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  1. 2 points
    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 don’t 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 character’s 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.
  2. 2 points
    Hi everyone, We are excited to announce that Lightbearer, our second DLC is now live on Xbox One, PS4, Steam and GOG! 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 fans—until 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”. This DLC is available for all Season Pass holders (also in the Deluxe edition of We Happy Few) or as a standalone. You can purchase the Season Pass on the platform of your choice here: Xbox One, Steam, PlayStation4 (Americas), PlayStation4 (Europe), GOG. Cheers, Compulsion Games
  3. 1 point
    Hey there! I was just playing through the game like normal, and when I got to the point where I needed to get into Haworth Labs, the game would run through the cut scene when you talk to the Bobby, and when it ended, I couldn't proceed. I've quit the game and restarted several times, but nothing has worked. Has anyone else experienced this as well?
  4. 1 point
    Compulsion Games is looking for a great IT manager to take over our infrastructure. We are at an exciting juncture in our history as we join the Xbox Game Studios family creating worlds full of wonder and creativity. As we grow, we want to architect, setup and maintain a first-class IT infrastructure for our new office and look after the daily needs of our team. We are looking for someone who will: Plan and implement the infrastructure reorganization: Help redesign server infrastructure and internal practices. Deploy new server infrastructure for development support. Design and deploy infrastructure for new office. Support build distribution: Build scripts/systems for our games. Overview platform packaging. Manage integration with external services/partners. Manage the day-to-day maintenance and support: Deploy new machines, software Help on-board new employees. Track software updates, patches. Support people with tech problems. Interface with the Microsoft IT group Liaise with Microsoft IT teams when needed. Qualifications: You have ideally already managed a moderate server infrastructure. You are familiar with Microsoft platforms (Windows, Xbox One development environment). You are an expert with server infrastructure (virtual machines, Active Directory / workstation management, file serving, backup) and Linux OS. You have a strong knowledge of networking (LAN, VPN/Remote access). If you are interested, please send us your application now.
  5. 1 point
    So, is this available with the season pass? I have the season pass and was able to get the other two Dlc's when they were released, this one says i have to pay for it seperatley. $7.99 is not much, I just don't want to have to pay for something twice.
  6. 1 point
    Hello! We are Compulsion Games, a Microsoft studio based in Montreal, Canada, where we enjoy trudging through snow in the winter and Montreal's festival scene in the summer. We started in 2009, and focus on creating new intellectual properties. Our team is a bunch of passionate, excited people, with a range of experience from very senior to junior. The two main things that we have in common are passion for video games, and a desire to create amazing original work. We're looking to expand slowly with the right people. Our first game, Contrast, launched on PC, PS3, Xbox 360 and PS4 in November 2013, and on Xbox One in May 2014. It was a game about a little girl and her imaginary friend, set in an adult world of film noir, cabaret and gangsters. In August 2018, we released We Happy Few on PC, Xbox One and PS4. It's a game set in a retrofuturistic 1960s England, filled with paranoid citizens, where a plucky bunch of moderately terrible people try to escape from a lifetime of cheerful denial. We are currently looking for a 3D Animator to join our animation team on a fixed term contract basis for the DLC of We Happy Few. We are looking for someone who will be: Animating first person cinematics, including facial animation and lip sync. Creating ambient or conversation specific character animations. In-engine work: Setting up small scripted events in collaboration with LDs. Creating conversations using in-house tool, combining existing animation. We are looking for someone with professional experience in animation. This is a fixed duration (3 month), full time position, depending on your availability. Salary will be dependent on your experience. You would be required to work on site in our Montreal office. Please send a CV, as well as a reel including previous work experience and notable projects, to jobs@compulsiongames.com.
  7. 1 point
    When is the deadline for applications?
  8. 1 point
    be a bad mom don't feed gwen that's what i do
  9. 1 point
    Works fine on a Sony
  10. 1 point
    Hello! We are Compulsion Games. We are an independent videogame developer based in Montreal, Canada. Our first game, Contrast, debuted in 2013 and told the story of a little girl and her imaginary friend. We are currently hard at work on our second game, We Happy Few, which is currently in Early Access on Steam and Game Preview on Xbox One. We work on creative, original, high-quality experiences and are financially independent. We are a boutique team of industry veterans, who trust and respect each other and love our craft. We are looking for a Generalist Programmer to come and work with us on We Happy Few, an award-winning, dystopian 1960s survival game about escaping from a delusional English society that is completely obsessed with happiness. We Happy Few is a blend of a procedurally generated systemic gameplay and a linear story with scripted elements. We are looking for someone who: - loves games, - can work directly with art, animation, and design teams to help in their realization, - can extend our story, and moment-to-moment systems and pipelines to help create a compelling game experience, - can work on code optimization to improve the game’s performance, - can participate as part of the design and tech team to evaluate and improve the game as a whole through constructive criticism and creative contributions, and - can work and share with other industry veterans who are passionate about their craft. The ideal person for the job would: - have a minimum of 3 years of industry experience working on PC or console games, - have a strong understanding of Unreal Engine 4, - play games regularly and understand the fundamentals of what makes them work, - be technically strong and willing to work closely with artists, designers and animators for this role, and - be looking to join a top-level and creative independent team. Provided you have at least 3 years of experience in console/PC development, we are flexible about experience level. It’s important to us to find the right person, not fit you in a box, so you could be very senior or an intermediate programmer. We like to encourage generalism, but if you are an experienced specialist with a broad background, we will also be happy to talk to you. This is a full time role at our studio in Montreal, Canada. Salary will be discussed based on experience. If that all sounds like you, then we would love you to come and work with us. Please send us an email at jobs@compulsiongames.com, including a CV and examples of recent work.
