We Happy Few Wiki
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TabMenuInventory.png

The Inventory is a menu option in We Happy Few.

Buff TechFriendly.png Overview[]

The Inventory is where players go to see the items currently being carried by their character. Clicking on each item will reveal the item's weight, value, purpose, and effect.

The amount of items that a character can carry is limited by the weight. A player can become over-burdened if they try to carry more than the number allows, which will restrict their ability to perform some actions such as running, jumping, climbing, walking speed, etc.

Players can also keep inventory items in the Pneumatic Stash inside their Safe House. The player is still able to craft things even if they are away from the Pneumatic Stash, though this is not the case if the player is in Survival Mode.

The sections consists of Health, Food and Drinks, Gadgets, Drugs, Weapons, Outfits, Crafting Components and Quest Items.

Tier System[]

All of the items may or may not have a coloured right corner on their small icons, the colours; White, Yellow, Green, Blue, and Purple, represents how useful and rare the item is.

The game determines useful items by how well they aid the player under varying circumstances. For medicinal items it could be how much health the player regains and how many ailments they cure, for foodstuffs it could be how much thirst/hunger they relieve, for weapons and clothes its how well they protect the player, etc. The actual usefulness of each item is determined by how the player wants to play the game.

Commonality depends on how many and how easy it is to get the item. The most common items can be found in a multitude of different containers and shops, and they have a higher likely chance of spawning in the world. Items that are more rare have a less likely chance of spawning in containers, may or may not be available in shops, and/or have to be crafted in order to be used.

Just because an item is common doesn't mean it isn't useful, a lot of higher tier items require lower tier components for them to be crafted.

  • Tier I = No coloured corner, these are items the player is most likely to find when looting containers.
  • Tier II = White corner, about as common as the items without a coloured corner.
  • Tier III = Yellow corner, very useful items that may only be found in a couple specific containers.
  • Tier IV = Green corner, uncommon items that may only be found in very few containers. The items tend to be very powerful.
  • Tier V = Blue corner, rare items that are usually rewards from chests or safes. They either have to be crafted or found in at least two containers.
  • Tier VI = Purple corner, extremely rare items that are very powerful. They either have to be crafted, found in at least one container, or in locations later in the game.

Buff Conformist.png Trivia[]

  • In earlier versions of the game, pulling up the inventory didn't pause the game. There was also a delay when equipping weapons or clothes.
  • The very first inventory had a slot for pants, remnants of this can be found in the game files, as the player can give themselves military pants by using console commands. There is no way to actually put them on, though.

Buff Preservasionist.png Gallery[]

Concept Art[]

Undetermined[]

Old Versions (Dev Showcase)[]

Final[]

The inventory system has gone through a ton of major changes throughout the years, from style and theming to function and classification. The earliest playable build with an inventory was Pre-Alpha Build 11219.

Build 11219[]

Buff TechFriendly.png Overview[]

The earliest playable build of We Happy Few, this version of the inventory displayed not only the items the player was carrying, but also their stats. The player had a 10x8 inventory grid with 80 available slots, though only 40 slots are unlocked upon starting a new game, while the other 40 slots are locked until the player finds a Pocket Expansion Kit. The slots would be filled by items that had the size of either 1x1, 1x2, or 2x3. The bigger the item, the more space it took in the inventory.

Additionally with the inventory were the quickslots. The quickslots could only hold consumable items or throwable weapons, and were best used as backup space. Despite having the appearance of a 1x1 slot, they could hold 1x2 items as well.

The player had two slots for weapons, and one slot for clothing. Clothes took up the most space, being 2x3 items, while weapons ranged from 1x2 to 2x3.

To drop something, the player had to drag the item from their inventory and into the grid ladled "Ground". However, the item would not drop until the player exited the menu, meaning the player could move items into the "Ground" grid, go into the crafting menu to craft something with the available space, and then move the items in the "Ground" grid back into the "Inventory" grid.

At this point in time, all of the items had their own stack limit ranging from 1 to 10, instead of the current stack limit being 1 or 99.

Since the weight system didn't exist yet, none of the items weighed anything, nor did they have any value specified in the descriptions, since the player couldn't but or sell anything.

Buff EasilyForgotten.png Appearance[]

The inventory was very small, and only used white, red, and turquoise colours. The items themselves either had a white or light blue background to indicate whether they could affect the player (light blue bg) or not (white bg).

Because of how small the inventory was, it affected how big the icons of the items were, and since a lot of the items had the same greenish icon on a light blue background, it could be very difficult for some players to find the item they were looking for.

Buff Preservasionist.png Gallery[]

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