
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
This is a very unique, very charming game with good world building and a somewhat flawed gameplay. It takes place in a 1960s style retro-futuristic England that has become a dystopian dictatorship where everybody must take a happiness drug called Joy, and anyone who won't or can't, is branded a Downer and cast out of society. The overall style, and the world building are really well done, and are primarily what makes this game worth playing. The main story line is really solid, and the game does a good job of rewarding exploration. At its core, this is a survival/stealth game with some interesting ideas. For example, a lot of the stealth is social. If you wear the right clothes for the environment, and behave a certain way (for example, not running or jumping when you're in the village) you'll blend in with the crowd and people will ignore you. If you don't, you'll be attacked on sight. Some places have different rules for different times of day, some people can smell if you've taken your Joy or not, so you'd better practice social distance if you haven't. On the other hand, you still have the standard Swiss knife of traditional stealth mechanics like taking people out from behind, using distracting devices, hiding in things, lock picking, hacking, and on and on. On the survival side, there's also an elaborate crafting menu that gives you a lot of different tools to tackle the game's challenges, from medicine to weapons to distraction items to types of lockpicks. It's a game that's very rich in mechanics and you can see that clearly in the many different tools that the crafting system provides you. You will also need to manage your hunger, thirst, and sleep statuses. Not sleeping, drinking, or eating will not kill you like it did in the initial stages of the game's development, but will apply debuffs on you until you fix their status. If so far this sounds pretty good, you might wonder why this game has such a mixed reception. I think it's primarily the following things: 1. The survival elements get in the way of the setting. You'll notice that even the people who dislike the game generally praise the setting and world building. I think there's quite a lot of people who come to this game attracted by the setting, and then find themselves having to pause immersing themselves in it in order to scavenge for food and water and crafting materials in the wilderness. To be fair to the game, this is not as bad as it might seem. You naturally find a lot of things if you just play naturally going from quest to quest and just loot things along the way, but if you're just starting the game, and you find yourself having to manage not one, not two, but three depleting resources (hunger, thirst, sleep), as well as wear the right clothes, and then you look at the crafting menu and see that many of the basics require you to scavenge for junk like bobby pins and flowers, it's really easy to conclude that the game is going to be a massive chore. Like I said, it's actually not as bad as it seems, and you'll naturally have the things you need about 80% of the time just playing through the game normally, but that is absolutely not the first impression. 2. The environments are procedurally generated, and are quite large. Navigating through them on foot is indeed a bit of a chore. This is primarily an issue in the Garden District, the wilderness outside of the big city. Walking around in the city is generally very fun. You get the full dose of the game's unique charm right in your face wherever you look. On the other hand the wilderness is, well... a wilderness. Big fields with many trees and some ruined buildings from the second World War. It's too empty, and constitutes about 40% of the game. It does feel like they could've cut the wilderness part by half and the game would've been stronger for it. At the same time, you can't simply choose to avoid much of it because there are multiple main quests that take you there, and also about half of the optional quests are found in the wilderness, so on one hand you want to explore it to find all the quests, but on the other hand it's a bit too big and barren, and a lot of those quests feel more like special encounters, and don't always feel like they're worth it. To be fair to the wilderness, there's actually a lot of interesting things to find there as well: cults, gangs, witches, crazy residents, army men, and quite a lot of the game's lore, but nevertheless, a lot of people feel like too much of the game is running around in the wilderness, and I can't say that I blame them. Overall, while the above points are understandable criticisms, there are games that are far more tedious than this game. If you give it a chance you'll discover that it's actually well balanced and not as bad as you might initially think it is, and if you'll allow yourself to be forgiving about the wilderness portions of the game, you'll be free to enjoy one of the better crafted examples of worldbuilding in gaming as a whole.
