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No, I'm not a zombie

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No, Im not a zombie is a survival horror game on Kiz10 where you judge who gets shelter, spot undead lies, and keep your home alive when the Sun goes wrong. โ˜€๏ธ๐Ÿšช๐ŸงŸ

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Play : No, I'm not a zombie ๐Ÿ•น๏ธ Game on Kiz10

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Rating:
9.00 (150 votes)
Released:
22 Dec 2025
Last Updated:
22 Dec 2025
Technology:
HTML5
Platform:
Browser (desktop, mobile, tablet)
๐—ง๐—ต๐—ฒ ๐—ฆ๐˜‚๐—ป ๐——๐—ถ๐—ฑ ๐—ฆ๐—ผ๐—บ๐—ฒ๐˜๐—ต๐—ถ๐—ป๐—ด ๐—ช๐—ฟ๐—ผ๐—ป๐—ด โ˜€๏ธ๐Ÿ˜ถ
It starts the way bad news always starts. Quiet. A weird headline. A strange glow. Then people stop acting like people. No, Im not a zombie drops you into that uneasy gap between normal life and collapse, where the streets feel empty for the wrong reason and every knock at your door sounds like a question you do not want to answer. You have shelter. You have walls. You have a little bit of safety. And now you have a job that feels simple until you realize it is not simple at all. Decide who comes in.
The premise is nasty in the best horror way because the threat is not only the undead outside. It is doubt inside your head. Someone shows up, pleading, shaking, claiming they are human. They might be. They might not. You are not hunting zombies with a shotgun. You are running a tiny checkpoint with your own home on the line, and the only weapon you truly have is attention. That sounds dramatic, but the game makes it real fast.
๐—ง๐—ต๐—ฒ ๐——๐—ผ๐—ผ๐—ฟ ๐—œ๐˜€ ๐—” ๐—ฆ๐˜๐—ฎ๐—ด๐—ฒ ๐—”๐—ป๐—ฑ ๐—ฌ๐—ผ๐˜‚ ๐—”๐—ฟ๐—ฒ ๐—ง๐—ต๐—ฒ ๐—๐˜‚๐—ฑ๐—ด๐—ฒ ๐Ÿšชโš–๏ธ
Every encounter feels like a little scene. A face framed by darkness. A voice trying to sound normal. A story that is either honest or carefully rehearsed. The tension comes from the fact that you are not allowed to be lazy. The moment you treat a visitor like a checkbox, the game punishes you with consequences that feel personal. Because the shelter is yours. The mistakes are yours. And the people you let in do not vanish into a menu. They become part of your problem.
You will catch yourself doing that slow, suspicious stare you never thought you had. Eyes. Hands. Posture. The weird timing of a sentence. The way someone avoids a question. The way someone answers too fast, like they practiced in the mirror. And then youโ€™ll think, okay, Iโ€™m getting good at this. Which is the exact moment the game will throw you a case that looks clean but feels off by one tiny detail. Horror loves tiny details.
๐—ฆ๐—ฐ๐—ฟ๐—ฒ๐—ฒ๐—ป๐—ถ๐—ป๐—ด ๐—œ๐˜€ ๐—ก๐—ผ๐˜ ๐—” ๐— ๐—ถ๐—ป๐—ถ๐—ด๐—ฎ๐—บ๐—ฒ ๐—œ๐˜ ๐—œ๐˜€ ๐—ฃ๐—ฎ๐—ป๐—ถ๐—ฐ ๐Ÿง ๐Ÿ˜ฌ
This is not a game about being brave. It is a game about being careful while the world outside is screaming for speed. People want in now. They want warmth, safety, water, food, a place to hide from whatever that solar anomaly did to everyone. And you want time. You want time to check, to compare, to re read, to look again. Time becomes the currency you never have enough of.
