Survival Mode is an Arcade game mode in We Happy Few introduced in Update 1.7
Sandbox Mode is a subvariant of Survival Mode that does not have any objective and unlocks all of the customization options for world generation. The player is free to do whatever they desire.
In Survival Mode, the player's objective is to survive and stay alive while working towards escaping Wellington Wells. In order to accomplish this, the player must navigate through the city without dying, eventually making their way to the boathouse located on the final island. Inside said boathouse, there is a motorboat that will allow the player to escape to the mainland.
The motorboat requires power in order to be of any use and in order to obtain power for it, the player must find and collect 5 special Boat Capacitors in Wellington Wells. These Boat Capacitors look similar to normal Power Cells, but are green instead of purple.
One other obstacle that the player also has to overcome is that the bridges connecting the islands are all closed, so the player must find electronic keycards in order to open them and proceed to the next island.
In addition to escaping Wellington Wells, the player must also make sure that they do not die.
Sandbox mode does not have any objective for the player to complete and they're free to do whatever they desire. Console Commands are enabled and can be accessed by pressing the ` key, above Tab.
In Survival Mode, the player can play as any of the three playable characters from the Campaign; Arthur Hastings, Sally Boyle and Oliver Starkey. Arthur is playable right from the start, Sally is unlocked by completing Act II and Ollie is unlocked by completing Act III.
- Fastest movement speed, both while walking and running.
- Can use both Workbenches and Chem Tables.
- Can "hide" by sitting down on a bench and reading a newspaper.
- Versatile; Arthur is good at both stealth and combat.
- Lacks a "Survival" skill tree, making certain things more challenging.
- Uses her regular "Stealth" and "Survival" skill trees.
- Starts the game wearing a Proper Suit.
- Very good at stealth, Sally's greetings are superior at reducing suspicion and she has a greater chance of breaking the line of sight when fleeing.
- Has access to several unique chemical crafting recipes, including a few exclusive ones.
- Her final Super-Duper skill will double the yield of chemical crafting recipes.
- Is capable of knocking down any enemy, but needs a Knockout Syringe to do so.
- Fragile; Sally has the lowest health out of the three characters and her health cannot be increased.
- Cannot equip and use heavy weapons, for example: Shovels, Lead Pipes, Frying Pans, etc.
- Lacks a "Combat" skill tree, making her less effective in combat situations.
- Cannot use Workbenches and has only access to the most basic weapons and clothing.
- Has the smallest inventory capacity.
- -30% movement speed penalty when carrying a body.
- Uses his regular "Combat" and "Survival" skill trees
- Starts the game wearing a Sergeant's No.2 Service Dress
- Deals the most damage out of the three characters.
- Has the largest inventory capacity.
- Can perform Stealth take downs on Bobbies and Joy Doctors.
- Has access to a variety of unique workbench crafting recipes, including a number of exclusive ones.
- Can throw items and bodies farther than the other characters.
- Lacks a "Stealth" skill tree, making him less effective at stealth.
- Slowest movement speed, both when walking and running.
- Cannot use Chem Tables and has only access to a limited set of chemical crafting recipes.
- Gets sick from taking Joy, resulting in vomiting (Hunger and Thirst loss), a shorter high and a longer withdrawal.
The primary goal for the player is to survive and secure an escape route out of Wellington Wells. The survival aspect of the game mode comes in the form of basic needs that the player must tend to. These basic needs are Hunger, Thirst, and Fatigue and the player must make sure to satisfy them as unlike in the Campaign, failing to satisfy one's basic necessities will be fatal.
- Hunger is satisfied by eating foodstuffs. Being well-fed will increase the player's maximum stamina and being hungry will decrease it. Foodstuffs can be obtained as loot from containers and occasionally from NPCs. They can also be bought from shops and vending machines.
- Thirst is satisfied by drinking. Being hydrated will reduce the player's stamina consumption and being dehydrated will increase it. Drinks can be found as loot but the player can also drink water from pumps in the Garden District and from taps in the houses in Hamlyn Village, though the latter has their water laced with Joy.
- Fatigue is satisfied by sleeping enough. Being well-rested will increase the player's stamina recovery and being exhausted will decrease it. Fatigue can only be restored by sleeping in shelters as Survival Mode does not allow the player to sleep in beds found in people's houses (with the exception of abandoned houses in the Garden District).
These three base needs are represented by three icons on the HUD that will slowly deplete over time. The player can also check the exact percentage of the base needs on the "Vitals" tab.
There are five islands that the player will traverse through to reach the end of the game, each of which are randomly generated.
Special Location/Structure (TBA)
- Adams Park
- Fine Cuisine
- The Hippo Club
- The Jacobean Society
- Lawrence Residence
- Majorca Lane
- Motilene Regulation
- Mrs. Sackville's Garden
- Mushroom Log
- Newspaper Office
- Pancake Hill
- Public Works
- Sir Robert Peel Park
- The Watchtower
The name of the island may change upon loading up the game save.
- Auld Harry Rock
- Drake's Fortune
- Eel Pie
- Lud's Holm
- Nether Eye
- St. George's Holm
Point of Interest
- Downer Investigation 1
- Downer Investigation 2
- Flower Picking
- Public Works
- Ruined Church
- Wellington Wells Beautification Contest
- The Great Escape
- You're Dying! (notice more than a quest)
When starting a game of Survival Mode, the player can customize the general map layout through the following parameters:
- World Size: This setting determines how large each individual island will be. The are three options to pick from; Small, Medium and Large.
- World Layout: This setting determines how the world will be generated relative to each other. There are two choices to pick from; Line and Tree.
- Line will create a much more linear map in that all islands will be aligned with each other and generate in a long line. Each island will be linked to two other islands, with an entrance bridge leading to it and an exit bridge leading to the next island. The player will usually start on the first island in the line-up and the boathouse will always be on the last island.
- Tree will create a more random and non-linear map in that the islands will generate in such a fashion that a single island could be linked to several other islands; such "junction islands" could have bridges leading to 3 or more islands, making it harder to tell in what direction the player should go in order to reach the Boathouse.
- Island Composition (only in Sandbox Mode): This setting determines what district the map will be composed of. There are three choices to pick from; Garden District, Hamlyn Village and Mixed.
- Garden District will make the whole map generate like the Garden District, featuring open grassy fields, water pumps, ruined buildings, abandoned- and bombed-out houses. These islands will be populated by Wastrels and Headboys.
- Hamlyn Village will make the whole map generate like Hamlyn Village, featuring long streets, back alleys, TV Spankers, Headmistresses, Mood Booths, Downer Detectors and curfews. These islands will be populated by Wellies, Criers, Bobbies and on the later islands, Joy Doctors.
- Mixed will make the whole map generate a mixture of both Garden District and Hamlyn Village. This is the default (and only possible) setting for Survival Mode.
- Height Variation (only in Sandbox Mode): This setting determines how hilly or flat the environment is. There are three options to pick from; Almost Flat, Soft Hills and Unprofessional.
- Almost Flat will, as the name says, make the map almost completely flat, with minimal to no differences in vertical elevation between areas.
- Soft Hills will feature some gradual variation in vertical elevation throughout the map, leading to light inclines and slopes throughout the map.
- Unprofessional will feature extreme and often abrupt changes in vertical elevations. A high point and a low point can be as far as 100m apart from one another and it is not unheard of for slopes and streets to generate nearly or fully vertical. This setting has been known to cause issues with building generation, causing houses to generate above or below ground level, making them inaccessible.