
A unique blend of puzzle-solving and action-platforming. Play a lone Shiba Inu charged with commanding massive, marching crowds to the goal in Story Mode, or create your own via the in-game Stage Creator!
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About
WORK LIKE A DOG
HUMANITY is a third-person puzzle-action game where you become a dog to command massive, marching crowds of people to jump, turn, push, float, shoot, and climb their way to salvation across 90 story-mode stages.
READY, AND…ACTION!
Devious puzzles and strategic thinking is broken up with more action-focused elements and platformer-like levels, even some epic boss battles!
CREATE YOUR OWN LEVELS
Bring your ideas to life using the intuitive Stage Creator, be it a straightforward puzzle, action stage, or heck, even an artful sculpture!
(OPTIONAL) VR Compatible
Immerse yourself like never before as you tower over the teeming, ant-like people! Mu ha ha ha ha!
Whether on your standard display or in the optional VR Mode, watch as breathtaking swarms of people follow your commands to the exit, all in HUMANITY’s stark iconic style, courtesy of director and celebrated visual designer Yugo Nakamura and famed game creator Tetsuya Mizuguchi (Rez Infinite, Tetris Effect: Connected).
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Online features were dropped on extremely early without an alternative plan other than to delete 30 000 levels of user generated content. Half of the value of the game is gone. Asked the team and devs for further comment and none was given.
I really love this game and I would want to keep playing it, but the game developers decided to shut the servers down after almost 3 years since the game's release, so… sorry, but I can't recommend it anymore.
Humanity is messy. About 3-4 hours into Humanity I was expecting to place it in my top 5 puzzle games of all time. It is just that good. So, why the negative review? All will be revealed. The first third of Humanity is some of the best logic puzzle gameplay I have ever experienced. It is not extremely complicated, the rules are simple and understated, but the amount of puzzling scenarios it milks out of its simple premise is genuinely impressive. My mind was absolutely tied up into knots on some of the levels, and although nothing was so difficult I couldn't figure it out, it certainly gave me a run for my honor as a hardened puzzler. The story in Humanity is abstract, and it does a lot with it. It has an interesting theme, it meshes very well with the gameplay, and it is decently written. In fact, the story is the entire reason I actually finished Humanity. Any less interesting and I would of dumped this game far before its conclusion. The presentation is absolutely splendid as well. The cascades of humans marching look great, and the game isn't shy to show off. There are some great visual moments; even after the game takes a nosedive, it remains a treat to look at. But, all good things must die, I presume. About a third of the way through Humanity, the gameplay very abruptly and suddenly ceases everything built before to pivot to a different genre. The game goes from logic puzzler, to combat RTS. I am not joking. That is not a joke. That is really what happens. You go from carefully planning the path of your humans, trying to reach the exit through spatial problems. To Total War style real time manipulation. This isn't inherently a bad idea, switching genre in the middle of a game is a rather unexplored avant-garde bit of game design. But, the major problem with Humanity's attempt is that is doesn't go full mast. The controls remain the same, your lack of time manipulation tools remain the same, and an RTS is hastily smashed into a shape it has no business being in. Everything that worked smoothly about the game-flow prior no longer functions adequately, yet you are expected to continue forward ever marching, like the titular group of lemming-brained humans. Around the final third of the game, the genre switches again into third person action adventure. Same issues occur, as the game structure built around the logic puzzles of the beginning are broken and reassembled into an inefficient mess. You navigate STEALTH SECTIONS. In this logic based puzzler. And it feels like ♥♥♥♥ and is ♥♥♥♥. For the first third you have this nagging thought in the back of your head... or at least I did, "Why is the primary control of this game a dog, this could very easily just be isometric and I could far more easily click on tiles to place commands. That is an odd choice." Well, this is why. This small toilet shaped piece of game design is there because the developers have a big piece of ♥♥♥♥ up their sleeve. Its monstrous. The story ends adequately enough, nothing really to complain about, but it is so incredibly soured by the horrible experience of the final two thirds that its really hard to feel anything about it. As I mentioned earlier, I would of straight up dropped the game if not for the story, but it still feels unsatisfying to have my time wasted by the end of this rather long game. Its just... so incredibly disappointing and I cannot for the life of me understand what they were thinking. I cannot communicate how much promise and potential the first few hours were brimming with... Had they just stuck with what was working, Humanity would be an extravagant piece of art.
Imagine buying a puzzle game for the level editor and community content only for Enhance to unceremoniously remove the community features with no alternatives in place besides suck it up and deal. Yeah, no, Enhance can go to Hell. Remember this if Enhance ever makes another game with an editor...
Enhance lost a bit of trust removing a key feature from the game with no stated reason or alternative. What a bummer. I can't imagine the costs were very high for this. Or could have just moved to Steam Workshop. It's a shame too, because Enhance's games are good if you like falling block puzzle games (though this game is like a more serious tone Chu Chu Rocket). Maybe get it if it's on a steep discount. Otherwise, I think it's safe to ignore. Especially with the content removal.
Yeah removing all the replayability features (user stages sharing) from the game less than 3 years after its release is a ♥♥♥♥ move.
