When you go from a handful of indies to the world stage, it's not all Joy. In The Cost of Joy, Compulsion Games takes you on the studios origins, the development of We Happy Few, and their introduction as a Microsoft studio through archival footage and new in-depth interviews.
[previewyoutube=QK9Lqp0guRI;full][/previewyoutube]
[ 2019-12-19 17:32:34 CET ] [ Original post ]
Today's Deal: Save 60% on We Happy Few!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday at 10AM Pacific Time
[ 2019-12-03 18:11:00 CET ] [ Original post ]
Hi all, Here we are, the last DLC for We Happy Few, We All Fall Down. We are really excited to bring you all this final chapter. Victoria Byng has been a part of the We Happy Few journey ever since she first appeared in the E3 gameplay trailer in 2016. This our farewell to Wellington Wells and to all of you. We sincerely hope you enjoy it. I'm afraid we've come to the end of our time. [previewyoutube=u5ry8FbvO2w;full][/previewyoutube]
[ 2019-11-19 16:42:43 CET ] [ Original post ]
Hi all, We are glad to present the trailer for the final DLC of We Happy Few, We All Fall Down, coming November 19th. [previewyoutube=u5ry8FbvO2w;full][/previewyoutube] Youve taken your Joy, but now its time to tear it all down in this final piece of handcrafted Season Pass content. Play as Victoria Byng, get a grip on her whip, and get the last word on the story of Wellington Wells. As Victoria reckons with her own withdrawals, the city slides deeper into Joy shortage and disorder. Its always been Victorias duty to help keep things proper, but the closer she looks, the deeper the rot seems to run. We All Fall Down climbs to the highest heights of We Happy Few gameplay yet: Tour Wellington Wells at its absolute most dire Crack the whip across the face of your foes in a snappy new take on combat Or take the stealthy route with a shocking new dart gun Take the high road as you climb across the rooftops in a new, stealthy spin on We Happy Few exploration" Stick it to the system swiftly theres no time for eating, sleeping, and crafting while the world falls apart This DLC is available for all Season Pass holders (also in the Deluxe edition of We Happy Few) or as a standalone.
[ 2019-11-11 17:00:39 CET ] [ Original post ]
Hi all,
On Monday, November 11th at 11am ET, update 1.9 of We Happy Few will drop on all platforms along with a little something else!
We Happy Few 1.9 Release Notes
Patch Summary
This patch addresses general gameplay issues, and a few bugs that were happening in some encounters.
General Bugs/Stability
When crafting with weapons as reagents, they no longer appear as fractions. Partial items can now be used to craft.
Fixed the bug that caused systemic NPC conversations and POI interactions to not trigger properly, not play audio or loop repeatedly.
NPCs no longer instantly stand-up and clip through their beds when startled by noise.
Female Wellies/Wastrels and Criers no longer lack lip sync when talking to them.
Dead NPCs dont spawn alive anymore after loading into area.
Encounter-specific Bobbies no longer create a temporary loss of functionality when bribed.
Epilogue Cutscene: Performance issues no longer cause the final cutscene to hang and the audio to not be synchronized with the visuals.
Fixed the bug that caused fast travelling to the Shelter in the "Secondary St. George's Holm Hatch" to prevent the creation of a "Last Shelter Visited" save file.
Fire and smoke no longer clip through the wall on the second floor of the House of Doctors.
Hopscotch POI can no longer spawn under multiple assets on the sidewalks, fixing the bug where Wellies can clip through them as they hop across them.
Intro loading captions at the start of each characters story no longer appear only in English.
DLC Specific: Custom difficulty no longer includes survival needs difficulty which is not present in the DLCs.
Missing SFX when navigating and selecting slots in the Load Game Menu are now in the game.
Placeholder textures for the Frying Pan, the Rolling Pin, Mother's Little Helper and The Double Plus Wood are no longer showing when they break.
Collision issues (sticky/stuck spots) are no longer present around the small fences along the 2 sides of the Thomasina House.
The Histoplasma hallucination music now plays without the Lightbearer DLC installed.
TNT no longer goes through floor when dropped.
HUD will no longer take between 5-30 seconds to update after a change in Status Effects or Health when a PC/console is starved of resources.
Uncle Jack (Wakey Wakey) collectible videos are no longer unlocked even when the radios are turned off.
Fixed the bug where video in pre-rendered cinematics could be delayed but not their audio, making them out of sync.
White Tree Park: NPCs no longer sit on top of each other on the benches.
Infinite loading when entering Act 2 after completing Arthur's playthrough is no longer happening..
Arcade Mode
All modes: NPCs no longer clutter in areas such as Cozy Tea Park.
All modes: Player does not see footprints of most NPCs while sneaking
All modes: Some NPC Wellies don't sit properly on the benches (clipping, floating and misaligned).
All modes: Honey can now be harvested from all Honey Bee Nests.
All modes: Encampment terrain now fits the terrain around it.
All modes: Last Shelter Visited is now saved in Village Hatches.
All modes: All Fast Travel Hatches now have their proper name.
Freeform: The street park is no longer floating a little above the ground.
Freeform: The 'Reset Skills' cheat is now functional.
Freeform: Old Fountain Park level no longer floats above the island
Freeform: Terrain is no longer floating in the Garden District.
Survival: Fixed stuck spots.
Survival: Performing a Save/Load inside the hidden room of Abbott Estate no longer causes the player to load back into a swarm of bees.
Survival: When 2 NPCs try to interact with the same object, one NPC no longer circles around the one that interacting with the object.
Survival: A Custom Waypoint is no longer present during the loading screen when starting a game in Survival Mode.
Survival: Water beside the bomb no longer cuts off abruptly.
Wellie: Items that cure certain status no longer have the bad ailments written twice under the item's description.
Wellie: No longer possible to have a negative number for the "Money Earned" at the end screen.
Wellie: A 'You Are Bleeding' message no longer appears on the intro screen.
Wellie: The string "Weapon Of Choice" at the Death screen no longer appears only in English.
Wellie: Infection no longer persists into the next round (now behaves like other status ailments).
Wellie: Money Earned stat is now accurate on the end game screen.
Wellie: The "Recent" sorting option now also apply to Wellie mode.
Encounter Fixes
Arthur: No longer possible to get trapped inside the Mystery House grounds as the gate will only open when the histoplasma mushroom status effect is active.
Arthur: Office Workers in Start Spreading the News are no longer upstairs attempting to sit on the same couch.
Arthur: After Nick's bathroom electrocution cutscene, there is no longer a random assortment of items floating where player was standing.
Arthur: In the Faraday Cage, James no longer falls through the floor when startled.
Arthur: In the Still of the Night, Andy Alim will no longer teleport to or fall through the outhouse floor when getting up to attack Arthur.
Arthur: In A Malpractice of Doctors, performing a save/load inside any building separated by a loading (DSIR, Haworth Labs), and then progressing continuously to the Coconut Joy cutscene, without doing any other save/load no longer causes a blocker.