  11. 1 point
    Thanks everyone, this position has been filled. However, we are always on the lookout for new experienced team members even if we do not have positions currently available.
  12. 1 point
    Hello! We are Compulsion Games, an independent videogame developer based in Montreal, Canada. Our first game, Contrast, debuted in 2013 and told the story of a little girl and her imaginary friend. Our second, We Happy Few, is currently in Early Access on Steam and Game Preview on Xbox One. We are looking for an experienced Level Designer to come and work with us on We Happy Few, an award-winning, dystopian 1960s survival game about escaping from a delusional English society that is completely obsessed with happiness. In the context of the project, you must be able to quickly assimilate our existing narrative, design and features to generate compelling moment-to-moment experiences that marry the game's narrative with its core mechanics. You are at ease working with all disciplines in game development. The position of level designer includes but is not limited to: - Understanding and improving game systems and mechanics. - Evaluating and reviewing existing blueprints for stability, coherence and standardization. - Extending and enhancing, or designing from scratch, the moment to moment gameplay for procedurally generated or story-specific encounters/missions. - Participating as part of the design team to evaluate and improve the game as a whole through constructive criticism and creative contributions. Strong technical skills (working with Blue Prints and/or Scripting) - A good sense for layout, locomotion, player pacing and gameplay. - Be self-directed and self-motivated to learn on your own. - Creative minded; capable of designing narrative-rich experiences. The ideal person for the job would: - have a minimum of 3-5 years of industry experience working with the Unreal Engine, - have a strong understanding of UX design principles and practices, - play games regularly and understand the fundamentals of what makes them work, - enjoy and thrive at working with people in other disciplines, and - be looking to join a top-level and creative independent team. This is a full time role at our studio in Montreal, Canada. Salary will be discussed based on experience. If that all sounds like you, then we would love you to come and work with us. Please send us an email at jobs@compulsiongames.com, including a CV and examples of recent work.
  13. 1 point
    Thanks everyone, this position has been filled. However, we are always on the lookout for new experienced team members even if we do not have positions currently available.
  14. 1 point
    We are currently looking for a Senior Level Designer to join our team on our current project, We Happy Few. In this context, we are looking for someone to: ● understand and improve game systems and mechanics, ● evaluate and review existing blueprints for stability, coherence and standardization, ● extend and enhance, or design from scratch, the moment to moment gameplay for procedurally generated or story-specific encounters/missions, ● participate as part of the design team to evaluate and improve the game as a whole through constructive criticism and creative contributions, and ● assemble story, environment and gameplay mechanics into a well-paced, highly realized experience. We are specifically looking for someone who has: ● 10+ years of experience working in video games, ● 5+ years experience working in Unreal Engine 3 or 4, ● experience in procedural level design, ● experience working with and familiarity with the business realities of independent video game development studios, ● has been involved in large scale video game projects, ● can speak English or French, ● has a high school diploma, and ● has experience in production management. This is a paid, permanent, full time position based in our Montreal office. Salary is negotiable based on experience, but will be between the range of $60,000 and $90,000. Complementary health insurance is provided at 50% cost. If this interests you, please send a CV, including previous work experience and notable projects, to jobs@compulsiongames.com Compulsion Games Inc 1001 Rue Lenoir Studio A-329 Montréal, H4C2Z6 www.compulsiongames.com
  15. 1 point
    Hello! We are Compulsion Games, an independent videogame developer based in Montreal, Canada. Our first game, Contrast, debuted in 2013 and told the story of a little girl and her imaginary friend. Our second, We Happy Few, is currently in Early Access on Steam and Game Preview on Xbox One. We work on creative, high-quality experiences and are financially independent. We are a boutique team of industry veterans, who trust and respect each other and love our craft. We are looking for an Environment Artist to come and work with us on We Happy Few, an award-winning, dystopian 1960s survival game about escaping from a delusional English society that is completely obsessed with happiness. The environments of We Happy Few are stylized, while retaining high-production values. They tell meaningful stories about a location's history, and a sense of place. We are looking for an artist that combines strong technical skills with a rich understanding of cultural and artistic references. We are looking for someone who: - loves creating environment art, - has a superb portfolio, - is comfortable with the full range of 3D artist skills, including modelling, texturing, lighting, and composition, - has a commitment to creating high quality work and improving their workflow, and - is comfortable working closely with team members from other disciplines. Familiarity with Maya, Substance Painter, UVLayout, Quixel, ZBrush and/or Unreal is a plus. This is a full time role in which you would be working closely with the design and narrative teams at our studio in Montreal, Canada. Salary will be discussed based on experience. If that all sounds like you, then we would love you to come and work with us. Please send us an email at jobs@compulsiongames.com, including a CV and a portfolio of recent work.
  16. 1 point
    Hi everyone This is a new forum where, from time to time, we will be posting job opportunities here at Compulsion. We'd like to keep this fairly clean for potential applicants, so we have restricted posting/commenting in this forum. However, you are very welcome to ask questions over in the General forums For those of you who are new here, Compulsion is a ~20 person studio based in Montreal, Quebec, Canada. We are a studio that prizes creative work with a side of technical competence, and grow only when we find people who feel like the right fit for the team. If you are interested in any of the jobs posted, feel free to send us a question or two at jobs@compulsiongames.com! We also take spontaneous applications for jobs not posted here, although please keep in mind that we will not be able to reply to everything. Thanks!
  17. 0 points
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