
Everybody Wham Wham
A tiny Dutch winter festival that somehow contains more soul than most narrative games three times its size. Come for the snowman competition, stay because you can't leave Rudy alone at the hot cocoa stand.
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Screenshots & Media

About Everybody Wham Wham
I have a soft spot for games made by musicians who picked up a game engine and just went for it, and Everybody Wham Wham is exactly that kind of project. Bonte Avond is a four-person team out of Utrecht, Netherlands, and the DNA of their background runs through every seam of this thing. The soundtrack was largely recorded in improvised single takes, and you can hear the chuckles bleed in at the edges of some tracks. That rawness is not a flaw. It is the game's beating heart. The structure is a ten-day snowman-building competition. Each day you roll snowballs to size, then dress your creation from a pool of over 60 decorations spanning themed categories, from pirate to futuristic to spooky. Match the day's criteria, impress the jury (which sits at a table on robotic legs, naturally), and score high enough to access the Igloo for Winners. The snowman-building segments are short, low-stress, and deliberately light on mechanical friction. If you arrive expecting a proper puzzle or strategy layer, that is not what this is. The competition exists mainly as a scaffold for everything else going on around it. What the game is really about is the festival itself. Between competition rounds, you explore the grounds and spend time with a cast of fully voice-acted characters whose oddness is calibrated to something warmer than chaos. Rudy the washed-up reindeer who thinks you're only after an autograph. Koenraad the runaway ice cream cone. The Pumpkin Prince with an actual pumpkin for a head. Some characters have genuine small arcs that earn a quiet emotional beat; others are more like colourful set dressing. A few reviewers noted that certain characters feel underdeveloped, and that is fair, but the ones who do land land well. The voice acting is hit-or-miss in places, which adds to the handmade texture rather than hurting it, at least for the kind of player this game is speaking to. The Wham Wham Radio Station is where the musical soul fully surfaces. The in-game radio plays a wide range of eclectic original content, including bits from the Monotone-Singing Fly Man, the Monk Who Took a Vow of Silence, and a one-woman opera about the birth of life and what lies beyond. The music is not wallpaper. It sets the frequency the whole experience operates on, and it is one of the most distinctive soundscapes in any indie game of its length. The soundtrack is sold separately on Steam and Bandcamp, which should tell you how much the team believed in it. This is a short game, a few hours at most, and it knows exactly when to end. Players who need strong mechanical loops, replayability, or a challenge system will bounce off it quickly. Players who treat it as an interactive winter vignette, something to settle into on a cold evening, will likely finish it with the particular gentle warmth of a story that did not overstay its welcome. It sits in a rare category alongside games like Night in the Woods or A Short Hike, not in genre, but in intent: made with specific feeling, for a specific kind of receptive player, at a price that asks very little. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- 7, 8, 8.1, 10
- Memory
- 4 GB RAM
- Storage
- 400 MB available space
- Graphics
- Intel HD 520 or Higher / AMD Radeon R3 or Higher
- Processor
- Dual Core +
- Sound Card
- N/A
Reviews & Ratings
No ratings available
Game Info
- Developer
- Bonte Avond
- Publisher
- Bonte Avond
- Release Date
- Jan 29, 2021