Ollie: Performing a Save/Load during the Jericho mission, at the Check out the Alarm objective, no longer causes Ollie and Margaret VO to stutter and repeat itself.
Ollie: The Uncle Jack video that plays in the lobby of the tower's subtitles no longer gets cut off in Japanese.
Sally: Small animation corruption after lowering the boat on the water is fixed.
Sally: Stuck spot between debris on the second floor to the left of the bed.
PC Only
Game no longer becomes unresponsive when minimizing and re-opening the game multiple times during loading while on Fullscreen and without the pause in background option.
Game no longer becomes unresponsive when minimizing during the booting screen while on Fullscreen.
Xbox Only
Suspending the title for an hour or longer will no longer kick the user back to the main menu with no in-game functionality on the gamepad.
[ 2019-11-08 20:29:59 CET ] [ Original post ]
The final chapter of We Happy Few. Coming soon. https://www.youtube.com/watch?v=7Rgfay7oRV8&feature=youtu.be
[ 2019-08-30 21:23:08 CET ] [ Original post ]
Hi everyone,
We are excited to announce that Lightbearer, our second DLC is now live on Xbox One, PS4, Steam and GOG!
https://www.youtube.com/watch?v=65HH7Bga0Y4&feature=youtu.be
In this second piece of handcrafted Season Pass content, you play as Wellington Wells most beloved rock star, Nick Lightbearer, in a brand-new story! Heartthrob, artist, and personal trainwreck Nick Lightbearer is adored by legions of fansuntil disaster strikes when a Nick-centric fan convention is plagued by a string of murders. When all signs point to him as the killer, how will he reconcile the disturbing overlap between his own blackouts and the killings?
It also features a brand new song from Murray Lightburn (The Make Believes, The Dears) I Have Seen Everything.
You can get this DLC as a standalone here: https://store.steampowered.com/app/974580/We_Happy_Few__Lightbearer/?curator_clanid=6699463
Or as part of the Seaon Pass here: https://store.steampowered.com/app/919000/We_Happy_Few__Season_Pass/
Cheers,
Compulsion Games
[ 2019-07-30 15:06:06 CET ] [ Original post ]
Hi everyone, We are happy to announce that update 1.8 is now live on Xbox One, PS4, Steam and GOG! We are aware of a specific issue that was specifically affecting PS4 users where there was a chance of the game crashing upon arriving in the Parade District, this issue has now been fixed with this update. Patch Summary This patch contains performance optimizations, crash fixes, fixes for progression blockers, fixes for gameplay and UI bugs, and localization fixes. Most importantly, this patch includes a significant improvement to the memory used in the game, fixing crashes and bugs that were happening in the Parade District on all platforms but especially on PS4. General Bugs/Stability Fixed a crash that was happening when the player would greet another character while they had equipped pickup. Fixed out of memory crash that would occur on certain world seeds in the Parade District. Fixed "Busy" warning message when trying to either "Quit" or "Return to the main menu" while in an area of the game where it is not possible to save. Cannot save text now clarifies that saving is disabled in these areas. Fixed a bug where characters could get stuck inside NPCs when shoving them in a corner and crouching inside them when they get up. Fixed UI message prompts when quitting a DLC game that were misleading, as it appeared to the player that progress had not been saved. Fixed Game Settings: Lighting no longer restores to "medium" upon restarting game. Fixed heavy flickering when selecting a DLC icon with the mouse and changing the selection with the keyboard. Fixed pressing Back and Confirm simultaneously in the Arcade or DLC menus led to a story menu that has no background. Fixed the absence of background image or music on game details page on function screen. Fixed some settings reverting to their default value after restarting the game. Fixed subtitles being truncated with certain settings. Fixed when choosing the "Revert Changes" option in the HUD option menu, the joy HUD icon was set to off by default. Arcade Mode Freeform: Fixed the Gameplay sub-window getting cropped when choosing High NPC Density on certain languages. Freeform: Fixed the description of the mode being truncated when playing in 21:9. Freeform: Moving between the white backyard tables and the stone wall behind them no longer causes Arthur to remain permanently trapped. Freeform: All item names in the Crafting Menu with a status effect icon in their descriptions are no longer truncated. Freeform: While in the Holy Yam zone, you can no longer see under the map. Freeform: Fatigue, hunger and thirst meters used not to deplete once they were filled to 100%, but they now do. Freeform: Total Score stat is now accurate on End Match screen. All modes: Island names are now localized. Freeform: Starting a game as a character other than Arthur, and then starting another new game as Arthur now actually starts with Arthur instead of the first character chosen. Survival: Hunger and Thirst survival needs now fully deplete on the easy difficulty. Survival: Current location is now displayed in all languages. Survival: Strings are no longer truncated in the Crafting Screen. Survival: Introduction text is no longer truncated. Survival: Floating phone booths no longer spawn in the Garden District. Survival: Islands can no longer be generated with several holes inside them. Survival: The "Boat Capacitors" are no longer referred to as "Power Cells" in the final statistics screen. All modes: Island names no longer change or are no longer missing after the first Save/Load. All modes: Subtitles from Arthur death screen can no longer be seen overlapping the game over screen when playing in another language than English. Wellie mode: The description of the mode is now completely inside the text box when playing in 21:9. Wellie mode: The end of round tip telling the player to enter a popper no longer persists to the next night. Encounter Fixes Arthur - Cult of Jack: Looting one chest before triggering the cutscene with the fake Uncle Jack no longer causes the quest to be impossible to complete. Arthur - Future Perfect: Returning to the main menu as the Get the Frammistat objective appears no longer causes the player to load back in without an objective active. Arthur - An Awkward Courtship: The Cleaver no longer spawns during the first phase of the Encounter and so cannot be picked up and break progression. Arthur - Joy Factory: FPS no longer gets very low when near the green goo being released to the right-side of the Joy Factory. Arthur - Parade - Future Perfect: Dying right after talking to the director no longer causes multiple issues leading to progression breaks. Arthur - Slaughterer's Apprentice: Performing a save/load while the package is mounted and ready to sabotage no longer prevents mounting the package again. Arthur - Sandbox - Survival: NPCs cannot close the metal shutter of the rear entrance of Lawrence Residence anymore when they lose aggro and return to their position. Arthur - Mother's Little Helper: Performing a save/load after interacting with the diary but before defeating Mrs Chaney no longer prevents the player from completing the quest. Ollie - No Place like Home: Dying right after giving Victoria her pills no longer causes the player to get stuck on the Death screen. Ollie - The Jack-o-Bean Club: Streaming out the encounter instead of picking up the fire extinguisher no longer causes it to be non-interactive. Sally - So Foul and Faraday: Fixed issue preventing Nick's Hideout from being accessed on a specific worldseed. Sally - Don't Cry Over Tinned Milk: Dying near Lionel's shop after speaking to him no longer causes the game to crash. Sally - Don't Cry Over Tinned Milk: Dying near Sally's alley after crafting baby milk no longer causes the game to crash. Sally - Millihelen: Returning to the Main menu as the Cultists start to drink a poisoned cup, no longer causes the game to crash. Sally - Bad Dreams: Performing a save/load inside Mr. Ramsay's house no longer causes Sally to respawn under the terrain and die. Xbox Only Added graphic options. Gamma can now be adjusted. UWP Only Game now pauses when minimized. Playstation 4 Only Added graphic options. Gamma can now be adjusted. Arthur - A Malpractice of Doctors: the game no longer frequently crashes when save game option is greyed out over an extended period of game play and navigating through the DSIR. Platinum Trophy is now localized. "Jack The Nipper" weapon electricity particle effect no longer draws a vertical line when the player swings. The camera no longer clips through the Bee Cannon while the player harvests bees. Trophy Pack for DLC is no longer labeled incorrectly. Balloons now have the correct texture. Survival: Black terrain textures no longer appear through the world on PS4. Known issues We have identified an issue where the navmesh generation sometimes hits the maximum number of tiles, which can cause NPCs to behave in strange ways (including potentially blocking progression). This has been fixed on PC but is still live - although rare - on PS4 and Xbox One. It can be fixed by returning to the menu and reloading your save. We are preparing a small hotfix with the intent of fixing this issue next week.
