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Welcome! This is where we talk about things, like games, space and pancakes.

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  • Cub Reporter (Get Out)

    Hi yes, I checked back with the Editor in Chief and Arthur would say something about looking for Gemma's investigation which I already did
  • Weekly Journal - Yuletide Update

    Animation Team - JR, Rémi, Vincent, Mike P, Jules, Raph and Franzi

    Mike P (Smarter than your average bear)

    Sup folks! Greetings from our secret underground lair… well not so much, but it’s nice to think it is. So this week was again a mixed bag. Worked on some more cinematics and some camera moves to enhance your playing experience. To give you the ooooh’s and aaaah’s! As usual I can’t show them to you, but believe me, 1 out of 2 animators here say they are passable ;) So yay! That again, is about it from my end folks, so tune in again next week, same Bat Time, same Bat Channel!


    Hi everybody! I've continued my work on combat this week again. Creating new animations for the death by the status effect of bleeding:

    This animation ends in rag doll, which means if a NPC dies by bleeding near a bench... there is a possibility that he/she will hit his head violently on it.

    I can also share you this new animation of when a NPC has their weapon destroyed:

    If I were you, I would start already training with the parry because it's going to be very useful during combat! See you next week for more news about combat!


    Hey guys, this week I tried to go back to narrative but ended up tuning and polishing combat animations all week! Most of all, I polished and exaggerated all of the “reaction” animations for NPCs in combat, meaning whenever they get hit or parried, the point of impact (head/body) is more obvious, and in general just so the animations would communicate better in the middle of a fight. So far I did this pass on 1-handed combat, and I will have to retarget those animations for all combat archetypes.

    Otherwise my week was split between new variations for dodge, polished some old taunt animations and did a little bit of tuning on the combat idle and other small non-combat related tasks.

    Narrative Team - Alex and Lisa


    This week I alternated between writing environmental narrative for a new “introductory” island and freaking out about public speaking -- Alex and I are giving a talk at MIGS next week about narrative in We Happy Few. It’s actually been great to step back and look at the big picture of the game -- not only for our talk, but as part of the game polishing process. We’re seeing all sorts of patterns we hadn’t really come up with on purpose, but of course we’re going to pretend that we knew all along what we were doing! If you’re at MIGS next week, please say hi.  

    Thanks for tuning in!  

    Compulsion Team


    Discuss this post here

  • Haute Cuisine bug

    Hi there,

    This is a known issue which we'll be addressing for the 1.0 release of the game.

  • 2 bugs found

    Firstly, in the lower right of the hud where you can scroll the mouse wheel to select an item, the words "Mouse Wheel Down" are too big and cover the selected item. Secondly, I was sitting on a bench and a downer sat on my lap. Probably should not happen but hey, you do you.
  • [BUG] Non-Player character sit on you

    One time, when i was playing, i decided to sit on a bench, but a Non-Playable Character came and it sat, where i was sitting
  • Weekly Journal - Lining up the Shot

    Hi everyone,

    Animation - JR, Rémi, Vincent, Mike P, Jules, Raph And Franzi

    Hi! So this week we made a lot of progress in combat. Now, when a lot of NPC are attacking you, you have the feeling of fighting against a real crowd of people. They move everywhere, they taunt, they feint, and they communicate.
    (I am sharing with you this GIF, this is a work in progress but I think that it can give you an idea of how the feint will look).



    So like I said, the NPC can communicate during the fight. What I mean by that is for example, if you make a critical hit to an NPC, others are going to have a reaction like "Oh my god that must hurt". Same if an NPC assigns a critical hit to the player, the NPC is going to have a reaction like "Good job guys we will kill him". We made this improvement because we had the feeling of NPC are a little bit "dumb". Now I think we reach our goal. The combat is gonna be really different than what you can see already in the game. I'm very excited to finalize the animations and share them. See you next week, guys!

