
From the independent studio that brought you Contrast, We Happy Few is an action/adventure game set in a drug-fuelled, retrofuturistic city in an alternative 1960s England. Hide, fight and conform your way out of this delusional, Joy-obsessed world.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 13.8Kreviews | 77% | — | $19.2M |
| $59.99 | 4.4Kratings | 79% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 825 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
take your joy!
This is a remarkable example of the minimum quality level for all "im.sim" scam-developers who do not have high-class programmers/designers/scriptwriters in their staff, but call their hack-jobs immersive simulators. Here it is, this is 1/2 of the finished im.sim project: ✔ Backed by acceptable technology (even with dynamic shadows) ✔ Most of the audio was recorded by competent specialists ✔ Atmosphere: audio-visuals follow a single logic ✔ Good or bad, the lore and setting are fleshed out in detail ✔ A simple combat situationally delivers fun ✔ Stealth is complicated not only by NPC's alert-states and cool additional mechanics, but also has its own social aspect ✔ Interactivity, improved platforming & broad spectrum of the player's management. (hard difficulty; no HUD/UI; limited leveling) Gameplay: combat mechanics [CQB is better than Bioshock1 & Inf, if you ask me] 6/10 stealth [it's way easy, but plus a point for the effort] 7/10 atmosphere (the segments) 6/10 Gameplay as RPG & im.sim: 5/10 Lore and setting [too funky] 6/10 <Story> Plot and characters/semiotics [it's terrible, even without its SJW-cr@p] 3/10 Graphics [proc-gen + lame art-design for thus weird style] 6/10 Sound work [no vertical HRTF, but Surround is distinct] 7/10 🎧 ( I recommend HeSuVi soft, if you have no hardware ) Sound design & music [high-class foley, good ambience & voice acting, but many things are half-assed] 7/10 . Starved of some Bioshock/Dishonored + NOLF-like Pathologic cocktail - get in (plus, We All Fall Down DLC), but at the end of the day, it's a "6/10" ex-roguelike game. Check out a more serious, so to say, "spin-off" https://steamcommunity.com/profiles/76561199238351995/recommended/765880/
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 12: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
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, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
| $59.99 |
| 173ratings |
| 66% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 829 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h3] 少数幸运儿,什么都要但又不深入! [/h3] 我是在去年12月1日开始游玩的,先说说游戏推荐点吧: 1.快活的音乐:开发商Compulsion Games算一名“偏科生”了,该工作室开发的《午夜以南》属于在游戏性很差但音乐和美术很顶的。而在《少数幸运儿》,其迷幻摇滚的配乐真旋律抓耳又带点诡异感,让人感觉真服用了“快活丸”带点上头 2.精良的剧情:剧情也是《少数幸运儿》的推荐点之一,反乌托邦的设定本身对我很有吸引力,《少数幸运儿》剧情里的“英式幽默”和带“缺陷”的三名主角的从虚伪幸福到勇于反抗的剧情,算是我认为反乌托邦题材作品里剧情很出彩的一款 不过,前面讲了该工作室属于“偏科生”,所以这游戏有很多问题: 1.画蛇添足的生存:《少数幸运儿》属于什么都要但又不深入的作品,作为反乌托邦强剧情的游戏,还强缝合生存系统打乱节奏,结果缝合还特拉胯——比如背包里堆着一大堆食物,饿了却只要吃任意一个就饱腹,搜刮欲望下降许多;后期如果解锁了“不知疲惫”这项技能,主角直接光合作用,直接让生存变纯属多余的设定 2.树敌的战斗系统:游戏里只要与任意敌人被动触发战斗状态,无论敌人是谁,因为什么原因,路人看见都要上来打,主角也几乎只能近身肉搏,亚瑟篇有次我遇到瘟疫病人让我切战斗后,整个花园区路人就对我追杀,直到不情愿去躲藏十几秒才结束 3.超长的跑图环节:许多的任务属于是超级长的折磨跑图,有些任务还是要从A点跑到B点,然后又跑回A点再跑C点的糟糕跑图,无意义还很无聊 4.建筑和克隆人:地图有些地方很空,建筑大量属于是只能看不能进的房子,能进的都还是复制粘贴的,以至于潜入盗窃都直接跑到某某柜子拿完走人;街道上一堆克隆人,有些时候还能看见三四位统一穿搭统一面貌的人走在一起就很难绷 总结,如果不是因为剧情我还是很难给好评的,但游戏还是不推荐你们亲自游玩了,真要体验剧情的可以上B站观看。 希望这条评测能对你有所帮助~