[ 2019-07-26 15:17:22 CET ] [ Original post ]
https://www.youtube.com/watch?v=dgnQox24hAo Hi everyone, We hope you enjoyed this little teaser trailer, stay tuned for the full trailer on July 30th when Lightbearer launches on Steam, GOG, Xbox One and PS4! In this groovy thriller and second piece of DLC for We Happy Few, you play as Nick Lightbearer, notorious Wellington Wells rockstar and Joy aficionado. But Joy, sex and rock nroll comes with a killer price. Stay also alert for update 1.8 launching later this week on all platforms! Update 1.8 contains an array of significant fixes for the main game across all platforms but most importantly, it fixes some pesky memory issues we were having on PS4 which was causing some crashes for certain people who got dealt a specific world seed. We are glad to say we were finally able to track these down! See you all very soon
[ 2019-07-23 20:20:58 CET ] [ Original post ]
The first We Happy Few DLC, They Came from Below, is available now on all platforms! Join James and Roger in this hand-crafted story of mystery and robots! Explore a fresh perspective of Wellington Wells TODAY! You can get this DLC as a standalone here: https://store.steampowered.com/app/974570/We_Happy_Few__Roger__James_in_They_Came_From_Below/ Or as part of the Seaon Pass here: https://store.steampowered.com/app/919000/We_Happy_Few__Season_Pass/ https://www.youtube.com/watch?v=-jYCxAnvvic
[ 2019-04-04 13:24:57 CET ] [ Original post ]
They Came from Below, our first DLC for We Happy Few, will drop tomorrow at 9am ET on all platforms! This DLC is included in the Season Pass and the Deluxe Edition of We Happy Few and can also be purchased as a standalone.
Stay tuned for the trailer tomorrow!
[ 2019-04-03 22:00:18 CET ] [ Original post ]
In case you missed it on the Gearbox panel at PAX East.
They Came from Below, our first DLC and newest hand-crafted story for We Happy Few will be available on April 4th!
More info: http://www.wehappyfewgame.com/
[ 2019-03-28 18:56:13 CET ] [ Original post ]
Hi all,
Patch 1.7 which contains our free game update,Arcade Mode is now live on Steam, UWP, PS4 and Xbox One.You can read the patch notes below!
PS4: 1.7.80097
UWP: 1.7.80002
GOG: 1.7.79954
Windows: 1.7.79954
Xbox One: 1.7.79954
We Happy Few 1.7 Release Notes
Patch Summary This patch contains Arcade Mode, including three separate new ways to play We Happy Few. It also includes infrastructure to handle the upcoming DLC, and general performance optimizations, crash fixes, fixes for progression blockers, fixes for gameplay bugs, and localization fixes. New Features Survival mode Added. Survival mode is a return to the Early Access survival experience. It has had all story elements removed, and is a mostly systemic mode. The mode includes tiles from the story mode that have had story elements removed, new areas and tiles, new onboarding, and a scoring system added. Nights Watch mode Added. Nights Watch is the opportunity to play as one of the wellies - or in this case, Constable Constable. Youll have to hunt Downers throughout the night to make sure the streets are safe for the citizens of Wellington Wells in the morning, and includes a new enemy to fight. Sandbox mode Added. Sandbox mode allows you to tweak and change the procedural general system We Happy Few uses, with sometimes unpredictable results. Options that might result in unusual visual features or weird AI issues are marked with warnings, so use those settings at your own discretion. Basically, this is a mode to mess around in, and cheat/have fun as youd like. Added game type indication to save game info when loading games. Added DLC menu. General Bugs/Stability Fixed a crash on consoles when loading a save game inside the Doctor HQ in Arthurs playthrough. This should unblock progression for anyone whose saved games were consistently crashing in this location. Fixed rare crash/infinite loading issues. UI fixes. Fixed issues with patrols/navmesh failing, causing NPCs to be in unusual places. Fixed issues with NPCs teleporting/attaching directly to you during combat. You can now equip a single gas mask when multiple are owned. Rarely, Doctors' saw weapons had collision and could make characters bounce erratically when both come in contact. Bobbies wearing gas mask are no longer immune to caltrops. That was quite silly. Added missing prompt to unlock a water pump if character has a lockpick already crafted in their inventory. Climbing onto the televisions in the streets no longer causes the camera to spin wildly. Opening the map no longer causes the current quest map marker to persist after the quest is completed. Player can no longer slip into areas when metal shutters open for NPCs (could break quests). Rain should no longer show up in the interior of the joy factory. Reloading the initial auto save will now correctly unlock the recipes for the Jolliest Brolly and Not So Jolly Brolly. Entering a shop at the same time as night comes causes no longer causes the player to be trapped inside. Spankers inside Wellie houses can no longer hit the player through walls and closed doors (tiny collision missing in the door frame). Bodies you are carrying will no longer disappear if there are too many corpses nearby. The term "non-lethal kills" in the statistics menu was dumb and now is less dumb (takedowns). Subtitle/language fixes (including several Britishims fixed). Localization fixes (including Arthurs final cutscene - now translated correctly). Fixed various stuck spots/locations where you could access areas inappropriately (causing issues). Many small fixes, like animation skips, clipping art, etc. Collectibles/Achievements Collecting a memory mask while the player character is talking will no longer result in the VO of the mask not playing. Broadcasts: Uncle Jack shows will now unlock in all cases when listening and looking at wall protruding screens in the Village. Fixed an issue with the Gimme Shelter achievement caused by failing the "A Model Citizen" quest. Fixed an issue with the Cat Burglar achievement, where getting hit while picking up a fake cat statue could cause it to disappear. Fixed an issue with the Arthur Haste-ings achievement caused by consuming a random obsolete phlash pill that could be found in an obscure location. Using any phlash pill should now unlock this achievement. Encounter Fixes NPCs should no longer clip into the ground near the Rubble Pile at the Water Pumps. Removed unobtainable chest in the middle of a watch tower in the military camp. Fixed some save incompatibility issues and other blockers for players using saves from version 1.5 or earlier. Fixed rare/obscure/conditional quest blocking issues with the Church of Simon Says, the Cult of