
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
Acabo de terminar este juego tras desarrollar una relación de amor-odio. Ha ganado el amor ♥ PRIMERO LO MALO: - A menudo (muy a menudo) es un walking simulator. Todo tan lejos. Tantos espacios vacíos. - El inicio es pesado. Mucho leer, mucho farmeo y mucho andar sin saber muy bien para qué. - Muchos bugs, más cuanto más avanzas. El primer acto no tiene casi, el segundo te saca de la inmersión cuando lees notas que en la traducción al español tienen faltas de ortografía o ves gente sentada en el aire; el tercero (más corto) tiene problemas de jugabilidad. Por ejemplo, hay persecuciones que, al terminar, no se desactivan y cualquiera que te ve sigue atacándote. - Mapas demasiado grandes y con poca variedad. Los escenarios se vuelven repetitivos y pronto dejan de parecer interesantes. - Alguna incoherencia entre los actos, especialmente el I y el II. Un mismo evento visto en ambos actos, con personajes distintos, sucede en sitios y momentos diferentes. Pero esto es consecuencia de los mapas procedurales que crearon al inicio. Por suerte no rompe la historia. - Falta de caminos en las ciudades. Si ves los alrededores de una zona de viviendas, habrás de rodear todo el perímetro para volver a entrar, porque todo es un gran bloque y no existen callejones entre las casas. - Los objetivos, en ocasiones, no están nada claros. - Muchos, muchos objetos de crafteo de los que luego no usas ni el 40%. - Poca variedad de PNJ. La gente que te cruzas por la calle es muy parecida. - La inteligencia artificial, algunas veces, es un poco tonta. Los PNJs se lían y hacen cosas que no tienen sentido. Y pese a perder entre 10 y 20 horas de juego dando vueltas sin hacer nada, es un juegazo y lo recomiendo muchísimo. AHORA LO BUENO: - Este mundo alternativo es una pasada. Una idea magnífica, inteligente, muy interesante y original, que vale la pena explorar porque cada detalle te sorprende. - El humor. Es un humor negro, inglés, escatológico a veces, morboso, inteligente y absurdo. Han hilado muy fino con esto. - La historia (y los diálogos). Cuanto más la descubres, más interesante es. El mundo es más complejo de lo que parece a primera vista y es una maravilla de descubrir. - Los personajes principales. Tres personas muy diferentes en personalidad, habilidades y problemas, con relatos muy interesantes. La jugabilidad es muy distinta en los tres, y en este caso es un acierto. - Los estilos de juego. Puedes ser sigiloso o bruto, atacar o huir, elegir si matar o mezclarte con los demás... y cada personaje está preparado para que explotes una de esas facetas de juego, luego la puedes personalizar a tu estilo propio. Chapó. - El sistema de crafteo (que no el de farmeo) y los árboles de habilidades muy correctas. - La estética, a medio camino entre lo cartoon, la fantasía retrofuturista y un toque de cuento, es magnífica. Escenarios que, pese a ser repetitivos, son una auténtica delicia de descubrir. - La banda sonora. Me lleva loca. No te cansas de ella. - Los interiores de edificios/zonas cerradas. Brillantes. Muy entretenidos y dinámicos. Sobretodo los que incluyen misiones. - Las voces. ¡Oh, las voces! ♥ Esos acentos, esos programas del tío Jack, esos momentos de drama, de ira, las mentiras, las voces de los de NPJs, de los principales, ¡todas, todas las voces son 10/10! Y en un juego con tanta interacción social, es muy importante. - Un finales muy correctos. He leído gente a la que le flojea. Es tal y como debería ser. Pasa lo que tiene que pasar. No necesitas darle más. - El hambre, el sueño, la culpa, la sed, las condiciones de salud... todo influye en el estado de tu personaje. Y cada personaje tiene unas diferentes. - Hay misiones secundarias muy divertidas. No te las saltes, ni una. Ni las notas escritas, ni las cartas. Son cortas y atan muchos cabos. - Algunos personajes secundarios son GRACIOSÍSIMOS. - El tío Jack es una obra de arte en sí misma. El maquillaje, el trabajo del actor y los diálogos son uno de los puntos fuertes del juego porque generan una gran inmersión. - Una vez que te adaptas al sistema de juego hasta lo disfrutas. Aceptas lo lento que es a veces porque vale la pena cada cosa nueva que haces o descubres. De hecho, al dedicar tanto tiempo a descubrirla, cuando la encuentras la disfrutas más. Es un juego en el que se nota el cariño y las ganas de innovar. Creo que se les ha quedado un poco grande y que le ha faltado pulirse más, pero es un juego muy original. Ármate de paciencia y disfrútalo, con sus cosas buenas y malas, porque vale la pena. Se ha convertido en uno de mis juegos favoritos EVER y la jugabilidad mejora conforme avanza la historia y ves cómo los desarrolladores han ido madurando las ideas. Teniendo en cuenta todos los cambios de género que sufrió en su desarrollo, el resultado es más que decente! Compulsion Games desarrolló una identidad propia con We Happy Few que los convirtió en maestros del arte de contar historias y crear sucesiones de eventos. Los DLC, más orientados a la acción que al survival, son una locura grandiosa, la guinda del pastel de esta distopía llena de situaciones surrealistas. No es un juego para todo el mundo, pero para aquellos que sí lo es, es de los mejores que van a jugar. Si hubiera salido la versión actual en el early access, y no la que survival que salió siguiendo la moda de la época, habría triunfado mucho más. Es un juego brillante rozando la línea de convertirse en juego de culto. El tiempo dirá si lo consigue.
