
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
[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
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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
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’e başlarken aslında umutluydum. İlginç bir distopya atmosferi, ilgi çekici görünen “Joy” hapı konsepti derken kendine has bir dünyası var gibi hissettirmişti. Ancak oynadıkça oyunun o dünyayı oyuncuya aktarmakta çok zayıf kaldığını gördüm. Bir yerden bir yere gitmek keyifli değil, sürekli birilerinden kaçmanız ya da kavga etmeniz gerekiyor. İnsanların size olan tepkileri de birkaç kritere bağlı. Örneğin, fakir bir bölgede tertemiz takım elbiseyle gezerseniz, hemen dikkat çekip saldırıya uğrayabiliyorsunuz. Aynı şekilde, Joy hapını içmediğiniz fark edilirse de başınız dertten kurtulmuyor. Bu ayrıntılar ilk başta hoş görünse de oynanışı ileriye taşımıyor, sadece yorucu bir döngüye dönüşüyor. Oyundan beni asıl koparan nokta ise ana görevlerden birinde işçi tulumu bulmam gerektiğinde oldu. Haritanın her yerini aradım, bulamayınca internetteki videolara baktım. Meğerse “Shady Dealer” adında, çöp konteynerinde saklanan bir satıcıdan alınabiliyormuş. Videoda haritada işaretli yere gittim ama ortada kimse yoktu. Sonradan öğrendim ki oyunun haritaları prosedürel olarak oluşturuluyormuş, yani her oyuncuda farklı olabiliyor. Bölgeyi didik didik etmeme rağmen yine de bulamadım ve en sonunda pes edip oyunu sildim. Bir kıyafet bulmak kadar basit olması gereken bir görevi bu kadar zorlayıcı yapmanın mantığını anlayamadım. Normalde oyunlara kolay kolay negatif yorum yapmam ama We Happy Few gerçekten beni yordu. İlgi çekici olabilecek bir fikir, sıkıcı bir oynanış ve kötü bir ilerleme sistemiyle harcanmış gibi hissettirdi. Benim için hayal kırıklığı oldu.
Really good game, graphics, story, and gameplay, don't let other people's hate drive you away from this game because its really good, just wait for a sale of course
[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~
I first bought we happy few in 2019, when I was 16. I’m 23 now and it’s still my favorite game of all time. I don’t know what it is but I just find it so comforting and I always find myself coming back to it. I just finished it again and now I don’t know what to do with myself lol. It definitely had its problems and bugs in the beginning, and it still has some, but nothing progress interfering anymore. I wish it had gotten a better start because I really believe it’s something special. The characters are so lovable and the stories are so heartbreaking and bittersweet. If we happy few has no fans, I’m dead😆
Это моя любимая игра и я требую продолжения.
Игра кайф мне все понравилось стилистика биошок и дизонорет но только первый акт останые не проходил не оч понравилось
É um jogo com uma história interessante que se arrasta demais devido a sua gameplay medíocre. O mundo aberto é um dor de explorar devido seu tamanho e falta de direção: 70% da exploração é ver sua barra de estamina recuperar enquanto você pergunta para si mesmo se de fato vai ter algo de interessante para onde você esta indo. A maioria das side-quests são legaizinhas mas não são profundas: ajude x com isto, mate x guardas que estão atacando y etc... Caso esteja interessado na história, assista a um vídeo das cutscenes. A gameplay é um filler que impede o jogador de ver a progressão da história.
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.
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| $2.7K | 13 | 100% | $9.99 | |
| — | 0 | — | — |
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| $19.4M | 38.7K | 97% | $14.99 | |
| $19M | 76.1K | 98% | $14.99 |