Jack, Hallucinogenic Salad, Haworth Labs, Plough Boy's Lunch, Possibly Heinous Package / Superb Meat Boy, Really Bad Gas, Speakers Corner, Cathouse, Rorkes Drift Bridge, Home Cooking/Connect the Dots, Duck Soup, Plassey Bridge, Military Camp, Manned Flight, So Foul and Faraday. Ed Macmillan can no longer be lost. If you drop him, and he despawns, hell reappear at the point where you picked him up. Arthur - Alabaster Bobby in Haworth Labs will no longer find an adjacent room more interesting that the room he should be in (allowing him to be fought in all cases). Arthur - Edie Goes Downer: Loading in a game with the encounter/quest completed, no longer causes Arthur to repeat his quest completion dialog. Arthur - English Vice: Reform Club NPC barks are no longer persistent after leaving the level. Arthur - Future Perfect: Fixed incomplete video during "The House Of The Future" video with Jack. Arthur - Letter Of Transit: Fixed narrative inconsistency with Arthur mentioning cod liver oil before he knows he needs it. Arthur - Ravensholm - The Scottish Play: Ollie's model now behaves correctly with lighting during the cutscene. Arthur - The English Vice: Using the shock baton "Tickler" no longer causes the NPCs in the Reform Club to teleport. Arthur - The Great Stink: Fixed issue that could cause the worker keycard not to be available when needed. Any players stuck at this point should find a worker keycard either in their inventory or on the ground near the entrance to the underground. Arthur - The Scottish Play - Military Camp: Turning the subtitle option on, at the military base entrance, no longer displays a full page of dialogue obstructing the player's view. Ollie - Lud's Holm: Jumping under the Salamanca Bridge no longer causes the player to respawn stuck under the bridge. Ollie - Manned Flight: No more auto-saves after triggering Manned Flight and can't manually save after completing the first objective. Fixes progression blocker in this area. Ollie - No Place Like Home: The second Bobby no longer notices Victoria immediately. Ollie - The Gung Hoster: The objective marker in this quest is now a location marker, and will show the location of where to find the explosives and Private Baden-Powell properly. Ollie - The Truth Shall Set You Free - Uncle Jack's broadcast video will now pause appropriately during the cinematic for his last broadcast Ollie - Jericho: During the intro cutscene, the items Ollie takes out of his bag no longer have a duplicated version of them already on the table. Physics - Corporal Cheeseman and other NPCs on patrol should no longer fall out of world when hit by Ollie with an enhanced cricket bat. Sally - Hope Chest - Worldgen: A large patch of grass surrounding the chest no longer has a kill volume. Sally - Train Station now has a POI marker on the map. Xbox Only Fixed several issues related to dashboard use when saving/loading. UWP Only Fixed rare save game corruption issue. Save games could become larger than the UWP allowance, preventing them from being registered. Resolves issues encountered by Xbox Game Pass players who use the Play Anywhere feature. Playstation 4 Only Fixed multiple Playstation 4-specific crash issues, some black textures and more minor PS4 graphical issues. Arthur - Hostile Takeover Disable Motilene Pumps: The electric beam blocking the way is no longer invisible. Note that as Playstation 4 players did not receive update 1.6, their 1.7 update includes all fixes from the 1.6 update as well. Over 1000 bug fixes and optimization improvements in total. Thansk for tuning in!
[ 2019-03-25 15:45:43 CET ] [ Original post ]
Hi everyone,
We Happy Few 1.7, including the new Arcade Mode, will be coming to all platforms on Monday March 25th!
In the distant past, during our Kickstarter campaign in 2015, we promised that we would build additional modes for We Happy Few - at the time, loosely titled Sandbox and Wellie Mode - and we have been working on what this would look like since launch. Today we are excited to finally present you: Arcade Mode!
Arcade Mode is a free game update for We Happy Few which contains not two, but three new modes that will showcase a different part of the We Happy Few experience: Survival, Nights Watch and Sandbox.
Survival
Survival is a return to the Early Access survival experience. As its name suggests, Survival mode is all about surviving in a harsh and unforgiving world, and is designed for those of you who enjoyed the survival experience in the past. You will need to hunt for food, water and shelter, and youll need to use all of the stealth, crafting, and combat skills at your disposal to last as long as you can in Wellington Wells. Scoring is based on survival time but to keep things mysterious and exciting, there is also a way to escape the island.
Nights Watch
Have you ever wondered how it would feel to give a jolly good thrashing to those pesky Downers? In Nights Watch (formally called Wellie Mode), we bring to life one of the most requested characters by the community, allowing you to play as the most notorious Bobby, Constable Constable. As a constable, and a man of high duty, youll need to keep all the filthy Downers out of town through fast paced combat while making sure you do not run out of Joy. Each night will become increasingly harder as hordes of Downers start pouring around town. Upgrade your weapons, take your Joy and keep the streets Downer free! All with a great big smile on your face.
Sandbox
Sandbox is a non-narrative/non-goal based game mode, which allows you to experiment with our world generation systems and gameplay options. This isnt a skill based mode rather than a calmer experience, designed for players who want the freedom to create their own version Wellington Wells. So, if youd like to pile 50 corpses in a bathtub, or see a very unusual procedurally generated world, this might be for you. With a whole arsenal of cheats at your disposal, chaos in this mode knows no bounds.
Update 1.7 and other stuff
Update 1.7 will drop on Monday March 25th for Steam, UWP, PS4 and Xbox One.
Along with Arcade Mode, Update 1.7 will contain an array of bug fixes and improvements for We Happy Few.
Along with these additions and fixes, Update 1.7 also includes the infrastructure (eg the menu option) that we need to deliver the Season Pass DLC. We're very close now to talking more about the first DLC. Stay tuned for more info soon!
Finally, we have just about fulfilled the last of our Kickstarter requirements. With Arcade Mode coming out, weve completed all our project stretch goals! Were just about finished with the final physical rewards, including the final parts of the collectors box. Thank you all for your patience.
Patch notes to come.