The best moments are the ones where your brain switches into a quiet rhythm. You develop your own routine. You look at the face first, then the story, then the details, then the gut feeling. You hesitate, then commit. And when you get it right, you feel relief, not victory. Thatโ€™s the mood. Relief is your reward. Then the next knock comes, and relief evaporates like fog under a streetlamp.
๐—ง๐—ต๐—ฒ ๐— ๐—ผ๐˜€๐˜ ๐——๐—ฎ๐—ป๐—ด๐—ฒ๐—ฟ๐—ผ๐˜‚๐˜€ ๐—ง๐—ต๐—ถ๐—ป๐—ด ๐—œ๐˜€ ๐—” ๐—–๐—ผ๐—ป๐˜ƒ๐—ถ๐—ป๐—ฐ๐—ถ๐—ป๐—ด ๐—Ÿ๐—ถ๐—ฒ ๐ŸงŸโ€โ™‚๏ธ๐Ÿ—ฃ๏ธ
A good zombie game makes you fear the monster. This one makes you fear the act. The performance. The possibility that the thing on the other side of the door learned how to pretend. So the horror isnโ€™t only about gore or jump scares. Itโ€™s about social reading. Itโ€™s about noticing inconsistencies when you are tired. Itโ€™s about remembering what a normal human response looks like when your hands are already shaky.
Some visitors feel obviously wrong, and youโ€™ll feel strong for catching them. Others are terrifying because they feel almost right. That is where the game digs into your head. You will start second guessing yourself. You will think, maybe Iโ€™m being unfair. Maybe this person is just stressed. Maybe they are sick but not infected. Then you remember the title. No, Im not a zombie. Yeah. Thatโ€™s what they would say, wouldnโ€™t they.
๐—›๐—ผ๐—บ๐—ฒ ๐—ฆ๐—ฎ๐—ณ๐—ฒ๐˜๐˜† ๐—œ๐˜€ ๐—” ๐—™๐—ฟ๐—ฎ๐—ด๐—ถ๐—น๐—ฒ ๐—˜๐—ฐ๐—ผ๐—ป๐—ผ๐—บ๐˜† ๐Ÿ ๐Ÿงฉ
There is a survival game heartbeat underneath the horror. Every decision affects your situation. Letting people in can help, but it can also drain resources or introduce risk. Turning people away can keep the shelter calm, but it can also leave you alone, surrounded, and morally heavy. The best horror games make you feel something about your choices, and this one does it without needing long speeches. One wrong yes can become a nightmare that does not care about your intentions.
And the wild part is, you will start thinking like a manager in the middle of a horror film. Youโ€™ll do quiet calculations. How many people can I realistically keep safe. How many can I feed. How many risks can I afford before the whole shelter becomes a trap. Itโ€™s a tense loop because the right answer changes depending on how well youโ€™ve been playing.
๐—ง๐—ต๐—ฒ ๐—”๐—ป๐—ผ๐—บ๐—ฎ๐—น๐˜† ๐— ๐—ฎ๐—ธ๐—ฒ๐˜€ ๐—˜๐˜ƒ๐—ฒ๐—ฟ๐˜†๐—ผ๐—ป๐—ฒ ๐—ฆ๐˜๐—ฟ๐—ฎ๐—ป๐—ด๐—ฒ โ˜€๏ธ๐ŸŒ‘
The solar anomaly is the perfect horror excuse because it makes the world feel infected without making it predictable. People hide. Rumors spread. The air feels wrong. It explains why anyone could be affected, why normal rules donโ€™t apply, why you canโ€™t trust appearances. It also adds this subtle dread, like the universe itself is misbehaving. Not just zombies. The Sun. The thing that should be stable. The thing you never thought youโ€™d fear.
And when horror becomes cosmic, your front door feels even smaller. You are defending a tiny rectangle of light against a world that went off script. That contrast is what makes the setting hit. Small home. Big disaster. Big consequences.
๐—ช๐—ต๐—ฒ๐—ป ๐—ฌ๐—ผ๐˜‚ ๐— ๐—ฒ๐˜€๐˜€ ๐—จ๐—ฝ ๐—œ๐˜ ๐—™๐—ฒ๐—ฒ๐—น๐˜€ ๐—Ÿ๐—ถ๐—ธ๐—ฒ ๐—ฌ๐—ผ๐˜‚ ๐——๐—ฒ๐˜€๐—ฒ๐—ฟ๐˜ƒ๐—ฒ๐—ฑ ๐—œ๐˜ ๐Ÿ˜ตโ€๐Ÿ’ซ๐Ÿ”’
The scariest failures are the ones where you immediately know what you did wrong. You rushed. You ignored a detail. You trusted a smile. You let empathy sprint ahead of caution. That sting is why you replay. Because the game doesnโ€™t make you feel helpless. It makes you feel responsible.
