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7 Billion Humans similar games & best alternatives

7 Billion Humans

PC (Microsoft Windows), Mac, iOS, Android, Nintendo Switch, Linux • 2018

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Quick resume

Automate swarms of office workers to solve puzzles inside your very own parallel computer made of people. A thrilling followup to the award winning Human Resource Machine. Now with more humans!

Global score

94/100

Genres

Indie, Simulator, Strategy, Puzzle

Similar games

    Pros

    • Challenging and rewarding programming puzzles
    • Engaging learning tool for coding concepts
    • Humorous and charming art style and story
    • Well-polished user interface and controls
    • Good replay value with optimization challenges

    Cons

    • Steep difficulty curve for non-programmers
    • Some ui limitations (e.g. no redo, limited debugging)
    • Randomness in puzzle execution can cause frustration
    • Lack of multiplayer or social features
    • No volume or sound settings in-game

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players freely write and optimize their own code solutions with multiple approaches possible, enabling high personal control and creativity."

      Capsule for Replicube Replicube

      "Players write their own code to control multiple workers in parallel, allowing freedom in problem-solving and optimization approaches."

    • Competence

      Game with the same Competence vibe

      5

      "The game provides challenging puzzles requiring skillful optimization, logical thinking, and programming to achieve efficient solutions."

      Capsule for Automachef Automachef

      "The game provides challenging programming puzzles with optimization goals that require skillful coding and logical thinking."

    • Competition

      Game with the same Competition vibe

      1

      "There are challenge modes and leaderboards, but competition is not the main focus; players mostly compete against themselves."

      Capsule for You Can Kana - Learn Japanese Hiragana & Katakana You Can Kana - Learn Japanese Hiragana & Katakana

      "There are leaderboards and speed/size optimization challenges, but competition is not the main focus; players mostly compete against their own solutions."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players often engage in extended sessions optimizing solutions and replaying puzzles for efficiency."

      Capsule for The Last Clockwinder The Last Clockwinder

      "Players engage in long sessions to solve puzzles and optimize solutions, often returning to improve performance and complete optional challenges."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Gameplay centers on individual decision making and puzzle solving; limited or no multiplayer cooperation."

      Capsule for Zero Escape: Zero Time Dilemma Zero Escape: Zero Time Dilemma

      "Gameplay centers on individual puzzle solving and programming; no multiplayer or cooperative elements are present."

    • Creativity

      Game with the same Creativity vibe

      4

      "Players creatively design code solutions and optimize them, with some sandbox and puzzle creation features."

      Capsule for TIS-100 TIS-100

      "Players create custom programs with multiple approaches to solve puzzles, encouraging creative problem-solving and code design."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions are with AI opponents; no social dominance or power over other players is expressed."

      Capsule for Library Of Ruina Library Of Ruina

      "Interactions are with AI workers controlled by the player’s code; no social dominance or power over other players."

    • Escapism

      Game with the same Escapism vibe

      3

      "Players engage in a fictional dystopian scenario to explore social and political issues, providing mental escape."

      Capsule for HEADLINER HEADLINER

      "The game offers a humorous, fictional dystopian setting and engaging puzzles that provide distraction and mental engagement."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in programming and puzzles, with no external pressure or obligation."

      Capsule for Glitchspace Glitchspace

      "Players engage voluntarily out of interest in programming and puzzles, with no external pressure or obligation."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "The game encourages trying new coding strategies, exploring optimization, and experimenting with parallelism."

      Capsule for TIS-100 TIS-100

      "Players experiment with different coding strategies, optimization techniques, and parallel programming concepts."

    • Exploration

      Game with the same Exploration vibe

      -2

      "Game consists of fixed levels with limited discovery; focus is on puzzle solving rather than exploring new areas."

      Capsule for Cubetractor Cubetractor

      "The game is level-based with fixed puzzles; exploration is limited to discovering puzzle solutions rather than new areas."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited customization; focus is on dismantling rather than avatar or environment personalization."

      Capsule for Ship Graveyard Simulator 2 Ship Graveyard Simulator 2

      "Customization is minimal; focus is on programming logic rather than avatar or environment personalization."

    • Fantasy

      Game with the same Fantasy vibe

      2

      "The game features an imaginative sci-fi cyberspace setting, but grounded in programming logic rather than high fantasy."

