“We Happy Few is the tale of a plucky bunch of slightly terrible people trying to escape from a lifetime of cheerful delusion. Set in a drug-fuelled, retro-futuristic city in an alternative history 1964 England, you’ll have to blend in with its other citizens, who don’t take kindly to people who don’t abide by their not-so-normal rules.
It’s a first-person game, set in a procedurally generated, fully 3D city that you must escape before society collapses around you. But, like any good roguelike, you’re probably going to die a few times before you figure out how it all works.
You will need to learn how to conform and avoid suspicion. You will need to hunt for supplies, and craft the devices and weapons that enable you to make it out of town alive.”
The stretch goal enhances the drug feature in the game, such as more effects (visual, audio, functionality), more drug types and all around have more time to focus on fun and creative drug designs. The next stretch goal is a Sandbox Mode, with $280,000 needed for this feature to be included.
To top things off, We Happy Few will now be released on Mac and Linux which should put a smile on a few face. Which Linux Game News expected to be available at release, seeing the title will be developed using Unreal Engine 4.
Over 60 hours are left for the crowd-funding campaign, and CAD$277,988 pledged by over 6,197 backers.
We Happy Few – 15 minutes of Pre-alpha Gameplay:
“If you die, or win, you’ll start a new game, in a brand new Wellington Wells. The world will change, so only through understanding the systems inside the game and how they work will you be able to win. Winning the game requires getting good at stealth, conformity or combat (hopefully all three), while learning what you can and can’t get away with.”
To celebrate the first stretch goal and the added Mac and Linux support, Uncle Jack has released Part Two of his Nighty Night: The Pied Piper of Hamlyn show.
Compulsion Games began building prototypes for We Happy Few back in January 2014, along with build the team throughout 2014/early 2015 to get team to where they are today. Embracing open development by showing the game really early on, posting consistent updates, and getting feedback from friends and family. Together with a few whirlwind days at PAX East in March, gaining insight and challenging input from hundreds of gamers on a very early build. Which is why Compulsion continues to work with gamers and getting feedback all the way to release.
For more details and a full explanation of the storyline, check out We Happy Few on Kickstarter for Linux, Mac and Windows PC.