End?

The End?

Text: 
The basement became a universe-windows bricked shut, voices merged with the ticking clock. The sun fades…but torment does not end so gently.

How to get it: 
As the days go by, your choices determine who remains in the house with you. By Day 13, the requirement for this ending becomes clear; you must purge your home of anything that isn’t human. That means no Visitors, no strange figures, and no supernatural company. If you want to take it a step further, you can remove everyone and choose solitude as your only companion.

On Day 14, right before you board up the windows, the game performs its check. It evaluates who is inside your house at that exact moment. This is the deciding factor that determines whether or not you trigger this ending.

If only humans remain, the screen will fade and you’ll be locked into this conclusion. But if you’re the last person standing — completely alone — the outcome is the same. No matter which way you arrive here, the house falls silent, and you step into this bleak ending.

Ending Three — No, I’m Not Alone

No, I’m Not Alone

Text: 
The Visitors were here all along-a warm breath in the dark, a cruel whisper at your back. You will never see the light again, should it ever return.

How to get it:

This ending plays out very similarly to Ending 2, but with a darker twist. The key difference lies in who you allow to stay inside the house as the final days approach. As the 13th day of the month passes, don’t clear out your house completely. Instead, make sure at least one Visitor remains inside. Visitors are unsettling presences, but keeping them around is exactly what seals this ending. When the 14th day arrives and you’ve boarded up the windows, the game delivers its grim payoff. The atmosphere shifts, and the ending cutscene confirms that the Visitors were never just outside they were with you all along.

Ending Four— May Death Cleanse Us of Our Sins!

Ugly Ass Cult Leader

Cult Members

Text:
They prayed for the final silence. Perhaps their plea was finally heard- it’s quiet out there.

How to get it:

From the start, your main task is to let the Death Cult Peons inside your house. Once they’re in, resist every urge to get rid of them this includes refraining from shooting them, allowing Visitors to kill them, or letting FEMA drag them away. Keep them safe and together under your roof.

Patience is key here. After some time, the Death Cult Leader will return for a second visit. The Peons must all still be alive and present for this event to happen. When the Leader appears again, they’ll finally acknowledge your efforts. Instead of conflict, you’ll be given a choice: to join them and embrace their worship of death.If you accept their invitation, the game rolls into the ending cutscene. Your protagonist becomes one of their ranks, surrendering to silence and ritual as the cult’s vision of death takes hold.

Ending Five — Welcome to FEMA

Welcome to FEMA

Text:

They carried you away under sirens, leaving all your memories behind. If only you could return, just to take the poster with you.

How to get it: Be a perfect little recruit for the FEMA Agent. Always comply. Ask if you should pack. Ask if you need a hazmat suit. Never challenge them. Never show doubt. Eventually, you’ll wake one night, your windows suddenly off-limits. Look through the peephole. The Agent praises your loyalty and offers you a position. Accept, and you’re gone — another cog in their machine.

Ending Six — Yes, I’m Alone

Yes, I’m Alone

Text: 
Even Days later the house remains empty, No relatives visit to collect their belongings. The owner of the house has disappeared completely, as if they never existed.

Intruder Breaking the door down

How to get it:
This one is quite simple. Never allow visitors in your house. Eventually after the second or third day, when the intruder arrives and asks if you are alone. Simply say; Yes, I’m alone. He will break down the door and kill you. The cutscene will play afterwards.

Ending Seven— Yes, I’m a Murderer

Yes, I’m a murderer

Text:
Dying is terrifying. Dread pushes you towards terrible choices. I can see the plans they laid out for you.

How to get it:

This ending is ugly and simple: you let paranoia become violence. Start by arming yourself and using that gun on any human guests who enter. There’s no subtlety here the game tracks the number of humans you kill, and once you’ve reached the necessary threshold, things change in a way that feels inevitable.

After you’ve eliminated enough people, Egghead Guy will finally show up at your door. His arrival is less a confrontation and more a reckoning: he stands there and tells you, plainly, that your fate was inevitable. The way he says it makes the moment land hard this isn’t a surprise, it’s a culmination.

Following Egghead Guy’s visit, the ending cutscene will trigger automatically. There’s no extra interaction required; the game folds into the ending once he finishes speaking. You’ll watch the consequences of your actions play out.

What was it that scared you so?

Note:

This route is irreversible once you pass the trigger point, so if you want to see alternate outcomes later, keep a save before you start killing. Also be aware this ending leans into bleakness it’s a useful one if you want to explore the darkest consequences the game offers, but it’s also the most morally corrosive path the protagonist can take.

Ending Eight — Shroom or Doom

Shroom or Doom

Text:
Mushrooms rose from the soil, building foreign cities anew. You hurried, but the doors to their world were already closed.

How to get it: 
To trigger this surreal ending, start by letting the Cat Lady into your house when she knocks on the 4th night. Allowing her in unlocks access to the Basement, which is crucial because it sets the stage for the Mushroom Man’s arrival. When he visits for the first time, he’ll hand you a page from the Book of Smiles, offering cryptic clues about the path you need to follow.

Your first task is to pick the mushroom that sprouts in the basement. Take it upstairs, place it in the fridge, and then eat it. The next day, things get stranger an apple will appear on the shelf in the Hall, right beside the protagonist’s old childhood toy, Toto. Interacting with the apple makes the protagonist eat it automatically, pushing the sequence forward.

On the third day of this bizarre chain, a clock will suddenly appear above the bed in the bedroom. Interact with it, and the time will snap to midnight. That night, the Mushroom Man returns once again, this time acknowledging that you’re following the right steps. After another visit, he’ll extend his invitation: leave with him and join him on a strange journey to Mushroom Land. Accepting his offer seals this ending and rolls the final cutscene.

Ending Nine— Embrace the Inevitable

Embrace the Inevitable

Text:
One heavy step across the line, and everything you feared loses its weight. Time has vanished, leaving only a coldness that feels like comfort.

How to get it: Do all of Egghead Guy’s quests. First, let in the guy with the cat Egghead shows up on Night 5 to tell you not to test anyone for two days. Obey this on Nights 6 and 7.

He’ll then tell you to dig in the basement. Three digs are required you can spread them out or binge them with stamina items. A tunnel appears. Inside, a Miner warns you about a hole, but Egghead insists you take the leap. After his third visit, a new tunnel path opens to the hole. Jump in. Gravity does the rest.

Ending 10 — Wrath of the Vigilante

Wrath of the Vigilante

Text: One trial ended, only for another to begin. Now, in the eyes of the crowd, you are the one to be feared.

How to get it: 
On his second visit (Night 10 or 12), the Vigilante demands you prove you’re not a Visitor. He asks you to show something: teeth, hands, eyes, armpits, ears, or an auracamera photo. Pick wrong — show teeth, ears, or dirty armpits — and his gun does the talking. The ending locks in right there.

Closing Thoughts

That’s every ending in No, I’m Not a Human. Ten different fates, ten different ways to let paranoia, cults, mushrooms, or straight-up bad luck decide your story. What I love about this game is how it punishes both cruelty and kindness; you’re never really safe, no matter which way you lean.

My tip? Save often, experiment, and don’t be afraid to follow the weirdest paths. Sometimes the strangest choices lead to the most haunting endings.

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