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We Need More Humans!

Game Description:

What happens once every human on the planet has already been beamed up? That’s the question sitting underneath We Need More Humans!, a short incremental game built entirely around abducting the world’s population one UFO trip at a time, and the answer is more interesting than the premise lets on at first glance.

Genre Incremental / Clicker
Platform PC (Steam)
Content Length Over 2.5 hours
Scale Crowds of up to 100,000 simulated humans

The UFO Loop at the Center of We Need More Humans!

The core mechanic is blunt on purpose: fly the UFO over a location, drop the beam, and pull humans upward until the area empties out. That single action drives the entire game, but the way the beam and ship scale over time is where the actual strategy lives. Customisable ships and beams change how many humans get pulled per pass, how wide the beam radius reaches, and how fast the ship can move between crowds before they scatter.

Locations aren’t interchangeable either. Traveling around the world means facing denser crowds, faster-moving humans, and eventually populations that actively try to avoid the UFO’s shadow. Progression isn’t just numeric — it’s spatial, since a wider beam is useless if the ship can’t reposition fast enough to catch a fleeing crowd.

A deep skill tree sits behind all of this, and players spend most of a session deciding whether to sink resources into beam width, ship speed, or capacity upgrades first.

Skill Tree Priorities and Common Mistakes

New players tend to dump early upgrades into beam width because bigger numbers feel good immediately. That’s rarely the efficient choice. Ship speed upgrades pay off faster in practice, since a slow UFO wastes far more time repositioning than a narrow beam wastes on partial pulls.

Efficiency-focused players lean hard into speed-first builds and treat beam upgrades as a mid-game investment, while completionist players tend to spread resources evenly across the tree just to see every upgrade unlock at least once.

  1. Prioritize ship speed before beam width in the opening stretch of the game
  2. Save capacity upgrades for once movement already feels smooth
  3. Treat the skill tree’s later branches as optional polish rather than required progression

One consistent community talking point is a visual bug where abducted humans occasionally get caught circling in place instead of standing still, forming a small oval of people stuck in a loop at the same spot on a run. It’s minor, but it comes up often enough in player discussion that it’s worth knowing about before you assume something’s wrong with your own game.

Reaching the End of the Population

The stated goal of We Need More Humans! is straightforward: abduct until nobody’s left. What that actually feels like in practice is a steady tightening of the world map as regions empty out one by one, until the final stretch becomes a hunt for the last scattered pockets of resistance rather than a straightforward sweep.

The developer added a bonus skill tree section, unlocked specifically after finishing the base content, containing 13 additional upgrades for players who want to keep grinding after the credits screen. It’s a clear signal the loop was built to be replayed, not just completed once.

What happens after you abduct every human in We Need More Humans!?

  • How does difficulty scale as you progress through the world map?

    Later regions increase both crowd density and human movement speed, forcing players to lean on ship speed and beam radius upgrades together rather than relying on either one alone to keep pace with fleeing populations.

    Is there content after finishing the main campaign?

    Yes — a bonus skill tree section unlocks after the base game is completed, adding 13 further upgrades and giving completionist players a reason to keep abducting well past the point most runs would otherwise end.

    We Need More Humans! doesn’t pretend to be more than what it is: a tight, funny premise about clearing a planet with a UFO, built on a skill tree that rewards smart beam-and-speed pacing over blind upgrade spam. Once that last human vanishes from the map, there’s a strange, quiet satisfaction to it — which is more than most short incremental games manage to pull off.

    Rating
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    We Need More Humans!
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