Inventory

* Main
* 2015
* 2016

The **Inventory** is a menu option in *We Happy Few*.

## 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.

## 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.

## Gallery

### Concept Art

Inventory Mockup.Inventory Prototype.Early Design.
### Undetermined

Moving from a tetris system to a weight system.Example of the old stack systemIntroducing the new stack system
### Old Versions (Dev Showcase)

The very first inventory.Inventory during PAX 2015.The Kickstarter inventory.Pre-Alpha build 17956 inventory preview.The inventory after the Life in Technicolor update.
### Final

Arthur's InventorySally's InventoryOllie's InventoryPneumatic InventoryAshesBookcaseCampfireCoin BoxChestCorpseCounterCrateCredenzaCupboard 1Cupboard 2End TableFreezer LockerFireplaceFridgeKettleLow DresserLockerMedicine CabinetPostboxRubbish BinRubbish PileSafeSmall DresserSmall TableStoveSuitcaseToiletVanityWardrobeWaste Bin

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

###  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 contain items of any size.

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 buy or sell anything.

###  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.

###  Gallery

The inventory screen seen in Pre-Alpha build 10447
(Screenshot taken from this video)The inventory screen seen in Pre-Alpha build 11219The player's "Stash" inventory screen, introduced in Pre-Alpha build 14473

The inventory system changed somewhat with the Pre-Alpha Build 17956. Note that some of the changes to the inventory also applied for the crafting menu and map.

## Build 17956

###  Overview

This version of the inventory changed from fullscreen to windowed, removing the "ground" section next to the inventory so that the player could drop their items on the sides of the inventory screen. The stats were also removed, so the player had no way of knowing how hungry, thirsty, or fatigued they were. The inventory still had 80 available slots, 40 of which were locked upon starting a new game and would only unlock if the player found a Pocket Expansion Kit. The quickslots also remained the same, being able to hold consumable/wearable items and ranged weapons regardless of size.

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.

Two of the major changes between this inventory system and the previous one was that actions such as changing clothes or switching weapons now had a duration of 5 seconds, instead of being instantaneous like before. Secondly, the inventory no longer paused the game. Time would still pass even if the inventory system was up, meaning that if the player was in combat and needed to switch weapons, the action would get cancelled if they were hit by the enemy.

All of the items still had the stack limit range from 1 to 10.

###  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).

The size of the inventory was slightly increased compared to the previous inventory, making it somewhat easier to tell which items were which, although it could've still been difficult for some players to find what they were looking for because of the colours.

## Build 21735

###  Overview

The inventory still had 80 available slots, although 30 of the slots were locked instead of 40 like in the previous build. At the start of a new game, the player would spawn with Pure Water, Jerky, and a Pocket Expansion Kit ready in their inventory, meaning the player could unlock 10 slots of the inventory immediately.

Unlike all previous builds, the inventory now had sound effects for when the player picked up and placed items around the grid.

## Build 27755

###  Overview

The inventory was made to be much larger than before, taking up much more space on the screen. Despite the new size, it still only had 80 available slots, 40 of which being locked just like in the 17956 build. At the start of a new game, the player starts with Pure Water, Jerky, two Healing Balms, and a Pocket Expansion Kit ready in their inventory, meaning the player could unlock 10 slots of the inventory immediately.

More sound effects were added to certain items.

###  Gallery

The inventory screen seen in Pre-Alpha build 17956The inventory screen seen in Pre-Alpha build 21735The inventory screen seen in Early Access build 27755