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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
Anyone who complains about "bugs" is overreacting. There are some glitches and bugs, but none that have changed the gameplay in a tangible way. I genuinely can't recommend this game enough. The story is so amazing, and it's 100% worth it. (Though I do agree with others that I would wait for a sale... Not because it's not worth the price, but it just felt expensive to me.)
I know this game gets a lot of bad reviews but I really love it. It's one of the 1st games I played as I started getting in to gaming & maybe that's why I have such fond memories of it. Yea, it can be a bit clunky at times & maybe the execution of the game wasn't the greatest, but the story is fantastic & once you get used to how things work it gets easier. Get it on sale, but definitely check it out!
This game would be nice if it didnt have a lot of empty space and game breaking bugs that make it unplayable
this game has a deep deep special place in my heart. The colors, art style, setting, and story are entertaining and unique with a psychedelic twist a brilliant 1984'esque social commentary. Lots of fun side missions, crafting, and exploration.
The reviewers weren't impressed on release, but this is a game it is easy to love. I have fallen head over heels for it after being chased through a derelict village by locals who disapprove of the rubber catsuit I am wearing.
Put simply, We Happy Few comprises one of my favorite narrative experiences in all of video games. Put less simply, I wouldn't call this game a "must play" for everyone, but it is most certainly something everyone should consider playing if they're big fans of video games as a storytelling medium. From a purely gameplay perspective, We Happy Few is a bit of an oddity. It's primarily a stealth game with splashes of combat and survival mechanics, and many people find it a bit boring in that regard. It's true, there are large sections of map you'll be walking in between story destinations that have a whole lot of nothing really going on, but I wouldn't say that qualifies the game as being empty or dull, personally. I found the long open areas good places to sit back and ruminate on the story elements in between Doing Missions and Fighting Enemies. Here's why. Set in 1950s-60s England, the story's primary theme is that very traditionally British notion of Keeping Calm and Carrying On. It's about unsavory topics like revisionist history, the pressure to conform, following a corrupt system that kind of doesn't really know what it's even doing anymore, and forcing everyone to swallow pills that let them pretend everything is peachy-keen, as if they didn't all just commit major atrocities in a massive World War, let alone this air of mystery regarding a Famine and Missing Children and all that. And using that as set dressing, this idea that you must appear Normal around other people - pretend you're having a great day, don't go around running and jumping and climbing on rooftops like a lunatic, and eat your magic forget-me candy instead of actual food - lest you get jumped and beaten by the smile police, becomes more than just a cute plot gimmick. It becomes an integral part of the game's experience, and seamlessly ties the story themes to the gameplay elements. And as I've always said, you get out of a game what you invest into it, so if you're not the kind of gamer who can meet a game on its level and play along, you might not enjoy this one very much. This ludonarrative experience extends to the other chapters in the game as well. Each one (including the three DLCs) follows a different main character with their own unique approach to "blending in", and each one follows different gameplay mechanics that fall in line with their individual story. I don't want to spoil surprises, but the way each one is carefully woven into the gameplay experience using such unusual concepts as the burden of motherhood, the dangers of low blood sugar, and wooing lovestruck fans in a parody of Beatlemania is simply masterful. I'm still agog over how cool these elements work as immersive gameplay mechanics! As far as the concerns over "game breaking bugs" go, I never had anything like that in my 50 hours of play. Normal bugs and weird glitches, sure, but nothing catastrophic. No worse than an average run of Skyrim, if that means anything to you. If the threat of bugs is a dealbreaker for you then so be it, just know that most of those bugs were Day One problems, and the game has been quite well patched up since then. Bottom line is: I LOVED this game. It remains one of my all-time favorite story experiences, and I wish I could wipe it from my memory just so I could play it for the first time all over again. Just phenomenal. I hope more people give it a fair chance as the years go by.
