Game review
We Need More Humans!
5 / 10
- Developer
- Seafront Games
- Publisher
- Seafront Games
- Released
- 1 September 2026
- Platforms
- Windows
- Genre
- Incremental
- Monetisation
- Premium, one-time purchase. No in-app purchases.
- Players
- Single-player only
The short version
We Need More Humans! commits fully to being small: fly a UFO, abduct humans, buy upgrades, watch the world empty out, all inside about two hours. Multiple reviewers enjoy exactly that — cheerful, low-effort, right-sized for the asking price at a discount, with charming presentation and full controller support.
What holds the score down is a specific, repeated and independently-made accusation: that this is a close structural copy of A Game About Feeding A Black Hole, a real and well-known incremental in the same design space, right down to a completely linear upgrade tree that offers no meaningful choice between playthroughs. Even reviewers who liked their time with it tend to agree the game offers "nothing new," which is a harder thing to forgive in an incremental than in most genres, since the genre's whole appeal usually rests on the specific shape of its upgrade decisions.
Biggest strengths
- A genuinely charming, simple premise — flying a UFO around the world sucking up humans and growing your abilities — that lands well for a relaxed, low-effort session
- Full controller support, including DualSense and DualShock, from launch
- Consistent, right-sized playtime: independent reviewer estimates for beating Normal mode cluster tightly around two hours, and nobody in the corpus reports it overstaying that
Biggest weaknesses
- Multiple reviewers independently call it a near-1:1 clone of the well-known incremental A Game About Feeding A Black Hole, down to shared structural choices
- The upgrade tree is described repeatedly as completely linear, offering no real branching choices — reviewers say every playthrough of Normal mode plays out almost identically
- Several unlocks, including new ships and beams, are reported as purely cosmetic with no functional bonus, undercutting the sense that upgrade choices matter
Who it's for: Players who want a short, cheap, cheerful incremental for one sitting and don't mind that its ideas are borrowed rather than original. A poor fit for anyone who's already played similar games in this specific sub-niche.
Our recommendation: Reasonable at the launch discount for a single afternoon's entertainment; skip it if you've played A Game About Feeding A Black Hole, since reviewers who have describe this as offering little beyond a reskin.
5 / 10
Fly a UFO around a shrinking Earth, suck up humans with a tractor beam, spend the proceeds on upgrades, repeat until the planet is empty. We Need More Humans!, released 1 September 2026 by Seafront Games, is exactly that simple a pitch, and its review corpus mostly agrees it delivers precisely what it promises — the disagreement is over whether "exactly what it promises" is enough when another game has already promised the same thing.
A pleasant, uncomplicated couple of hours
The positive case here is modest but consistent. "Pretty chill, short and easy to complete," writes one reviewer, adding that smart upgrade choices let you "finish the game even faster" — a small but real sign that some decisions do matter, even inside a mostly linear structure. Another calls it "a lighthearted incremental game that transforms an alien invasion into a surprisingly cheerful exercise in progression," while several shorter reviews boil down to variations on "number go brrrr" and "gotta suck those humans up" — reviews that aren't trying to make an argument, just registering that the core loop scratched an itch for an evening. One player specifically credits it as a good background game for half-attention play, finishing it while a partner talked about their day. At the discounted launch price, more than one reviewer explicitly says the game is worth it "for what it is," which is a fair standard to hold a $4.89 incremental to.
The comparison that keeps coming up
The negative case is less about the game failing at its own goals and more about a specific, repeatable observation: this looks a great deal like an existing, well-known incremental. One reviewer states it plainly — "This game is a carbon copy of A Game About Feeding A Black Hole" — a real, verifiable Steam title in the same design space, not an invented comparison. Another, independently, calls it "almost a 1:1 clone of another game in the same genre" without naming it, describing the same shape of complaint: shared menu structure, shared "mode menu," a familiar rhythm that isn't matched by familiar fun. A third goes further, saying the game feels like "one of these copys" and that from the midgame on it becomes "just a mindless grind" where "dopamine is not hitting" — a specific claim about pacing, not just originality.