Youโ€™ll also have the opposite kind of failure. The one where you did everything โ€œrightโ€ and still feel awful. You turned away someone who might have been human. You protected the shelter, but your brain wonโ€™t stop replaying their face. Thatโ€™s when the horror gets sticky. It follows you after the level ends. It makes you pause for a second before you hit restart, like youโ€™re trying to reset your conscience too. Spoiler, you canโ€™t.
๐—ฆ๐—บ๐—ฎ๐—น๐—น ๐—ง๐—ถ๐—ฝ๐˜€ ๐—ง๐—ต๐—ฎ๐˜ ๐—™๐—ฒ๐—ฒ๐—น ๐—Ÿ๐—ถ๐—ธ๐—ฒ ๐—ฆ๐˜‚๐—ฟ๐˜ƒ๐—ถ๐˜ƒ๐—ฎ๐—น ๐Ÿงท๐Ÿ•ฏ๏ธ
If you want to stay alive longer, build a habit. Look at the same elements in the same order, every time. That routine keeps you from being manipulated by noise, pity, or impatience. Do not let the queue rush you into sloppy decisions. Do not let a dramatic story override the basic facts. And if something feels off, treat that feeling like a warning light, not like paranoia.
The game rewards calm confidence. Not the loud kind. The quiet kind. The kind that says, I will check again, even if you hate me for it. Because you are not running a charity. You are running a shelter in a horror outbreak, and the shelter only works if it stays clean inside.
๐—ช๐—ต๐˜† ๐—œ๐˜ ๐—š๐—ฟ๐—ฎ๐—ฏ๐˜€ ๐—ฌ๐—ผ๐˜‚ ๐—ข๐—ป ๐—ž๐—ถ๐˜‡๐Ÿญ๐Ÿฌ ๐Ÿ•น๏ธ๐Ÿ–ค
No, Im not a zombie is survival horror built out of suspicion, routine, and the awful pressure of being the one who decides. Itโ€™s first person tension without needing nonstop shooting. Itโ€™s an inspection style nightmare where your brain does the fighting. If you like games that make you think under stress, that make you doubt your own judgment, that make a simple knock sound like a threat, this one belongs in your late night Kiz10 session.
Open the door and you might save a life. Open the door and you might end yours. And the worst part is, you will not know which one it is until it is too late. โ˜€๏ธ๐Ÿšช๐ŸงŸ
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GAMEPLAY No, Im not a zombie

FAQ : No, Im not a zombie

What type of game is No, Im not a zombie?
It is a first person survival horror inspection game where you screen strangers at your door, decide who gets shelter, and spot infected behavior before it reaches your safe house.
What is the main objective during each session?
Keep your home secure by making correct admit or deny decisions, balancing safety, risk, and survival choices while the outbreak pressure keeps rising.
How do I identify a zombie pretending to be human?
Use a consistent scan routine: compare the personโ€™s story to what you see, watch for contradictions, and trust details that feel wrong even if the visitor sounds convincing.
Why is this game so tense compared to other zombie games?
Because the danger is decision based. You are not just reacting with reflexes, you are judging under pressure, and one wrong call can collapse the entire shelter.
Best beginner tip for surviving longer?
Never rush. Recheck anything that feels slightly off, and do not let the line or emotional pleas push you into skipping basic verification steps.
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