We Happy Few is a bold and unconventional blend of dystopian narrative, survival mechanics, and psychological horror, set in a striking alternate-history version of 1960s England. Developed by Compulsion Games, the title introduces players to the fictional city of Wellington Wells, a once-proud British town now controlled by a totalitarian regime and crippled by mass denial. The inhabitants are kept docile through a mandatory drug called Joy, which masks the horrors of reality with a colorful, hallucinatory facade. This concept sets the tone for a deeply unsettling yet captivating experience that strives to explore themes of conformity, trauma, and rebellion. At its core, We Happy Few tells the stories of three flawed, reluctant protagonists who awaken to the truth behind the city's synthetic happiness. Each of the three characters—Arthur, Sally, and Ollie—has a unique narrative arc, gameplay mechanics, and personal motivations, and this structure offers multiple perspectives on the haunting world around them. Arthur, a mild-mannered bureaucrat, begins the journey by choosing to stop taking his Joy and uncovering the dark secrets of his past. Sally's chapter emphasizes stealth and emotional vulnerability, while Ollie brings more brute force and chaotic energy to the equation. These distinct storylines allow the game to explore different tonal ranges, from melancholy introspection to unhinged rage, giving players a layered, multifaceted narrative. The setting is arguably We Happy Few's most powerful asset. Wellington Wells is designed with a surreal, retro-futuristic aesthetic, juxtaposing 1960s optimism with Orwellian dread. The streets burst with artificial color and cheer, but decay and violence lurk just beneath the surface. When players are on Joy, everything seems whimsical and inviting—bright murals, singing bobbies, and dancing townsfolk—but once the drug wears off, the illusion fades, revealing the squalor, rot, and social collapse that define the true world. This duality is brilliantly executed and becomes a core mechanic: taking Joy lets players blend in, but also comes with hallucinations, memory loss, and withdrawal. Refusing the drug makes you a Downer, hunted by society for daring to see the truth. Gameplay in We Happy Few is a mix of exploration, crafting, stealth, combat, and light survival elements. Players must manage hunger, thirst, stamina, and sleep, especially on higher difficulty settings, though these mechanics can be toned down or turned off for those more focused on narrative. Crafting plays a key role, allowing players to scavenge and create tools, healing items, or disguises. Combat is serviceable but not particularly refined—brawling with enemies works, but the mechanics feel weighty and occasionally clunky. Stealth is often a better option, especially in hostile zones where being spotted without a proper disguise can lead to chaotic chases and quick deaths. The game’s AI can be inconsistent, sometimes making stealth encounters feel unfair or frustrating. NPCs may react unpredictably, and environmental navigation, particularly in procedurally generated areas, can occasionally lead to repetition or confusion. Despite this, the moment-to-moment gameplay remains tense and immersive, especially when players must disguise themselves, sneak through dangerous areas, and make moral decisions about how to treat others. There’s a strong sense of consequence in many actions, especially in the narrative-driven side quests, which often reveal the deep emotional scars left by the regime's manipulation and propaganda. Musically and aurally, We Happy Few excels. Its soundtrack shifts seamlessly between eerie ambience and upbeat, ironic pop numbers that reinforce the