    Hey everyone, I’m out of my cinematic dungeon this week! ...well not quite, but I did spend some time helping out on gameplay a little bit. As you know we have been touching up on combat quite a lot recently. For me that meant: meetings, giving feedback, polishing up throws for NPCs, adding a new lob throw animation used for bangers, molotovs and whatnot, and replacing the infamous bayonet slash with a poke variation, which makes much more sense with the pointy stick.

    Then I moved to object interaction, offering a bit of support for lock picking and creating a new jimmy bar animation that could work well with any object you can pry open. Oh and I also updated a “combing hair” animation. It doesn’t seem like much, but when you have this dude in the game, hair combing needs to be shiny. #DannyZuko



    And as usual, nothing I can tell you about cinematics… except that I’m working on a scene involving an apple.

    Design - David, Hayden, Antoine, Adam, Ben, Eric, Roxanne And Benji

    This week I set up prices for all pickups in the game. It was fun! (NOT! But necessary). Now I am working on the display of stats for all items so you will be able to compare them for their relative value and efficiency. Next week, it will be a big pass on quest rewards. I’ll try not to drown in that ocean of data! :)

    Hello! Wow it’s been a while. How’s everyone doing? I’ve been incredibly busy hence why I’m not posting too much in here due to the fear that I might be repeating myself “working on secret stuff, tune in later.”

    What I can say though is that I was given a new shiny task that excites me quite a lot. That is to create a proper introduction to the world of the garden district and cover more basics of the gameplay in the form of “tutorials.” Putting tutorials in brackets because we’re trying to create exciting moments that hopefully don’t feel too much like tutorials. A recent user research report explained that most players had a hard time understanding the dynamics of the NPCs in relation to the player. We’ll try to address that by creating moments that introduce properly two factions of the garden district: the hooligans and the wastrels. That way we can understand who they are, what their motivations are and how these factions interact with each other in the world of We Happy Few. Also trying to keep the entire thing creepy, which is something that I always try to push in all the levels I’m working on.

    Engineering Team - Matt, Serge, Michael, Lionel, Rob, Evan, Maarten, Céline, Neil And Guillaume (Sometimes)

    Following on last week, I was deep in the geometry generation part of the engine. This is a dark place where Math monsters lurk and everything is slower. So, I spent a lot of time waiting for the complete world generation to finish - because the geometry generation is done at the end. and I built the proper math for the corners to adapt to roads of different widths. And pulling my hair when doing something as stupid as forgetting a -1, because then I had to relaunch everything again…

    Art Team - Whitney, Emmanuel, Tito, Marc-André, Sarah, Guillaume, Cary And PH

    For the first half of the week, I’ve been continuing to work on the new fillers set for the garden district and have been having a meeting about the upcoming new “tutorial island”. I will be the environment artist doing the heavy lifting of that environment when design planning will be over.

    Afterwards, I started to work on new vine variants that will go on the garden district building to make them feel a lot more dilapidated. This is very tricky because it involves optimisation (polygon count, shader complexity, texture size, draw calls, etc.), a lot of manual work/steps (branches, leaves and roots all created by hand) and multiple iterations. By multiple iterations, I mean that there are requirements for: lush and dead variants, shape variants, color variation and more. Although it is challenging, it is very interesting to do.

    Narrative Team - Alex And Lisa

    We are at an odd phase in development. On one hand, we are scarily close to when we need to have everything built and working. At this point, we should only be fixing problems, not building new things. However, some problems can only be fixed by building new things; and many problems only become clear after you resolve other problems. You can’t tell if the car pulls to the left until you can make the wheels go round and round.

    We’ve been doing a lot of focus tests on Arthur’s playthrough, and it’s become clear that we can do a better job of putting the player on the right track from the get-go – some players report coming out of the initial shelter and not knowing where to go or what to do. We also need to make the first couple of hours stickier – more cool stuff to see and do, less running around in the woods.

    So, we are building (we hope) a new, sharper, more spectacular opening to the game. That involves a lot of back and forth between me, G, and the lucky designers handed this task.