HUMANITY is one of those rare puzzle–action hybrids that feels instantly distinctive, not because of any single mechanic, but because of the strange, hypnotic harmony created when all its ideas collide. It opens with an image that perfectly sets the tone: a luminous Shiba Inu guiding an enormous crowd of people through stark architectural structures. This surreal pairing defines the entire experience. You are both a gentle shepherd and a strategic commander, responsible for directing masses of humans who move like a flowing river through labyrinthine, monolithic environments. The premise sounds eccentric, yet it becomes intuitive almost immediately, allowing the game to build an entire language of puzzles out of movement, timing, and crowd behavior. At its core, the game blends puzzling with real-time action. Early levels introduce the basic mechanics at a manageable pace—how to guide the crowd, when to turn, how to coordinate jumps, and how to funnel humans through tight spaces. The initial simplicity is deceptive, because before long the puzzles evolve into elaborate constructions that ask you to think in sequences rather than isolated steps. You begin orchestrating complex multi-stage paths, positioning commands, and synchronizing behaviors across different parts of the map. The pleasure of solving these scenarios comes not only from the logic involved but from the visual payoff: hundreds of tiny human figures navigating your carefully choreographed routes like a living diagram of your planning. This constant interplay of thought and spectacle is what makes HUMANITY so captivating. As you advance, the game refuses to settle into any single identity. New abilities—such as floating, climbing, or pushing—open the door to progressively more intricate challenges. Entire stages unfold like kinetic sculptures, requiring you to anticipate moving platforms, enemy encounters, and shifting environmental hazards. At times, the game leans into arcade-like intensity; in other moments it feels like a slow, contemplative puzzle. There are even large confrontational stages where your crowds clash against hostile groups, creating a sense of scale and motion that few puzzle games attempt. This genre-blending unpredictability is part of what keeps the experience fresh, ensuring that every chapter introduces something unexpected without abandoning the clarity of its core mechanics. Visually, HUMANITY is minimalist but striking. The brutalist structures, stark lighting, and clean geometry are paired with chaotic streams of human bodies that animate the world with life. Even though the people are rendered as tiny, uniform silhouettes, their collective movement is mesmerizing. There is an almost art-installation quality to how the game presents its spaces and how humans populate them. The soundtrack supports this surreal aesthetic with ambient tones and rhythmic patterns that blend seamlessly with the visual flow. At times, the game feels meditative despite its scale; at others, the rising tempo of the music heightens your sense of urgency. The synthesis of sight, sound, and motion is something the game consistently excels at, and it contributes to a deeply atmospheric experience. Despite its ambition, HUMANITY is not without moments of friction. Some of the more complex puzzles require extremely precise timing or involve trial-and-error approaches that can push the experience from challenging to frustrating. Because the crowds move automatically and continuously, a single misplaced command can disrupt a long chain of carefully positioned steps, sending you back to adjust your strategy. Players who prefer slow, deliberate logic puzzles might find these high-pressure segments jarring, while those expecting pure action may find the puzzle structure demanding. The narrative, while present, is abstract and minimal, serving mostly as thematic background rather than a central driving force. What truly elevates HUMANITY, however, is the sheer amount of content and creativity it supports. The main campaign already offers dozens of unique stages, each with its own logic and twist. But the addition of a robust level editor and an active ecosystem of user-generated creations transforms the game into an endlessly expandable platform. The editor allows players to construct their own intricate crowd-based puzzles, share them online, and explore creations from others. This ensures that the game’s lifespan extends far beyond the story mode, providing an almost limitless supply of puzzles that range from serious brainteasers to experimental art pieces. HUMANITY ultimately succeeds because it embraces its strangeness wholeheartedly. It is a game about movement, coordination, and the emotional resonance of guiding countless faceless people toward a distant light. It is both playful and profound, simple and complex, gentle and demanding. It stands apart from traditional puzzle games thanks to its unique aesthetic, its willingness to mix genres, and its mesmerizing sense of scale. For players willing to engage with an experience that is as artistic as it is mechanical, HUMANITY offers a rich, imaginative, and occasionally awe-inspiring journey that lingers long after the final puzzle has been solved. Rating: 9/10
I enjoyed Lemmings in the early 90s and this lighting up the same areas in my brain.
I really, really wanted to love this game. A funny trailer combined with an unique premise, promised a fun time. But then I got to the high jump introductory levels and noticed that using the same setup of commands, I got a different outcome: the golden man would fall off the level at different points in the level. This is not acceptable in a puzzle game. There should never be RNG involved in a puzzle game because that is not a test of your logic deduction. I refunded the game.
Great game that uses the Lemmings formula but also does something unique by adding its philosophical, mystical setting and story. Especially the atmosphere with the minimalist art style, the great soundtrack, and the large number of people you see on the screen (I played it in non-VR) made it a truly special journey. Still, I think Humanity could have added more depth to the narrative about the glowing dog who leads the humans; that could have been cool. Gameplay-wise, the puzzles are good, being neither too hard nor too easy. Levels that felt annoying were truly an exception. Also, this game understands that achieving 100% completion doesn't have to result in a long grind, which I enjoyed. A truly awesome and special puzzle game that I won't easily forget and can absolutely recommend.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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