Compulsion Games
[ 2019-03-22 18:06:16 CET ] [ Original post ]
Patch Summary This patch contains a new save game system, performance optimizations, crash fixes, fixes for progression blockers, fixes for gameplay bugs, and localization fixes. General Bugs/Stability Reworked save system and menu. You now have access to significantly more saves and save slots than before. Performance improvements. Crash fixes. Fix for audio corruption issue that could occur after extended periods of play. Many localization fixes. Many stuck spots fixed and missing collision added. Added missing names to the credits. Fixed issue where, rarely, the game could return to the main menu after loading occurs. Save games will no longer rarely get stuck in a state where no input is accepted, including the Esc key. Loading videos will no longer use the default 'Happy is the Country with no Past' if the user is playing in a language other than English Subtitles no longer keep playing when pausing a cinematic. Dying now loads the most recent save state, rather than the last autosave. Emitted lights will no longer sometimes fail to render when entering an area for the first time. Save/Load no longer causes (Unconscious) NPCs to be tagged as (Deceased) when loading back in. Dont worry - they were never really dead, just mislabelled. Alternating the quality game settings no longer causes the weapons equipped on characters to disappear from view. Train station flashback audio should now always play during their related cutscene. Running too fast can no longer cause visual/collision issues. Systemic NPCs and those who should be on patrol in encounters should no longer occasionally stand in place motionless until suspicion is triggered. Large amounts of corpses or NPCs no longer cause game to behave oddly. Subtitles should now appear in cinematics for community localizations during Arthur's prologue. Gameplay Fixes Combat: Combo controls - improved weapon combo feel. Combat: AIs should no longer attack when not in range. Shoe durability was way too high. Now shoes should not last until the heat death of the universe. Chronobalm is no longer effective during cutscenes, conversations and certain animations, which could cause synchronization issues. Reloading the game while under Chronobalm effects also no longer makes Sally move significantly faster without feedback until the effect wears off. Go Go Juice no longer puts the player into a dying state once it expires. Instead, Go Go Juice withdrawal has been implemented. Somnambulax effect now depletes over time. Crawling into a window will no longer cause the player to become stuck. Rubbish bin hiding has been reworked to not allow you to get stuck in geometry when leaving the hiding spot. After the final cutscene of Sally's story, the game will no longer occasionally freeze after pressing "A" to start Ollie's story. Fixed possible locations for the Common Pituitary Fluid and Beefy Pituitary Fluid. Sally: Previously harvested butterflies no longer re-spawn in an unharvestable state. Sally: Jubilator Activator and Advanced Machine bits now spawn to craft any upgraded version of the Jolly Brolly. Sally/Ollie can now run once the stamina bar has been depleted at the Hard difficulty while having the Plague, Low Blood Sugar and the Hunger Status Effects. Arthur/Ollie - The Truth Shall Set You Free: Artifacting no longer occurs on remember/forget scene if random buttons are pushed. Arthur/Sally: After acquiring the backstabber skill, tranquilizer darts will no longer one shot kill unaware wastrels on the first two garden district islands. Also tranquilizer darts no longer do damage. Ollie: Can no longer get stuck in a death loop due to high blood sugar. NPCs should no longer be missing their hair variants in-game. NPCs now gesture in conversation when standing in front of each other. Fast travelling while in toxic fog no longer causes the character to continue taking damage. Flavor text of the Victory Meat no longer incorrectly states that it contains Joy. Getting shoved while getting inside a Joy booth no longer causes the character to get stuck inside them. Fixed issues caused by looking down, jumping and getting close enough to mantle a window that has furniture in front of it. Opening chests with a lock-pick while having a weapon equipped no longer causes the weapon to suddenly appear horizontally on screen during the unlock animation. Power Cells in compliment machines no longer appear removable. Quickly alternating between certain actions and the dropping prompt while carrying a body no longer prevents it from being dropped/thrown. Running into thrown bodies no longer sends them flying away. No longer possible to buy more than what the character has money for, which lead to an infinite money exploit. The player can no longer remain indefinitely suspicious due to vandalism. Grapefruit Juice behaviour is now consistent with its stats. Lockpicking a door at a certain angle no longer causes the player to pick the lock from the other side of the door. Players should now always be able to exit the Maidenholm shelter. Quest NPCs will now respawn if you lure them more than 150 meters away from their location, forcing them to disappear. On Easy difficulty, fast traveling no longer depletes the Hunger and Thirst meters, eventually triggering the debuffs. Corporal Cheeseman will no longer fall out of world when hit by Ollie with an enhanced cricket bat. Plagued Wastrels now aggro/attack the player on sight in all cases. Player can no longer obtain the Bone Saw with the Breaker Manual. No longer possible to duplicate equipment by equipping a stack and dropping directly from the equipped item. Food poisoning and drugged state caused by Histoplasma statuses no longer refresh after performing a save/load. Tea no longer has a Joy bar in its description. Toasted Chicory no longer has a Joy bar in its description. Joy overdose is now no longer suspicious to NPCs in the Village. Throwing a preplaced body right after grabbing it no longer causes issues. Blocking or attacking while vomiting, no longer pauses vomiting or leads to temporary paralysis. Player now receives murder credit from bleeders. UI The prompt to carry a body while performing a takedown now correctly informs the player to HOLD the button rather than press it. The "Container" menu now shows all items by default (instead of the last item tab selected). Car trunk renamed to boot, in accordance with Her Majestys lexicon. Failed quests now moved to the Completed section of the Journal. Ollie: Pressing the "Continue" button from the main menu after completing Ollie's progression could prompt a confirmation but doesn't load any game. Controller Aim Sensitivity X text spells "Hotizontal" instead of Horizontal. This one pains us internally. Flashbacks in the theatre will no longer be played from the beginning upon pausing and resuming them. Buying until the till goes past 999 no longer causes the till counter to split and become hard to read. Failing an encounter before obtaining it no longer causes the journal entry to be blank. The fully extended carrying capacity tip has been amended for better clarity. Objects given to the player via blueprint nodes now properly give the player a notification. Status UI overlaps with the compass when the aspect ratio is 4:3 or 16:10. Added a prompt informing the player how to confirm Fast Travel when using a controller for some locations. Fixed news prompt in main menu when using a controller. Removed player death statistic from the statistics screen. Achievements and Collectibles Uncle Jack Show broadcasts will now be unlocked in the Theatre when watching them on a home TV or listening to them on a radio already turned on, if you watch/listen for a few seconds. Gimme Shelter achievement now correctly unlocks after discovering all five shelters (previously was 4). "You Do Know Jack" achievement now correctly unlocks when collecting the last mask in Sally's Story (even though 1 broadcast was still missing). "Gotta Catch Them All!" achievement now unlocked after collecting the correct number of butterflies. The 'Swimming' mask in The Great Stink will now be