

The Long Winter: I Am Not an Animal
Playnova · March 2, 2026 · Outbreak Sim, Visual Novel, Medieval, Point & Click, Simulation
Buy The Long Winter: I Am Not an Animal from Steam at $1.99 — the cheapest of 1 store we compare.
Where to buy The Long Winter: I Am Not an Animal — official stores
The Long Winter: I Am Not an Animal price by region
The Long Winter: I Am Not an Animal costs £1.67 in the United Kingdom, €1.94 in Europe (EUR), $1.99 in the United States, CA$2.62 in Canada, A$2.94 in Australia, NZ$2.94 in New Zealand, $4.99 in Georgia (USD), R$6.62 in Brazil and zł9.24 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| £1.67 −75% | £1.67 | — | 1 | |
| €1.94 −75% | €1.94 | — | 1 | |
| $1.99 −75% | $1.99 | — | 1 | |
| CA$2.62 −75% | CA$2.62 | — | 1 | |
| A$2.94 −75% | A$2.94 | — | 1 | |
| NZ$2.94 −75% | NZ$2.94 | — | 1 | |
| $4.99 | $4.99 | — | 1 | |
| R$6.62 −75% | R$6.62 | — | 1 | |
| zł9.24 | zł9.24 | — | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About The Long Winter: I Am Not an Animal
ABOUT THE GAME
This game is an atmosphere-driven medieval tavern simulation built around narrative and dialogue-based choices. Located at the crossroads of desolate roads, your tavern only welcomes guests at night. When daylight fades, your door is knocked uponand you can never be certain who stands on the other side.Each night, different kinds of visitors arrive: travelers, merchants, poets, writers, bandits, thieves, and killers… Some of them are not what they seem. Werewolves, creatures disguised as humans, and beings carrying dark secrets seek a warm drink and a safe roof.During your conversations with guests, you must pay close attention to their words, behavior, and contradictions. Not every story reflects the truth, and some lies can lead to deadly consequences. Some guests are innocent, while others are dangerous enough to plunge the tavern into chaos.The decisions you make throughout the night determine the tavern’s safety and how the night will end. Opening the door or keeping it shut, letting someone in or turning them away every choice alters the course of the night.Every guest has a story.Some are whispered confessions, some are carefully crafted lies, and some are truths too dangerous to be spoken aloud.Not every story is true.
Travelers hide their past behind warm smiles, trembling hands, or blood stained boots. In a world where rumors travel faster than people, truth is a rare currency.And some guests are not human.
When the fire grows low and the night deepens, you may find yourself serving more than weary souls. Creatures of legend, cursed beings, and things that should not exist may sit at your tables watching, waiting, judging.In the end, every knock on your door is a choice.
Trust the wrong guest, and the night may be your last.When a knock comes at your door, time seems to slow down.Who steps inside matters as much as why they have come. Wet cloaks, muddy boots, eyes that refuse to meet yours… The atmosphere is as unsettling as it is calm.Alcohol here is more than just a pleasure.Sometimes it grants courage, sometimes it breeds suspicion. A drunk guest may let the truth slip… or invent an even greater lie. Watching how much each person drinks may be the only way to understand what they are hiding.When the truth finally reveals itself, words are no longer enough.If a guest shows their true nature if the eyes glow wrong, the teeth sharpen, the hands twist into something inhumanyou reach for the crossbow kept beneath the bar. One clean shot. No hesitation. In this tavern, mercy can be fatal.The sound of the string snapping cuts through the silence.
Some creatures fall like beasts.
Some scream like men.You don’t fire lightly. Every bolt is a decision, every shot a risk. Kill the wrong guest, and guilt will haunt you. Spare the wrong one, and the night may end in blood.Here, the crossbow is not a weapon of anger
it is a tool of survival.
The Long Winter: I Am Not an Animal — game info
- Platforms
- Windows
- Player modes
- Single-player
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Here's my take on the game. It NEEDS a lot of work done to it. It looked fun in the trailer and I love the idea of the medievil take on this style of game. However, I feel it tried too hard to copy 'No I am not human'. There is no content between the day and night cycles other than to check body parts, drink beer then up and down 2 flights of stairs to the bed and door. Even just 1 hour of the game almost put me sleep. Things I think would make it better. -Dialog with the admitted people -Small events -using the gold you gain to buy decorations or something (this can help players lear to spend their currecy wisely when the tax collectors show up) -quest options7 found this helpful
The Long Winter: I Am Not an Animal is a narrative-focused indie experience that blends tavern management, psychological storytelling, and dialogue-driven decision-making into a slow but atmospheric adventure. Developed and published by Playnova, the game places players inside an isolated roadside tavern during an unforgiving winter where survival depends not only on resources, but also on understanding the intentions of the strange travelers seeking shelter from the cold. Rather than relying on combat or fast-paced gameplay, the experience focuses almost entirely on conversations, emotional tension, and the gradual unraveling of hidden truths among the people trapped together during the endless storm. The setting immediately establishes a strong sense of isolation. The tavern sits surrounded by snow-covered wilderness, cut off from the outside world by violent winter conditions that make every visitor feel suspicious and potentially dangerous. The game uses this confined environment extremely well because nearly all of the tension comes from interactions between characters rather than external threats. Each traveler who enters the tavern brings their own secrets, motivations, and…
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