    Publishing – Steve, Jeff, Mike C, Austin, Meredith, Elisa, Kat, Kelly, Nicole, Sean, Mike M, Elliot, and Simon (and more)

    Hi everyone! This is Simon on behalf of Gearbox Publishing’s Quality Assurance (QA) Team. Our goal is to support Gearbox Publishing’s various partners/developers through a team of objective testers. We offer functional, first party certification, localization and compatibility test services to ensure that the player will have a smooth experience when the games reach their hands.

    Thanks for tuning in!

    Compulsion Team

  • Screenshot thread?


  • Weekly Journal - Winter is coming. Or is it?

    Hi everyone,



    In development news, we’ve finished our first round of reviews on the game. The vast majority can be completed without debug (eg cheats), and we have all our AI archetypes running around. However, we need to improve Arthur’s and Miss Thigh High’s flow - this means we need to go back to the drawing board on the first couple of hours of Arthur’s playthrough, and create new content to make sure it’s a really great experience. If the first two hours isn’t good, it won’t matter how good the rest of it is. This is a pretty big deal, so we will keep you updated (eg Lisa’s post below explains a bit about how important it is to introduce both mechanics and the various parts of the world).

    Animation - JR, Rémi, Vincent, Mike P, Jules, Raph And Franzi

    Slightly sick Mike

    Hey folks! Hope you all had a wonderful week! I’ve been introduced to something called the ConPlague. Apparently that’s a thing - getting sick after running a booth at a convention. Anywhoo, this week I worked on another cutscene. Our poor characters are getting abused in new and creative ways! (I kinda secretly enjoy coming up with new ways to mistreat them). So this week involves some doctors using Arthur as a pincushion. Think Mia Wallace getting revived in Pulp Fiction. So yeah, good times! That’s it for me this week! Tune in next week, same Bat Time, same Bat Channel!


    Hi ! This week, I’ve had time to go back to combat! One aspect of our combat circles that wasn’t working right was the supporting NPCs (NPCs that are hostile but just out of reach) weren’t threatening you very much. So, I created a new taunt for the NPCs: 

    Also, as part of our reviews of combat, we want to create some communication between NPCs during the fight, to help make it feel more coordinated (rather than just a group of people randomly beating you and ignoring each other). So I am currently working on a few feint and communication reactions. I will keep you updated about that next week because we need to run some tests before it’s final! See you next week everyone.

    Design - David, Hayden, Antoine, Adam, Ben, Eric, Roxanne And Benji


    I’ve been fixing a ton of bugs on the Mad Scotsman’s playthrough, and reworking a few of the more important missions, particularly his intro sequence. We want to make sure that each new character’s introduction hits the level of Arthur’s intro, both in terms of creating something engaging and teaching you what you need to know about that character. I also made slight changes in the flow of the levels, to either speed up or slow down the action.

    Engineering Team - Matt, Serge, Michael, Lionel, Rob, Evan, Maarten, Céline, Neil And Guillaume (Sometimes)


    Our charming, delightful (especially under Joy), islands can be sometimes a bit empty. The wild areas are not very well distributed - Early Access players will be familiar with big stretches of meadow and forest that don’t have much in them except for berries.

    We had two problems to solve. First, there are tiny hamlets made of 4 or 5 houses that are supposed to provide the player with loot and side quests but they are not very well identifiable and too sparse. The player tends to simply not see them and go through them. Second, the way we connect those tiny hamlets is not ideal and creates loooong roads between them.
    This week, I tackled the first part. Now, those areas have a central place with the four houses knit together and the side quests are around in a spiraling fashion. It is much more readable and at the same time more compact, making the islands smaller.


    This week I have completed the features related to the Doctor (can’t wait for you to see his resurrect unique ability) and moved onto NPC search behavior. While that effort is mainly for the soldiers archetype (surprise), who need to be more relentless in finding the player than other NPCs, the coordination between the members of the search party will be beneficial to other NPC archetypes too.

