Compara los precios de The Happy Hereafter en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Alawar. Publicado por ESDigital Games. Lanzado el 5/6/2014. Disponible en PC. Géneros: Casual, Strategy.

A bite-sized Halloween city-builder that gets in, makes you smile at its zombie puns, and gets out before you can ask for a second act. Completable in an afternoon - know that going in.

My spreadsheet instincts fired up the moment I saw the resource chain: food from forageable bushes feeding workers, wood from sawmills feeding construction queues, crafted goods from the workshop and kitchen feeding the research lab. On paper, The Happy Hereafter has the skeleton of a proper city-builder loop. The reality, unfortunately, is that the skeleton is about as thin as the ghosts populating it. You play mayor of Ghostville, an afterlife settlement built to house the overflow from the overcrowded Deadtropolis next door. Your zombie workforce collects food, wood, and other materials to construct buildings across six distinct locations, each unlocking new resources and quirky NPC characters who hand you new quests. Up to four NPC requests can run simultaneously, and you are free to tackle them in any order, though completing them in sequence does smooth out the resource curve. There is a mana system that lets you temporarily speed up individual workers, a circus building that boosts happiness colony-wide, and periodic raids on your storehouse by flying pigs, armored knights, and grim reapers that you fend off by clicking them down. Comic-book cutscenes stitch the story together between chapters. For a casual game, that is a respectable feature list. Here is where the strategy side of me starts filing complaints. Workers are completely interchangeable - there are no individual stats, preferred jobs, or personality traits, so the assignment decisions that make this genre tick are just absent. Worse, when a resource node runs dry, workers do not wait at the spot or return to a queue; they wander back to town and go idle, hidden behind pumpkin-head decorations if you are not watching. You also cannot assign more than one worker to most gathering nodes, which creates artificial bottlenecks that feel like a design oversight rather than a tension mechanic. Compared to Alawar's own The Promised Land, which this game is loosely descended from, these feel like deliberate cuts that were never fully compensated for elsewhere. There are also a handful of translation quirks and reported save-file bugs - one forum thread documents a save corruption issue with no cloud backup to fall back on - that hint at a slightly rushed release. What the game does right is mood. The cutesy-cartoony art on the main screen contrasts nicely with the thick sketch-line comic panels in cutscenes. The Halloween palette - muted purples, foggy greens, pumpkin oranges - is cohesive and easy on the eyes for a short session. The music is unobtrusive background material that reviewers have described as soothing rather than annoying, which is genuinely the best you can ask from a casual sim. Characters like Paranormalist Vladoff, who investigates the afterlife purely for souvenir opportunities, land the tone the game is going for. The over-100-mission counter sounds impressive until you realize the whole campaign runs roughly three to five hours from start to credits. That is not a knock if you knew what you were buying; it is a knock if you expected a deep management sandbox. For the right player - someone who wants a low-pressure, no-timer, Halloween-flavored diversion without committing a weekend - this is a perfectly acceptable way to spend an evening. For anyone hoping for the resource depth of a Tropico or even the worker personality systems of The Promised Land, the shallowness will surface within the first hour and never improve. The learn-as-you-play tutorial is genuinely newcomer-friendly, making this a safe recommendation as a genre introduction for a younger player or a non-gamer partner. Just go in with calibrated expectations: it is comfort food, not a meal. Diego, Scout Team

The Happy Hereafter

The Happy Hereafter

5 jun 2014AlawarESDigital Games
GamerScout opina

A bite-sized Halloween city-builder that gets in, makes you smile at its zombie puns, and gets out before you can ask for a second act. Completable in an afternoon - know that going in.

PC
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€0.00
en N/A
Mínimo histórico: €1.99

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My spreadsheet instincts fired up the moment I saw the resource chain: food from forageable bushes feeding workers, wood from sawmills feeding construction queues, crafted goods from the workshop and kitchen feeding the research lab. On paper, The Happy Hereafter has the skeleton of a proper city-builder loop. The reality, unfortunately, is that the skeleton is about as thin as the ghosts populating it. You play mayor of Ghostville, an afterlife settlement built to house the overflow from the overcrowded Deadtropolis next door. Your zombie workforce collects food, wood, and other materials to construct buildings across six distinct locations, each unlocking new resources and quirky NPC characters who hand you new quests. Up to four NPC requests can run simultaneously, and you are free to tackle them in any order, though completing them in sequence does smooth out the resource curve. There is a mana system that lets you temporarily speed up individual workers, a circus building that boosts happiness colony-wide, and periodic raids on your storehouse by flying pigs, armored knights, and grim reapers that you fend off by clicking them down. Comic-book cutscenes stitch the story together between chapters. For a casual game, that is a respectable feature list. Here is where the strategy side of me starts filing complaints. Workers are completely interchangeable - there are no individual stats, preferred jobs, or personality traits, so the assignment decisions that make this genre tick are just absent. Worse, when a resource node runs dry, workers do not wait at the spot or return to a queue; they wander back to town and go idle, hidden behind pumpkin-head decorations if you are not watching. You also cannot assign more than one worker to most gathering nodes, which creates artificial bottlenecks that feel like a design oversight rather than a tension mechanic. Compared to Alawar's own The Promised Land, which this game is loosely descended from, these feel like deliberate cuts that were never fully compensated for elsewhere. There are also a handful of translation quirks and reported save-file bugs - one forum thread documents a save corruption issue with no cloud backup to fall back on - that hint at a slightly rushed release. What the game does right is mood. The cutesy-cartoony art on the main screen contrasts nicely with the thick sketch-line comic panels in cutscenes. The Halloween palette - muted purples, foggy greens, pumpkin oranges - is cohesive and easy on the eyes for a short session. The music is unobtrusive background material that reviewers have described as soothing rather than annoying, which is genuinely the best you can ask from a casual sim. Characters like Paranormalist Vladoff, who investigates the afterlife purely for souvenir opportunities, land the tone the game is going for. The over-100-mission counter sounds impressive until you realize the whole campaign runs roughly three to five hours from start to credits. That is not a knock if you knew what you were buying; it is a knock if you expected a deep management sandbox. For the right player - someone who wants a low-pressure, no-timer, Halloween-flavored diversion without committing a weekend - this is a perfectly acceptable way to spend an evening. For anyone hoping for the resource depth of a Tropico or even the worker personality systems of The Promised Land, the shallowness will surface within the first hour and never improve. The learn-as-you-play tutorial is genuinely newcomer-friendly, making this a safe recommendation as a genre introduction for a younger player or a non-gamer partner. Just go in with calibrated expectations: it is comfort food, not a meal.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertrading-cardstier:sub-5City-BuilderHalloween ThemeResource ManagementWorker ManagementNo Time LimitQuest-DrivenComic Book Cutscenes

Requisitos del sistema

Mínimos

OS
Windows XP/Vista/7/8
Memory
512 MB RAM
DirectX
Version 9.0c
Storage
800 MB available space
Graphics
256 MB
Processor
1.6 GHz

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OS
Windows XP/Vista/7/8
Memory
1024 MB RAM
DirectX
Version 9.0c
Storage
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Graphics
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Processor
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Información del juego

Desarrolladora
Alawar
Distribuidora
ESDigital Games
Fecha de lanzamiento
5 jun 2014

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¿En qué plataformas está disponible The Happy Hereafter?

The Happy Hereafter está disponible en PC.

¿Cuándo se lanzó The Happy Hereafter?

The Happy Hereafter se lanzó el 5 de junio de 2014.

¿Quién desarrolló The Happy Hereafter?

The Happy Hereafter fue desarrollado por Alawar y publicado por ESDigital Games.