contrast between the world’s cheerful surface and grim reality. The voice acting is also a standout, with a particularly strong performance from Arthur’s voice actor, whose dry wit and emotional growth anchor the game's first and most substantial arc. Dialogue is sharp, often darkly humorous, and the writing, while sometimes overwritten, succeeds in conveying a deeply fractured society grappling with denial and regret. Technically, We Happy Few had a rough launch, and its early reception was marred by bugs, uneven difficulty spikes, and unclear direction. However, post-release updates and patches have significantly improved performance, stability, and the overall flow of gameplay. Additional content expansions and DLCs further expanded the lore and introduced new gameplay elements that enhance the core experience. Ultimately, We Happy Few is not a conventional game, nor is it always smooth or easy to digest—but it is ambitious, thought-provoking, and unlike anything else. It tackles serious subject matter—addiction, societal control, repression—through a stylized, sometimes absurdist lens, and in doing so, it carves out a unique space in the gaming landscape. Its fusion of storytelling and gameplay isn’t always perfectly executed, but the commitment to atmosphere, thematic depth, and artistic vision makes it memorable. For players willing to forgive some rough edges in exchange for a distinct and immersive world filled with mystery, moral ambiguity, and haunting beauty, We Happy Few offers a rewarding journey. It may not suit everyone’s taste, especially those seeking polished combat or tight gameplay loops, but for those intrigued by the power of storytelling in interactive media, it’s a trip well worth taking—Joy or no Joy. Rating: 8/10
[b]少数幸运儿 We Happy Few - 为一碟醋包饺子,还煮烂了[/b] 最开始关注We Happy Few是因为被其鲜明的艺术风格所吸引,以及类似于生化奇兵的乌托邦背景,剧情也讲得不错,人物台词也充满了各种英式幽默,可惜作为一个游戏来说玩起来实在是过于难受。 首先游戏里最核心的设定:快乐药丸,除了在某些特定的场景下为了应付关卡固定的检测屏障,可以说没有任何实质性的作用,而且嗑多了对玩家来说还是副作用,完全是为了嗑药而嗑药,没有很好的把设定融入到游戏机制中 其次游戏中的潜行和战斗简直一言难尽,敌人有时会随机瞬移,在你面前突然消失,或者被你引开以后不回到原先的巡逻路径上,又突然不知道从哪冒出来给你来个背刺,然后玩家自己也经常被莫名其妙的地形卡主,和场景互动的时候也会经常瞬移到一个诡异的位置强行播放互动动画再瞬移回去,潜行状态下勒晕敌人后甚至不会自动回到潜行状态,种种粗糙的细节让人很难想像这些是在一个并不算老的游戏里会出现的问题 在其他潜行游戏里常用的丢瓶子引开敌人的套路,在此游戏中也变得非常不好用,因为主角手上装备了任何投掷道具后,游戏会对屏幕内的敌人进行一个超大范围的自动锁定,只要你准心离敌人没有超过半个屏幕,你丢瓶子大概率会被系统判定直接“吸”到敌人身上,非常的生草,而且这个功能还关不掉 在玩家一旦潜行失败触发警报以后,除了警卫以外,所有路上看到玩家的NPC也都会瞬间变成敌对状态,玩家此时就像过街老鼠人人喊打,除了卡个视角躲进垃圾桶以外没有任何方式能消除NPC的仇恨,我从来没在哪个游戏里见过如此凶狠的暴民,我不知道制作组这个设定是有什么意义 游戏里的战斗基本都是近身肉搏,而且大多数情况下的强制战斗你都要一打多,打击感只能说完全没有,敌人有时候可以直接被你连死,有时候会3个人直接把你连死,而你由于受击视角乱晃根本无法有效反击和格挡,只能hit&run利用AI犯傻的空挡去白嫖 再加上游戏并没有任何闪避机制,每当敌人朝你投掷范围性道具的时候,如果空间狭小你基本上就只有硬吃,总之就是毫无逻辑,导致玩家在任何时候都会尽量去避免触发战斗,除非是剧情强制的 另外游戏中一些蹩脚的生存类设定不伦不类,这毕竟不是一个荒野求生类的游戏,玩家在城里乱逛还要考虑吃饭喝水有什么意义呢,再说游戏里的食物也是随处可见并不短缺,这些内容除了打乱玩家的游玩节奏以外没有任何实质用途,而且在剧情(简单)模式下这些设定甚至直接被禁用了,这就让整个生存系统更加没有存在的价值 最后,就是游戏各种各样的bug了,我遇到了很多次互动没反应的恶性bug导致剧情无法继续,有时候读档重来都没法解决,要去读很久之前的自动存档重头打一遍很多内容 另外还有按键提示消失,互动物体互相重叠遮挡,突然冒出来一块大提示框挡住你的视线,还有前面说的各种卡主、瞬移的NPC和主角,再加上奇怪的机翻中文,给人的感觉就是这个游戏根本就还是一个完成度很低状态(没想到这么多年过去了还没做完?) 总的来说,我真的很难推荐这个游戏,哪怕你只是为了体验这个乌托邦世界下的剧情,整个游戏灾难级别的细节处理也会让你越玩越难受,重复的操作一遍又一遍,和bug不停的做斗争,只为了推进一点剧情看一看演出,在我看来实在是一种非常不值得的游玩体验 [b]简评:[/b] + 美术风格独特,世界观设定还算完整 + 剧情总体讲得还不错 - 蹩脚的生存系统 - 毫无逻辑的战斗和潜行系统 - 智障一般的敌人AI - 奇怪的判定和满天飞的bug - 机翻中文让剧情体验减分 [b]总评:4.5/10[/b] 不推荐以任何形式购入
This game got a lot of hate. I never really understood why. The campaign has bespoke maps, great story, great art style, and its fun. I messed around with the random level/mission generator, it's cool but it felt lacking without the story. Recently bought the dlc cheap, haven't played through them yet.