How can a game from 2018 still be riddled with glitches? I've reloaded so many saved files and wasted time trying to debug a seven year old game. Jesus.
i want to preface this review by saying that despite its flaws, this is one of my favourite games of all time, if not literally THE favourite. i love it to pieces. i credit my adoration mainly to the environment and world design. WHF has one of my favourite aesthetics of all time - one that i have yet to find in any other piece of media. a cheerful, psychedelic, and rainbow dystopia is jolly enough, but one that's predicated on 60's propaganda post-WW2? ive found peak and i fear i won't find it again. so much of this game is built through visual storytelling, through ambient dialogue or graffiti on walls, and its 'show don't tell' approach to the worldbuilding makes it so much more nuanced. keen players could likely discern all the major issues plaguing wellington wells in the first hour or so. its truly such an immersive environment and i adore the designs of the various structures in this game. in particular, the Village is such a treat, with rainbow roads and old english buildings. exploration is never dull when i find the environment to be beautiful. on top of that, the actual worldbuilding and plot are very compelling. i played through my first playthrough completely unaware of like, at least half of the major issues affecting wellington wells, (only discovering them afterwards when i read the wiki), but still loved it all the same. its unique & detailed, executed relatively well imo (good voice acting, good cutscenes) and really just the greatest strength of this game. and of course the plot is fuelled by its characters. in an epidemic of TikTok appropriating the term "morally grey" to any Bad Boy™ with a conscience, the characters of WHF (in particular, Arthur & Sally) are a breath of fresh air. complex, unreliable narrators that, despite all their flaws, draw in emotional investment from the player. theyre also just so full of personality. you can really see that emphasized in the differences b/w the journals/notes they keep and their dialogue. just really well-written. with that being said, i do have a few gripes with the plot. Act I is clearly more fleshed out than the other two. not only does it have a greater abundance of side quests, (most of them of higher quality as well), the main quest is a lot longer and a lot more compelling. it really feels like arthur gets to shine but the other two were somewhat rushed as a consequence. so i wish we had more development regarding the other two acts. on top of that, i wish we had more hand-crafted side quests, like the butcher one in arthurs playthrough. it just really would pump a lot more life into the world and make up for the lack of npc models and such. regarding the criticism levied that it feels like a "walking simulator" or "tedious", i think this is honestly in part an attention span issue on account of the players. with a market oversatured with fast-paced overstimulating fun, (which has its own place!), whf does take a slower approach that doesnt land well with everyone. for some of the people here it gets to a point though. like complaining that the initial arc with arthur and the hardy boys was "too long" is a bit absurd when it takes like, 1-2 minutes tops to walk there and thats the basic introduction to how the game works.... i personally didnt find my initial playthrough a chore at all, but thats because i thoroughly enjoyed the world and loved looting it. (ie. i voluntarily unlocked all the hatches and cleared all the fog i could from my map). obviously not everyones going to do that, but im of the opinion that running between locations wasn't that bad at all, especially since there is a fast travel system in game. THAT BEING SAID i understand when people say the fetch quests feel tedious. i think they were necessary bc they fleshed out the world so much more, and im unsure of what else they could've done other than just Walk On Out of Wellington Wells. but the derailment of the main quests could definitely get frustrating when theres such little signs of progress towards the main plot. tl;dr i thought the fetch quests were fun and the payoff was more than worth it, but for somebody that primarily cares about reaching the ending, i can definitely see it getting annoying. regarding combat and survival mechanics. i thought they were okay. i