
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.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Hours played at review time, across 602 reviews with recorded playtime.
Reviews
Themes across 598 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Very underrated game, tbh. It has one of the best stories out there. The only downsides are that the game is not well optimized, it's a bit of a walking simulator if you go and explore the whole map and do all the side missions. But in my opinion, it's worth it, because each story of all three protagonists is really good.
A great premise, that's severely held down by strange design choices, sloppy code (we'll get to that), and broken promises. TL;DR: A fractured narrative and a grindy survival slog through repetitive environments, stuttering animations, and cartoonish sound loops while constant crashes, stutters, and broken quests kill any replay value. Post-launch DLC merely recycled old bugs and tacked on filler content, cementing this Joy-addled fiasco as a 4 (at best)/10 disaster to avoid. The technical performance of this game is appalling. Even on NASA rigs, frame rates nosedived and stutters crashed the immersion harder than a Joy overdose. Patches arrived promising salvation, but spawned two new bugs each. These guys may as well have been playing "whack-a-mole" with their code. I experienced my frames drop from around 60 to single digits, the UI would freeze and force me to quit and restart, and critical objectives would just disappear. The art direction was interesting, but to say it was nice would be similar to popping a Joy. Environmental design very quickly collapses into a loop of running through similar corridors and a handful of interesting areas and open zones. Texture pop-in was rampant and NPCs would get stuck in animation loops turning them into accidental breakdancers. The survival meters start off just as any other game, then turn into busywork. Hunger and thirst (with Sanity being added to "The Lightbearer" DLC) demand nonstop micromanagement with no real pay off. Most games, when you're "well fed" it gives you a boost of some kind. Faster movement speed, more health, more damage...Something. A pay off. Here, it's just expected to be taken care of. Combat and stealth swing between laughably easy and unfairly brutal with zero warning, leaving enjoyment somewhere between "meh" and "mildly infuriating." Enemy AI will ignore you one moment, then teleport to insta-detect you the next, because why not? There's also the issue of enemies getting stuck in random parts of the environment. Because, clipping into the stairs at your waist is normal, right? Crafting is a thing, but materials spawn so slower than your patience at 2AM when you're trying to fight Promised Consort Radahn. And, like I mentioned above, going into your menus might freeze your game, so do you really want to take that gamble and lose the progress? The DLC doesn't get much right either. Post-launch expansions promised deeper stories and fresh mechanics (this was delivered on) but I can't speak to the stories, because not everyone likes the same stories. There's 3 in total, and they suffer from the same bugs that the base game has. "They Came From Below" just entirely loses the script and becomes something of a "Fight everything" kind of DLC, which is the exact opposite of what the base game was. After you limp to the credits, there's zero incentive to return unless you're masochistic enough to re-experience the same bugs, but there's really no reason to. There's not multiple endings, there's no "different" paths. Now, from my research, I've found out why this game runs so poorly and why so much stuff was just...Broken. It all came down to their blueprints. From what I've found, they stored everything in giant, tangled, logic graphs that made the game nearly impossible to work on. "In a GDC 2019 talk on Unreal Engine optimization, Epic’s engineer Nate Ludens referenced We Happy Few as a case study in how “overgrown Blueprint graphs” can balloon CPU costs—every execution node adds overhead, and when you’ve got hundreds chained together for quests, streaming, and AI, you quickly choke the frame budget." "A thread on the official Unreal Engine forums (started by a Compulsion dev) admits that multiple major game systems—survival meters, quest triggers, procedural encounters—lived in single monolithic Blueprint graphs. They wrote, “Merging new features into one giant Blueprint became unmanageable; stepping through it was like navigating a maze." At some point, you'd think that if anyone at the studio actually cared about what they were doing, they would have stepped up and been like "Hey, we're charging 60 bucks for this and everything is broken and/or is poorly designed. Let's fix it." But I guess that's just the way gaming is now, right?
Все как в книге Джopджa Флoйдa 1984
This game is really fun and awesome. The story is deep and the graphics are amazing. It runs smoothly and I genuinely love this game. Played it many times on Xbox before switching to PC and had to have it again. One of my favorite games.
A hollow game. It looks nice and has some nice premise to think about. However, the gameplay is shallow, boring and clunky. It really drives people away from the first econd. Unfortunate.
Would have loved to continue but I got genuinely disinterested, and bored just in the beginning of the second character "Sally's" run. I was looking forward to the more aggressive character, but not playing through Sally's story and playing anything else is more enjoyable so I've moved on. Since I can't bring myself to finish all aspects of this game I will not be recommending this to anyone. Pick this up on sale 60% or more to make it worth your time.
This beautiful game is one of my favorite games of all time. An incredible funky dystopian world, super dark and complicated story. The different narrative perspectives all give a unique look into the world and clearly show the motivations and hardships of these loveable characters. As solid in gameplay as it is in its beautiful graphics and art. Equally silly and tragic, an experience of a game.
Lots of foraging, scavenging, some stealing and dodging the bobbies, other citizens (if you upset them) and those with plague. Crafting items to heal yourself and better your odds in fights and learning about what happened that everyone is NOT talking about all in order to escape to the mainland. Sounds easy? Yeah, try it. I've played this many, many times and it's different each time, plus you can change the difficulties to add to the adventure! A 'MUST HAVE' gave for your library!
gearbox
My absolute favorite game. It has a little bit of everything, Combat, Stealth, Crafting, Survival, Main and side quests, an intriguing story, And the DLC's are so much fun. I highly recommend this game!! WHF is one of those games I always come back to when I am in the mood for a game but don't know what to play!
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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