      Capsule for Glitchspace Glitchspace

      "The game features a whimsical, satirical fictional world with robots and office workers, but grounded in programming logic."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "The game is primarily a single-player experience with minimal social or community interaction during gameplay."

      Capsule for Tactical Breach Wizards Tactical Breach Wizards

      "The game is primarily a single-player experience with minimal social or community interaction within gameplay."

    • Growth

      Game with the same Growth vibe

      5

      "Strong emphasis on learning programming concepts, improving coding skills, and personal development."

      Capsule for The Farmer Was Replaced The Farmer Was Replaced

      "Strong emphasis on learning programming concepts, problem-solving skills, and improving coding efficiency."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay requiring mental effort, no physical activity involved"

      Capsule for Cypher Cypher

      "Sedentary gameplay requiring focused mental effort; no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention and active problem solving; not suitable for passive or background play."

      Capsule for Patrick's Parabox Patrick's Parabox

      "Requires continuous attention and active problem solving; not suitable for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional relationship building; gameplay is solitary and analytical."

      Capsule for Fate of the World: Tipping Point Fate of the World: Tipping Point

      "No social or emotional relationship building; gameplay is solitary and logic-focused."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead a team of characters, coordinating their actions strategically."

      Capsule for Shadow Tactics: Aiko's Choice Shadow Tactics: Aiko's Choice

      "Players direct multiple workers simultaneously through their code, effectively leading their actions."

    • Progression

      Game with the same Progression vibe

      4

      "Players unlock new programming functions, items, and expand map areas, showing clear progression."

      Capsule for Craftomation 101: Programming & Craft Craftomation 101: Programming & Craft

      "Players progress through levels and unlock new commands and concepts, improving their programming capabilities."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Some players find the puzzle solving relaxing, but others report frustration and tension."

      Capsule for Please, Don’t Touch Anything Please, Don’t Touch Anything

      "While some find it relaxing and rewarding, others report frustration and mental strain from difficult puzzles."

    • Sensation

      Game with the same Sensation vibe

      1

      "Visuals and music are pleasant but understated; sensory stimulation is subtle and focused on cognitive engagement."

      Capsule for Patrick's Parabox Patrick's Parabox

      "Enjoyable art, music, and animations provide sensory pleasure, but stimulation is moderate and focused on cognitive engagement."

    • Status

      Game with the same Status vibe

      0

      "Some recognition through achievements and leaderboards exists, but social status is not a major motivator."

      Capsule for Returnal™ Returnal™

      "Some recognition via leaderboards and achievements, but social status is not a major motivator."

    • Story

      Game with the same Story vibe

      2

      "Includes a humorous narrative with cutscenes and character interactions enhancing immersion."

      Capsule for Frederic: Evil Strikes Back Frederic: Evil Strikes Back

      "Contains a light, humorous narrative and cutscenes that provide context and entertainment."

    • Strategy

      Game with the same Strategy vibe

      5

      "High mental challenge requiring logical reasoning, optimization, and problem decomposition."

      Capsule for Replicube Replicube

      "High mental challenge requiring logical reasoning, planning, and optimization of code and parallel processes."

    • Thrill

      Game with the same Thrill vibe

      -1

      "Game lacks suspense or risk; some challenge in puzzles but overall calm and contemplative."

      Capsule for Hyperbolica Hyperbolica

      "Puzzles provide intellectual challenge rather than suspense or risk; emotional tension is low to moderate."

    • Value

      Game with the same Value vibe

      4

      "Players report good value for time spent, especially for those interested in programming and puzzles."

      Capsule for Human Resource Machine Human Resource Machine

      "Players report good value for time spent due to engaging puzzles, learning opportunities, and replayability."

    • Violence

      Game with the same Violence vibe

      -4

      "No real violence; gameplay centers on verbal and social interaction rather than combat or destruction."

      Capsule for Guilty as Sock! Guilty as Sock!

      "No real violence; some humorous depictions of workers being destroyed but gameplay focuses on constructive programming."

    • Survival

      Game with the same Survival vibe

      -3

      "No survival elements; gameplay occurs in stable, low-risk puzzle environments."

      Capsule for When Ski Lifts Go Wrong When Ski Lifts Go Wrong

      "No survival mechanics; gameplay occurs in stable, controlled puzzle environments."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Fantasy, Violence, Story, Thrill. Here, the score leans higher than usual among comparable games on Leadership, Story, Fantasy.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026