visible from further away. "News Hour - Well look at you!" is now present in the theatre after collection. World Generation Bobby poppers and other objects should no longer be able to spawn in front of doors or entrances to hiding alleys. Benches should no longer smerge with waste bins, post boxes, walls, joy booths or other decorators. Dig Spots should now always spawn at the right height to dig them. Ollie - A Pomaceous Puzzles: Bobbies and gas mask now spawn on all world seeds. Fixed issues where the shape of the Garden District Islands may create holes and stuck spots around the edges of the islands where the Village and the Wild portions merge. Village - Hills and roads/streets can no longer generate lower than intended, leading to multiple issues. Ollie: Fixed floating terrain in Lud's Holm Sally: Fixed road generating irregularly on a certain worldgen. Quest fixes Arthur - "A Malpractice of Doctors": The Quarantine Access Code that drops from a Doctor inside the building on the second floor has been renamed so that it no longer is misleading. Arthur - "The House of the Inventor": Giving the Pipe Valve to James, before Arthur completes his phrase and triggers the next step, no longer removes the item from the player's inventory without completing it. Arthur - A Malpractice of Doctors: The player can no longer get under the Doctor HQ. Arthur - A Malpractice of doctors: Subtitles added for the announcer during the cutscene when entering the Wellington Wells institute. Arthur - A Model Citizen: No longer possible to push Ugo Sassoon into the wall stopping Arthur's ability to complete the quest. Arthur - A Model Citizen: Returning to the main menu directly after activating the hatch no longer causes issues. Arthur - A Teaspoon of Sugar: The encounter will now spawn more regularly. Arthur - An Awkward Courtship: Saving and returning to the main menu while picking up the Spare Gear no longer causes it to be missing on reload. Arthur - Antijubilatarianism: Green checkered corrupted texture present in the alley where the broken Jubilator is is now fixed. Arthur - Awkward Courtship: Hostile NPCs can no longer pick up the Cleaver in the basket before it spawns, preventing from completing the quest. Arthur - Band of Brothers: Can no longer enter the military camp by jumping from the signs scattered around the dump to the big roof, which previously caused the cutscene to never trigger leading to a progression break. Arthur - Band of Brothers: Added missing prompt message informing the player that a lockpick is needed in order to unlock the door to the dump if approached without bobby pins. Arthur - Band of Brothers: Performing a Save/Load after entering the Military Camp no longer allows the player to mantle on top of tanks and jump outside of the Camp. Arthur - Band of Brothers: Resuming play after being defeated or quitting in the military camp no longer causes Arthur to be immediately attacked upon loading in the game. Arthur - Britannia: Fixed invisible elevator in motilene mine. Arthur - Britannia: The vending machine inside the broadcast tower, past the point of no return, no longer sells nothing. Arthur - Ceci n'est pas une pipe - No longer able to fix pipe before objective, which could break the Encounter. Arthur - Church Of Simon Says: Added missing subtitles for the first sequence as Arthur enters inside the church. Arthur - Church of Simon Says: Overdosing on Joy during the Simon Says mini-game no longer prevents Arthur from pressing the buttons. Arthur - Church of Simon Says: No longer possible to get stuck inside the metal shutters after completing the quest. Arthur - Church of Simon Says: Taking a pill while Arthur is dancing no longer allows him to leave the quest and continue to dance. Arthur - Collectible Mask: "Home Again" collectible mask now has subtitles. Arthur - Constant Gardeners: Saving and returning to the main menu while picking up Humphreys Note no longer causes it to be missing on reload. Arthur - Constant Gardeners: The player can no longer give Bob Neximide after failing the encounter (this was causing confusion about whether the quest was failed). Arthur - Edie Goes Downer: Edie and the first aid kit should no longer float above the ground. Arthur - Edie Goes Downer: Quote from getting the objective no longer repeats itself each time a save/load is performed. Arthur - Finding Faraday: No longer possible to activate the prompt to speak to the Bobby at the reception while he is away causing him to be absent in the cutscene. Arthur - Finding Faraday: VO when Arthur enters records rooms now triggers consistently. Arthur - Future Perfect: Performing a Save/Load as the cannon fires a shot towards the Director's Office no longer causes the player to load back in without an objective active. Arthur - Future Perfect: Performing a Save/Load while exiting the Health Institute during the Escape Headquarters objective no longer causes the player to reload in the Village with the objective still active. Arthur - Future Perfect: The Future Perfect encounter should now always be given to the player after completing Hostile Takeover. Arthur - Haute cuisine: Killing the kidnappers before the first objective appears no longer causes the quest to be unable to be completed. Arthur - Haworth Labs: Cutscene no longer replays after reloading the checkpoint after Verlocs intro is completed. Arthur - Hostile Takeover: Save and load after exiting the document control area no longer locks the door from the exit side. Arthur - House Call: The quest is no longer labeled as a Side Quest (it is required to complete the main story). Arthur - How To Be Sneaky: Applying a bleed effect to the first patrolling guard no longer locks the player in a cutscene loop. Arthur - How To Be Sneaky: Attacking the Hooligan 4-5 times will no longer lock the player in a cutscene. Arthur - How To Be Sneaky: Hiding in the ventilation shaft previously could cause the Headboy to run out of the quest area allowing Arthur to move through the camp without accomplishing any of the objectives. Arthur - I Sing the Body Electric: After completing Haworth Labs the quest will no longer reopen. Arthur - I Sing the Body Electric: Arthur no longer takes damage from invisible gas after going down the hatch. He now takes damage from visible gas. Arthur - I Sing the Body Electric: Attacking the 3 NPC in the back alley no longer causes the quest marker for the location to disappear. Arthur - I Sing the Body Electric: Backtracking after entering and exiting the Jubilator no longer causes the gate to close behind the player. Arthur - I Sing the Body Electric: Performing a save/load or dying after turning on the power no longer causes the player to take continuous damage for no reason. Arthur - I Yam What I Yam: NPCs now respawn after failing the encounter by performing a Takedown on them, no longer preventing quest completion. Arthur - I Yam What I Yam: The first objective of the quest now has a map marker. Arthur - I Yam what I Yam: The quest fail, restarts, and is impossible to complete if Arthur attacks the NPCs just before picking up the Golden Yam. Also fixed issue where you could toss a grenade and pick up the yam quickly, which broke the encounter. Now the yam floats back up if you defy the yam god and prove to be unworthy. Arthur - In the Still of the Night: Streaming the objective location during Decrease Heat of Furnace objective no longer leads to a progression break. Arthur - Looks like Rain: Fast traveling after giving the Sewing Kit to Mrs. Pankhurst no longer causes the quest to become uncompletable. Arthur - Love Birds: Entering combat near the encounter couple then streaming the encounter out may cause Benedick and Beatrice to be seated on the wrong bench upon returning. Now they will be on the right bench. Arthur - Love Birds: Added missing encounter icon on map. Arthur - Love Birds: Returning to Benedick and interacting with him without the night blooming nonsuch no longer causes the cutscene to activate in the bunker upon returning to acquire the item from Arthur's Stash. Arthur - Madame's Magic Wand: Added objective marker (map/compass) for the first objective of the