L'histoire est intéressante mais le gameplay manque totalement d'intérêt. On finit vite par courir partout pour esquiver des PNJ avec une IA terrible en faisant des pauses insupportables pour récupérer son endurance Bref on se fait vraiment chier
"We Happy Few" was capable of so much more. While the plot is amazing, the playstyle may not be to everyone's taste. Although I think it's great, I wish there were more distinctive human models for the typical male NPC. Any characters that have no importance. Doctors & Bobbies are the only male NPCs who I believe look fantastic; the rest are just "Arthur dressed differently". The NPCs for women aren't much better either; I find that battles may grow boring. they are usually slower than you, they're not the sharpest, and they take too long to notice you, therefore I wish there was more diversity and that hiding, sneaking, or utilizing joy in general was more significant. However, It's a game that should definetly be exsperienced!
quando joguei isso em 2018, parecia bem mais legal, na epoca zerei e tal, o jogo tem seu charme, mas quedas de frames sem parar, uma simplicidade estranha, e essa cores psicodelicas me deram ate tontura. Acho que porque joguei muitos outros jogos, apagou o brilho desse Dropei, nao recomendo.
muitos subestimam We Happy Few, mas nem ao menos tentaram jogar o game, zerei com os três personagens e fiz 99% da exploração e missões secundárias, exceto 1% por causa de 2 missions que bugaram, e não dava de jeito nenhum pra terminar, tive problemas com alguns bugs bizarros que me fizeram perder quase 15 achievements, isso me deixou put0 , já que pretendia platinar, porém fora isso e alguns bugs, gostei muito. A ambientação, mecânicas, ost e etc.... são muito diversificadas e isso torna esse jogo muito bom, recomendo tentarem jogar, vale a pena pegar em promoção, acredito que a mensagem que we happy few passa é de que tudo gira em torno da negação da dor, manipulação da memória e da busca pela verdade, levando em consideração a crítica ao escapismo, que seria a droga "Joy" que representa a fuga da realidade e negação da dor, os cidadãos de wellington wells preferem viver em uma ilusão feliz do que encarar os traumas do passado, a memória e verdade está ligada como os personagens lidam com lembranças dolorosas e precisa decidir se vai enfrentá-las ou se vam continuar fugindo. tudo é como uma resistência individual, ao meu entender a mensagem é passada desta forma. nota: 8.5
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $29K | 113 | 71% | $9.99 | |
| $14.5K | 43 | 65% | $19.99 | |
| $4.8K | 13 | 92% | $16.99 | |
| $3.7K | 66 | 97% | $2.99 | |
| $2.7K | 13 | 100% | $9.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $19.3M | 13.6K | 61% | $49.99 | |
| $19.3M | 13.8K | 86% | $34.99 | |
| $19.3M | 13.3K | 77% | $49.99 | |
| $19.1M | 58.7K | 93% | $29.99 | |
| $19.4M | 38.7K | 97% | $14.99 | |
| $19M | 76.1K | 98% | $14.99 |