initially played whf when i was Really Bad At Video Games, so i appreciated the more simple combat system that still lent itself to being fun. very beginner-friendly. stealth was cool. i like strangling people. not much else to say there. the main issue here is how easy it is to cheese. you can literally outrun everyone and just hide in a trash can until they all deaggro. it is so so easy, even on hard mode with permadeath. nothing poses a threat when theres a way out in every single alley. and survival truly had zero consequences. i think they tried to reach a balance here between people who enjoy looting and people who dont, but all that ended up creating was a mediocre, low-stakes system. a better option here would be to toggle off survival mechanics for those who don't want them. otherwise, theres very little penalty for running low. the only time survival mechanics were ever an issue was in sandbox at the start of the game with thirst. none of this was bad per se, like the game absolutely does not need a complicated combat system when thats NOT WHAT YOURE SUPPOSED TO BE DOING, its only that it could be a lot better. stealth was super fun though. i enjoy the approach where youre punished for engaging in combat, which makes sense for such a social-focused game like whf, where youre supposed to blend in. sneaking around buildings is deeply entertaining and only ruined by the occasional buggy npc that somehow sees you when theyre not supposed to. really not gamebreaking. like, a lot of the stuff about bugs was made by earlier players. much of it has been fixed now (AT LEAST TO MY KNOWLEDGE) and i didnt personally run into anything bad. just a few npcs sitting the wrong way and maybe poorly procedurally generated worlds partially blocking entrances, which was rare. and the social mechanics were cool. joy, blending in by choosing the right clothes and actions, suspicion meters, etc, are all super interesting feature. the main problem comes from the fact that they werent implemented enough. i wish joy had a bigger factor in this game. while taking it, everything becomes more saturated, and thats it. i wish it was instead something akin to arthurs intro pinata scene or victoria watching the couple eat charcoal in the dlc. wellington wells should be a lot more ♥♥♥♥♥♥ up when youre off your joy. not in terms of gore or graphics, but little things that more obviously indicate something is terribly wrong. also joy is genuinely optional in playthrus so what's up w that?? make it harder. joy detectors, doctors, and headmistresses are not a threat when you can walk past 2/3 without fully aggroing them, and run past 3/3. or just literally walk on the other side of the street from a doctor and they dont detect you at all. zero punishment in gameplay. but alright. concept cool, execution falls flat. honestly the procedurally generated worlds are fine. like yeah itd be better if it was ENTIRELY handcrafted but also the generation brings it own unique charm n upsides. i think most of the complaints could just be solved with more personalized/handcraft side/main quest experiences instead of overhauling the whole system. outside of a few bugs it can even be very enjoyable. tl;dr i would never pay this full price for any game in the world but if you see a few clips of whf, dont need constant action, and like how it looks, its totally worth it on sale! beautiful environmental storytelling, great characters, and compelling plot! gameplay is decent, though some of the mechanics are lackluster. fun times overall!
I really tried to finish this game but its quite impossible for me because it feels like a chore... lots off performance and bug issues, side content is repetitive 80% of the time... wor the story i think world is to big... isn`t quite good story teller, altuough i really like the story concept and idea, aesthetics and vibes are great to... and in the end i dont know why it turned up to be like this, i was looking to completing it but bro... not for casual gamers if you ask me... especially looking at its current price, maybe for fanatics that are really striving for this kind of thing that can look trough hands on its bad qualites.. Maybe one day il finish it... but for now let it collect dust P.S I really feel bad when i ` Have ` to give negative review but it is what it is...
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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