side encounter. Arthur - Malpractice of Doctors: The Doctors on the second floor no longer ignore the player. Arthur - Mastermind: Symbols' visuals now reset with the puzzle after 4 unsuccessful attempts. Arthur - Military Camp: No longer possible to mantle out of the camp by jumping from the top of General Byng's office towards the wired fence, blocking main path progression. Arthur - Model Citizen - Quest can now be completed when the hatch is activated before the last objective is received. Arthur - Moon Juice Leech: Simply being in combat near the side quest no longer fails the encounter at any objective. Arthur - Mothers Little Helper: Saving and returning to the main menu while picking up Chaneys Notes no longer causes them to be missing on reload. Arthur - Mysterious Chest: Loot from the Mysterious Chest no longer disappears from the inventory when the objective reverts to 'Wait a Day or Two'. Arthur - Oh Behave!: Can no longer loot any Joy Pills in Eel Pie Holm, which could lead to a progression break by overdosing during the bridge encounter. Arthur - Oh Behave!: The player is no longer able to sit in the chair through the window of the fake village house, which allowed the quiz to be skipped. Arthur - Oh, Behave!: Returning to the first stash room quickly just before entering the next corridor could cause the first door to close, leading to Arthur remaining stuck. Arthur - Parade District: Black checkered corrupted textures no longer present on road/grass in two small areas near the Health Institute. Arthur - Plassey Bridge: Removed ability to climb onto the catwalk and fix the bridge without going through the door on some world seeds. Arthur - Plough Boy's Lunch: Ed can no longer be picked up from behind the wall in the alley where he is located, which could lead to a progression break. Arthur - Point of Departure: Animation for lockpicking the fallen desk is no longer misaligned. Arthur - Point of Departure: The train station does not increase in LOD as the player approaches Arthur - Point of Departure: There is a stuck spot in the giant rubble pile prior to the Hooligan ambush. Arthur - Prologue: Misleading "Sit" and "Stand" prompt surrounded by a black screen can no longer be seen for a few seconds before the first scene is loaded with Arthur. Arthur - Public Works - The quest is no longer autocompleted when a save load is performed in the middle of the Open All Windows objective. Arthur - Ravensholm - The Scottish Play: Ollie's model should now behave correctly with lighting during the cutscene. Arthur - Really Bad Gas: The objective marker for the objective "Repair The Pipe" remains visible on the map after being completed. Arthur - Really Bad Gas: The objective to repair the pipe does not complete in the journal after Arthur repairs it. Arthur - Rorke's Drift Bridge: Wastrels should no longer disappear when Arthur leaves the church. Arthur - Rorke's Drift Bridge: Sometimes, skipping the cutscene when arriving in Edenham could cause the female NPC to slowly slide towards the camera and lack animation in the following cutscene. Arthur - Shibboleth: Black flickering should no longer appear on NPCs and Arthur appear during the encounter. Arthur - Shibboleth: Player no longer gets stuck in a transition loop when killing the Hooligans while being more than 150m away from the encounter. Arthur - Shibboleth: The game no longer constantly auto saves if one of the attacking hooligans runs away after taking damage. Arthur - Shocking Carelessness: Completing the "Turn the power back on" objective now updates the quest. Arthur - Improved performance drop on GPU thread when looking in the approximate direction of Rorke's Drift Bridge from inside the Crib House. Arthur - Speaker's Corner: Attacking or talking to William Godwin causes him to stand up and walk, despite his broken leg. That was a bit silly, wasnt it. Arthur - Speaker's Corner: Triggering the side quest at night then returning to the park just before 7am should no longer cause issues. Arthur - St. George's Holm: It is no longer possible to pick-lock the Newspaper Office's door and enter the building before getting the Haworth Labs quest. Arthur - Start Spreading The News: Idle chat about coffee from the co-workers in the office no longer continues to play during the cutscene with the chief causing Arthur to respond and break the cutscene. Arthur - The Church of Simon Says: Rarely, participating in the Simon Says competition for the first time can lead to a progression break. Arthur - The Church of Simon Says: Various skill upgrades are no longer permanently removed from the player when doing the Simon Says game. Arthur - The English Vice: The front gates to the Reform Club can no longer be locked which could teleport the character when attempting to pick either lock. Arthur - The English Vice: The Red Bobby will now properly accept the player while wearing a catsuit if they previously aggro an NPC. Arthur - The Faraday Cage: Performing a save/load during the flashback after the 3rd extraction now completes the objective. Arthur - The Faraday Cage: Saving and returning to the main menu while picking up the Letter no longer causes it to be missing on reload. Arthur - The Great Stink: Reloading the game when the jubilator enters the narrow corridor should no longer cause it to remain stuck on the hatch it blew off the wall. Arthur - The Great Stink: The extra/duplicate notes down here have been removed. Arthur - The Great Stink: The pathing of the Jubilator patrolling the hallway can theoretically no longer break according to our witch doctor. Arthur - The Great Stink: The Worker's Keycard is now looted automatically when carrying the body, which could lead to a progression break when losing the body. Arthur - The House of the inventor: Save/Load after talking to James no longer resets him to his original position making it hard for the player to see the prompt to give him the valve. Arthur - The Scottish Play: The lighting no longer flickers during the jump scare cutscene on the bridge. Arthur - The Slaughterer's Apprentice: Streaming at the objective "Do or do not" no longer causes the prompt to be missing upon returning to the Culty's Shop. Arthur - Walkabout: Saving and returning to the main menu while digging the grave no longer causes it to be non-interactive. Arthur - Walkabout: Saving and returning to the main menu while picking up the Toy Car no longer causes the quest to never be acquired. Arthur - Wild Picnic: Quickly unlocking the chest with the Multi-Tool as soon its lowered, no longer prevents the objective from updating. Arthur - Worldgen - Returning to the Main Menu while standing in front of the red Bobby in the reform club no longer causes the camera to go under the town. Arthur - Worldgen: Fixed rare issue where large portions of the map did not have visible ground. Arthur - You Can't Beat the Odds: On some world seeds, one or two of the Plough Boys can stay stuck outside. Arthur Crazy Legs: Completing quest then, after a while, returning to the quest zone will no longer give the quest to the player again. Arthur Cub Reporter: The player no longer has to skip the cutscene where Arthur discovers the burglar in the house. Arthur Shibboleth: Scaring the 3 attackers by reducing their health or with the Intimidator status buff will now complete the Help them survive the night objective. Arthur Should Auld Acquaintance: Fast Traveling from the encounter before triggering the cutscene with the Constable will no longer break progression. Arthur Sympathy for the Lightbearer: Subtitles added for the cutscene when Arthur first meets Nick Lightbearer. Arthur The Faraday Cage: James can no longer float in mid-air when he spins the valve handle. Arthur: Barrow Holm: NPCs should no longer clip through chair and the ground. Arthur: On a specific world seed Cutty could have nothing to sell. Arthur: On a specific world seed, performing a save/load in an area at/around Sally's place could lead to a black screen. Arthur: Parade Market Shopkeepers now have money to buy stuff from the player. Arthur: Phone Booth-specific dig spots can no longer be found randomly, and are now only