Underneath the clone accusation sits a more concrete, checkable design complaint: the upgrade tree is described by multiple reviewers, independently, as completely linear. "Any time I unlocked a new ship / beam, I went to look if it provided a bonus or ability, but nope. Purely cosmetic," reports one. Another says upgrades are "force fed to you, want them or not," suggesting that what looks like a branching tree is closer to a fixed sequence with no real decision points. A third calls a specific upgrade effect, "Chance to add time," genuinely ambiguous — unclear when it triggers or how much benefit it provides, even after buying it.
What the completion data shows
The achievement curve backs up the "short and finishable" read from both sides of the review split. Normal mode's completion achievement sits at 59% — a healthy majority of buyers do finish the main mode — while the alternate modes tell a different story: Zen mode's completion achievement sits at 26.3% and the UFO-only mode at 21.1%. That matches reviewers who say they had no interest in replaying once Normal mode was done; the game's own numbers suggest most players agree, rather than one or two loud voices exaggerating a pattern.
A crowded corner of a crowded genre
"Abduct everything, incrementally" turns out to be a more contested design space than it might sound — the store page's own genre tags put this alongside a wave of similarly-scoped sweep-the-map incrementals released in the same few months. That crowding is part of why the clone accusation lands as hard as it does: when a genre's whole identity rests on a specific, repeatable design decision (in this case, an escalating collection radius paired with an upgrade tree), being the second or third game to arrange those pieces in the same order draws scrutiny that a more structurally distinct game wouldn't face, even at the same quality level. It's a fair question for any small studio entering an already-occupied niche to ask before launch: does this specific arrangement of familiar pieces bring something the earlier arrangement didn't, or is the theme — UFOs and humans instead of a black hole and planets — doing all the differentiating work by itself? The review corpus here answers that question the same way, independently, often enough that it reads as the honest consensus rather than a pile-on.
The verdict
We Need More Humans! earns a 5. It isn't broken, it isn't a scam, and for a couple of dollars at launch discount it delivers a perfectly pleasant two hours doing exactly what its short description says: fly a UFO, abduct people, watch numbers grow. The problem is a specific and repeated one — multiple independent reviewers, without prompting each other, land on the same conclusion that this closely resembles an existing incremental, right down to a linear upgrade path that offers little real choice across playthroughs. An incremental that borrows another game's structure this closely, while offering less texture in its own upgrade decisions, is a hard game to recommend over the original it's being compared to.
If you haven't played A Game About Feeding A Black Hole and want something short, cheap and cheerful for one evening, this does the job without wasting your time. If you have, several reviewers who've played both suggest you already know what you're getting, and it isn't more.
If you're after progression that keeps evolving rather than a fixed two-hour arc, Wanderer builds its systems to be revisited for months, not finished in an afternoon.
Pros and cons
Pros
- A genuinely charming, simple premise — flying a UFO around the world sucking up humans and growing your abilities — that lands well for a relaxed, low-effort session
- Full controller support, including DualSense and DualShock, from launch
- Consistent, right-sized playtime: independent reviewer estimates for beating Normal mode cluster tightly around two hours, and nobody in the corpus reports it overstaying that
- A same-week patch already improving Steam achievement tracking, showing the developer is watching feedback in the first days after release
- Cheap enough at the launch discount that even reviewers who dislike the linear design still call it a reasonable way to spend an afternoon
Cons
- Multiple reviewers independently call it a near-1:1 clone of the well-known incremental A Game About Feeding A Black Hole, down to shared structural choices
- The upgrade tree is described repeatedly as completely linear, offering no real branching choices — reviewers say every playthrough of Normal mode plays out almost identically
- Several unlocks, including new ships and beams, are reported as purely cosmetic with no functional bonus, undercutting the sense that upgrade choices matter
- More than one reviewer says specific upgrade effects are unclear or ambiguous even after purchasing them, unsure what an effect like "chance to add time" actually does
- Secondary modes (Zen, UFO-only) show much lower completion than Normal mode, and several reviewers say they had no desire to return to them after finishing the main mode once