    It’s really motivating to see all those archetypes getting personality over the course of development!


    It was nice to go along to MEGA on Saturday and see plenty of cool games, and also talk to some nice people who were interested in We Happy Few. It’s always great to see people playing the game. It’s easy to forget that we already have something that people are enjoying, and to know that we’re improving on that is pretty motivating.

    The wheel of fortune that controls my tasks landed on Combat this week, another of the core gameplay systems that needs some love. The goal this week was to improve the way the combat ring works - aka the way we distribute NPCs when they’re engaging you. The way the NPCs surround you when you’re in a fight has a lot of design requirements:

    • It needs to be challenging to just unthinkingly run away from combat, hence the encircling. 

    • It also needs to feel like you are surrounded, and you’re not just looking at one guy and hearing all the rest, but at the same time we don’t want cheap shots coming in from offscreen. 

    • We want the NPCs to look like they know they are attacking as a group and acknowledge each other to make them feel more real and less like game objects (see Jules’ post above).

    To start with I have changed the pattern to make it so that more of the NPCs position themselves in view, while still making sure the ring doesn’t have big holes in it. I will make sure they move to block you if you try to run away, picking your timing and utilising the shove move will still be a useful tactic, but it should be harder to run away unscathed unless you’re good at it.
    For some reason NPCs had stopped blocking as well, which was making combat too easy, so I have fixed that, and I want them to come to each other’s aid if you really start laying into one of them.

    Art Team - Whitney, Emmanuel, Tito, Marc-André, Sarah, Guillaume, Cary And PH

    Marc & PH

    We are continuing our artistic efforts to refactor the procedural system in the Garden District. We are happy to see that our new roundabouts and buildings works seamlessly together. We still have a lot to tackle, but progress is very encouraging.

    Narrative Team - Alex And Lisa


    I’m working on environmental narrative for a new location that will orient players to the world of the game. So I’m having to think about a world I’ve been immersed in for over a year, from the perspective of a newbie. Fortunately, we’ve had great fan feedback about what is unclear or confusing, so that’s immensely helpful. Thank you!


    Thanks for tuning in!

    Compulsion Team

  • Map generation, few exploits, Walkabout problem

    Hey, I want to mention some bugs here and even made some videos available by links to illustrate the problem. Hope this helps.

    First thing that I mentioned about the game has spawned two dig spots in enclosed area. There is no any house or gape to pass through. When you climp up the window you get stuck at textures. Mb game counts it as a valid path. Dunno. Also there are "You shall not pass!" gates at 2:01.

    Also I have noticed that sometimes weapon is being repaired when placed in pneumatick stash. To make it happen stash have to contain one undamaged copy of item. Then you place and take the damaged one and it's repaired.

    Another exploit appears on completing Odds quests (Thomasina House, etc). I had cats replicas sold to the moment of completion and their buy price became 0. When I buy them their sell price is 25 so its possible to drain all the money from merchant.

    Also the problem with Walkabout quest. I've seen posts about ghost not moving but in my case it's path is cycled because of the root cellar had been generated at her route.

    Another bug I can only describe by words. Once per new game all the passive spells disappear on reaching some limit in their list or maybe at the moment of crossing first bridge, but after that the list is being appended correctly and none of spell disappear anymore.
  • BUG: Float Animation (Not Just While Sleeping)

    I noticed in your Known Bugs thread that you stated that NPC's are known to float in their sleep.

    However I'm here to inform you that it's not JUST when they sleep.

    I just encountered an NPC that was sitting in thin-air in front of a bench.
    She was at a 90 degree angle on the Y axis from the bench's perspective, which was really odd.

    Now here's the even weirder part....
    I met this NPC 2 minutes before going back to her, and she was sitting perfectly, nothing out of place.
    But as soon as I started walking around a building and went back to her, she was sitting in thin-air in front of the bench.

    The culprit NPC

    NPC Location (I apologize for the small map, I haven't gotten far in the game on this save file yet)