rewards for listening to phone calls. Arthur: The O Courant Article 2 uses the word 'maid' instead of 'made'. Sally - "Connect the Dots": In the Military Camp, the item Honey is now "steal" rather than "take". Sally - "Reservations": Auto-saves no longer trigger in short intervals, which could reduce performance. Sally - A Sea Change: Using items or drawing out a weapon while carrying Gwen in the Carrycot no longer causes them to float in the air. Sally - Alterations: Mrs. Pankhurst now has money, meaning that you can sell to her. Sally - Baby Feeder: Installing the Baby Feeder while Gwen needs to be changed no longer prevents her from being changed, which could cause the status effect/icon to remain present indefinitely. Sally - Baby Feeder: Objective now correctly states that Sally has to 'Come back in 2 days' instead of 3 days. Sally - Bad Chemistry: On a certain world seed, Harry Cavendish's house now spawns at street level. Sally - Bad Chemistry / Baby Transport: Fixed infinite loading screen that could occur after triggering 'Baby Transport' quest. Sally - Cutty's Shop: Going in the shop at night no longer causes it to become closed forever. Sally - Don't cry over tinned milk: Talking to Lionel while sprinting on phlash will no longer trap the player in a cutscene. Sally - Home Cooking: Returning to the main menu after the auto-save during the Bobbies singing number no longer prevent the "Connect the Dots" story quest from starting after resuming the game. Sally - Hope Chest: Fixed progression blocker caused by one of the Headboys spawning above terrain, out of streaming range. Sally - Keep the home fires burning: Entering Sally's apartment through the back door and hugging the wall no longer enables the player to extinguish the fires before the objective (could cause a progression break). Sally - Millihelen: Loading an autosave that occurred after knocking out a cultist by drugging the chalice no longer causes the kill for the "Incapacitate all the Cultists" objective to not count. Sally - Millihelen: Quitting the game as the Cultist puts down the poisoned cup (before auto save) no longer causes the Cultist to be dead while not updating the objective blocking the main progression. Sally - Peachy's Final Mission: It is now easier to mantle on top of the bookshelf on the base level in the house. Sally - Peachy's Final Mission: Johnny Bolton no longer spawns below the tree house, making him float and causing the camera to point at the floor during the cutscene Sally - Peachy's Final Mission: Killing the NPCs fails the quest and now correctly moves it to the failed section. Sally - Peachy's Final Mission: Last three of the five doors of the Avon Puppet Theatre can now be unlocked with lockpicks. Sally - Peachys Final Mission: No longer possible to incapacitate the quest giving NPCs with Knockout Syringes, causing the quest to become uncompletable. Sally - Prologue - No longer possible to get locked outside Sallys bedroom. Sally - Ratholm: The shutter blocking entrance into Ratholm is now visible again. Sally - Reservations: No longer possible to mantle out the barricaded window on the second floor. Sally - The Framers: Saving and returning to the main menu while picking up any of the evidence no longer causes it to be missing on reload. Sally - Unsafe House - Performing a save/load during the fight no longer leads to General Byng only noticing Sally when close to her. Sally - Unsafe House: General Byng now paths properly around walls and objects to get to Sally. Sally - Unsafe House: General Byng is no longer standing in front of the lab door, which caused Sally to clip through him when she exit the lab. Sally - Unsafe House: Going out of range of Byng and talking to him while jumping back into range no longer causes issues. Sally - Unsafe House: Performing a save/load during the General Byng's fight no longer causes Byng to be missing from the area. Sally - Wakey Wakey: Dying during the quest no longer reloads the last manual save. Sally - Wakey Wakey: The player can no longer throw and push Spud Murphy's body on the other side of the wall Sally: Johnny Bolton now always has stuff to sell. Arthur/Sally - Tits Up Downer - Lore pick-up is no longer missing from the downer's suitcase. Arthur/Ollie - Parade District: Climbing on the cliff on the right side of the park allows characters to reach unintended area leading to multiple issues. Arthur/Sally: Performing a takedown on the corner pub seller causes the player to be stuck in the selling space. Ollie - A Dead Man's Best Friend: Taking and gutting open the Salty Dog before Margaret finishes her voiceline no longer results in the "Find the Salty Dog" objective to not complete. Ollie - A Pomaceous Puzzle: Saving and returning to the main menu when picking up the Gas Bomb no longer causes it to be missing on reload. Ollie - Cathouse - Repairing the fridge and then save/loading no longer causes the fridge door to disappear. Ollie - Constabulary Removal: Killing the Dealer's associates no longer causes the quest to be impossible to complete. Ollie - Crazy Legs: Streaming after or during the fight with the Hooligans no longer prevents the side quest from being completed. Ollie - Crazy Legs: The prompt to talk to Eric Liddell is no longer temporarily missing for more than a minute if he's attacked by Bees at the 1st objective. Ollie - Gung Hoster: Baden-Powel can no longer be stuck in the floor. Ollie - Jericho - Improved performance in this area. Ollie - Jericho: Last group of hooligans with the female wastrel are no longer invincible. Ollie - Jericho: Triggering the cutscene in the 4th room before Margaret finishes her dialogue no longer causes the player to remain stuck halfway through the cutscene. Ollie - Jericho: Using an explosive while on a moving elevator no longer causes multiple camera and character issues. Ollie - Lud's Holm: Part of the Train Station is no longer seen floating in the air after the explosi
[ 2019-01-25 00:12:59 CET ] [ Original post ]
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- We Happy Few - Jolly Brolly [Linux] [27.41 K]
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Discover the retrofuturistic city’s dark history as you play through the intertwined narratives of three quietly rebellious citizens of Wellington Wells, each with their own strengths and weaknesses, as they face their pasts, prepare for the future, and engage in activities that aren’t exactly status quo in the artificially enthused society.
Retrofuturistic 1960s England
Set in retrofuturistic 1960s England, you will find a city ravaged by war and rebuilt by delusionally happy people. Everything appears joyful in Wellington Wells, including its roads, its people, and its omnipresent television personality: Uncle Jack! But, it’s actually a world on the brink of collapse. Come unveil its dark history, and discover how and why its residents came to be so beguilingly happy.
Three Interwoven Narratives
Play as three flawed characters who explore their own connections to the events surrounding the rebuilding of Wellington Wells. They each have a unique storyline in which they interpret and react to the events around them in different ways. As you hide, conform, or fight back as each of them, you will encounter dark humour, a spot of hope, and even some redemption along the way.
A Dystopia of Your Very Own
In We Happy Few, no two playthroughs are alike. While the citizens of Wellington Wells will always want to ensure that you’ve taken your Joy, the procedurally generated world will ensure that your experience with We Happy Few is different and unique. Wellington Wells is never quite like you remember it.
Take Your Joy…or Don’t. The Choice is Yours
Customize your We Happy Few experience:
• Choose from a range of difficulties for new and experienced players alike,
• Masochistic? Try permadeath!,
• Collect recipes, scavenge items, and craft dozens of weapons, tools, and devices,
• Creep, crush, or conform your way through puzzles and encounters, and
• Fight with the crazy weapons you can craft, or fight with your bare hands and don’t kill anyone!
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