everybody's sad

everybody's sad

Released Feb 2019

Interact with sad, alive objects! Throw away a rotten apple; pet a stubborn cactus; sit on a grumpy chair; bond with your pet roomba. Explore your studio apartment, discover how to set boundaries, and use the power of saying "no" to discover happiness!

85% positive · 159 reviews
Done
All announced content has been released
High confidence
Done
All announced content has been released
High confidence

Where to get it

Free on Steam

Evaluation

everybody's sad launched on February 5, 2019 as a self-contained VR experience. The only post-launch developer communication was a small patch on February 21, 2019 (version 1.1.1) that added snap rotation and fixed a handful of minor bugs. There have been no developer posts, content updates, DLC announcements, or roadmaps of any kind since then. The store description presents the game as a complete, finite experience with no indication of ongoing or planned additions. The game launched as a finished product and has received no post-launch content beyond that early maintenance patch.
Evidence
Store description presents a complete, self-contained VR experience with no mention of future updates, DLC, or ongoing content
description source development ending
medium
Patch 1.1.1 shipped two weeks after launch, adding snap rotation and fixing minor bugs. This is the only developer communication on record and dates to February 21, 2019.
news post · Feb 21, 2019 source content shipped
low

Media

Details

Publisher
puncta
Achievements
—
Platform
Windows
Controller
—
Steam Deck
Not rated
Players
Single-player

About this game

everybody's sad is a a weird, therapeutic, kinetic VR experience about learning to balance self care and care for others. Use intuitive motion and pose-based controls to make sad, alive objects happy! But who will make you happy?

We wanted to provide players with an experimental VR experience that pushes the envelope of what VR games can be. By making players use their voices and bodies in new ways, we provide them with a more immersive experience in which they can discover the delicate balance between caring for others and themselves. Through this game, we wanted to emphasize the importance of balancing caring for others and caring for yourself, as well as innovating what games can do in VR.
Last evaluated Jun 16, 2026
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