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
Right then, listen up! I backed this way back on Kickstarter and was glued to my screen the moment it dropped on release day. Been waiting for this trip to Wellington Wells for ages, and lemme tell you, despite a few bumps in the road, it was one hell of a ride. Okay, the dodgy bits first. Yeah, the procedural generation could be pants sometimes, especially in the Garden District. You'd get some really samey layouts or weird dead ends that made getting around a bit annoying. It wasn't always smooth, and maybe the whole eating/drinking/sleeping thing felt a little forced at times, not quite essential? Minor stuff mostly. BUT! Man, where this game gets you is the whole vibe. The world they built here... just wow. This messed-up, creepy, funny-but-not-funny version of 60s Britain is something else, totally unique. And the look of it! Instantly recognizable style, fits the mood perfectly. Following Arthur, Sally, and Ollie through their stories was brilliant, seeing how everything connected really pulls you in. And the voices! Seriously, the acting is incredible, from the main folks right down to the random spooky Bobbies you bump into – brings everyone to life. The music nails that creepy/cheerful thing too. It all just clicks together to make this place feel real... in a really messed-up way. I got so sucked in, I literally played this for 36 hours straight when it came out. Maybe needed some actual Joy by the end, haha, but I loved every weird, scary, funny second exploring Wellington Wells. So, it's got a few rough edges, mostly on the tech/random map side. But if you dig games with amazing atmosphere, cool art, stories that stick with you, and acting that knocks your socks off, you HAVE to check out Wellington Wells. Don't be a Downer, give it a go. Just... maybe watch that Joy intake, yeah? Highly Recommended!
I like the whole idea of the game but it's just boring to me, have tried multiple times on PC and even back on xbox one.
os cara tinha a faca e o queijo na mão, slk... jogo mó interessante, bonito, história legal, mas cheio de bugs, cheguei a zerar ele, mas zerei com pressa por causa da experiencia ruim, muito bugado, afeta dmais a gameplay. fico muito triste que só deixaram esse jogo de lado e n se propuseram a arrumar ele -_-
the lore is cool the style is cool i want to learn more about it but the game is so boring
good reference for where Americas headed in a couple years, would recommend
Замечательная игра! В своё время она не нашла свою Ру аудиторию, фанбазу и т.п, про неё очень быстр забыли хотя сама игра потрясающая. Да, незначительные баги присутствуют но они не сильно помещали пройти дальше по сюжету. Сам сюжет бомба и заставляет задуматься, даёт пищу для размышления. Атмосфера в духе заводного апельсина вообще имба. Игра пропитана кучей рофлов но эти рофлы хорошо вписываются в сюжет и в целом игра не дает заскучать
There are very few video games with settings inspired by 1984 and its political dystopias. Beholder 1 and 2, for example, which I loved and [u] highly recommend. [/u] Then there's We Happy Few, a video game that took inspiration from these settings and incorporated the antidepressant Joy into the lore. It was also addictive, as part of the gameplay. It was very beautiful, with wonderful aesthetics, and even reminded me a little of Bioshock, with its retrofuturism. But it fails miserably in terms of gameplay: boring, distracting, going from point A to point B, tons of missions, a weird save system, and especially terrible graphics optimization. And I tried and tried, I found solutions, I lowered the graphics, but this video game constantly drops frames or freezes. These often happen when you load new areas (?). At least the prologue was playable enough, but once you got to the first city, the drama began. I even tried to get used to it, focusing on the main mission (without exploring too much), but in the end I couldn't and my head was spinning. I think this game is a wasted opportunity. It's a shame, because the story was starting to interest me. I had chosen Arthur. I even wanted to buy some DLC, because I really love the genre, like 1984, but I changed my mind. Optimization in video games is very important.
Takes a while to learn the mechanics, but the story payoff is worth the effort. I enjoyed the colors most, most games are very dreary, this one feels alive. very worth playing till the end.
the game has a great art style, atmosphere and plot. However there are a number of glitches and glitched quests. You seem to to need to do certain quests in a certain order and the game doesn't tell you this at all. Some parts of the game require you to have certain items, but the game doesn't tell you this until its too late. I reached a quest at a church that tells me to go get a guy in his house. I break into his house and discover a locked door that needs a hacking tool that I don't even have access to. Now I'm getting zapped to death trying to figure out why I can't open this door. Its a shame because this game could have been actually fantastic but I feel like it was rushed without proper quality assurance testing. I keep trying to enjoy it but keep getting kneecapped by constant bugs and glitches. I've had to google a couple of quests so far, only to discover that shouldn't have even been trying to complete it yet in the first place. Game quests should follow a logical order. You shouldn't give players quests that require items that they don't even have access to in the early game. The best way I can sum up this game is "haha! silly player! you're trying to do a quest you can't even complete yet! hahaha! you just wasted your time!" Update: I'm now into sally's quest line. This game is still sort of terrible. I need to constantly feed this baby, but the crafting components are scarce and there's no vendors that sell the supplies! This is a terrible system. The atmosphere of this game is great but the actual gameplay is terrible.
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 |