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everybody's sad

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!

Steam Page
Publisher
Release
February 5, 2019
7 years and 180 days ago
Steam Reviews
Very Positive160 reviews85.0%

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Game contextLatest: IGF Team
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Notes
Latest Contributor: IGF TeamEdit notes
Updated: Jul 14, 2026Developer scaleThe operating scale of the game's developer.
Updated: Jul 14, 2026Publisher scaleThe operating scale of the game's publisher.
puncta is listed as a separate small publisher for this title.
Search Google: Is everybody's sad self-published or published by puncta?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is everybody's sad and puncta funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for everybody's sad and Aubrey Isaacman and Jared Pettitt and Andrew Gwinner and Caleb Valdez and Evie Chang and Gangjun (Jun) Ha and Gio Benedetti and Liam Dugard and Maxwell Taylor and Nathaniel Kevin Suriawijaya and Noriaki Nakano and Raymond Reedy?Creative controlWho appears to retain creative control of the game.
Updated: Jul 14, 2026Release statusWhether and how the game has been released.
puncta is listed as a separate publisher for this release.

Media

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About the 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.