[2] Humanity was developed by tha, a creative firm based in Japan that has worked on experimental art installations to a redesign of Tokyo's public toilets.
"[3] Nakamura took inspiration from the movements of groups at conventions, "My first eureka moment was when I saw huge crowds of people at Comic Market (Comiket) in Japan, all properly lined up and waiting patiently.
I was fascinated by how the movement of that many people was so controlled and regulated – I think this sort of behavior is unique to humans who are not just herded by instinct".
[9] The Verge enjoyed the variety of mechanics present, "Humanity's campaign spans 90 levels, and it feels like it's throwing new concepts and ideas at you until the very end".
[10] IGN liked the secondary objectives present in the game, saying that they were, "never a drag since they were never overly tricky to find or unlock, usually just adding extra layers of satisfactory challenge while giving more experience points along the way".
[2] Edge praised the campaign's willingness to reinvent itself, writing, "It is hard to recall another game that actively changes genre partway through, and not only once".