Quality of Life Improvements

Community-Driven Enhancements for Happy Wars

Submitted by a_final_you
November 25, 2025
100+ Proposed Features

Matchmaking Improvements

Enhanced player experience through better connectivity and status indicators

Connection & Region Indicators

  • Wired & Wireless icons displayed on players' names
  • Regional player icons for better ping awareness
  • Ready and changing equipment input icons from Happy Dungeons
  • Clan Tag implementation

Clean Slate Feature

Wipeout feature added - De-evolves all items, restores lost items, buffs, support items, ores, ingots, evolving materials, Happy stars, Happy tickets, star fragments, and free passes to revert back to rank 1 for prestige.

Loading Screen Mini-Games

Inspired by DBZ Budokai & DMC series with rewards:

  • Start of Match: Random power-up (Mob speed, ATK, DEF, HP, AP)
  • End of Match: Item boxes, special rewards, league rank points
  • Campaign: Increased chance of exclusive items, buffs, cosmetics

Premium Membership Changes

  • Timer duration only starts when an online match starts
  • Pause and resume duration at any time
  • More flexible and user-friendly premium experience

Gameplay Overhaul

Major improvements to game modes, co-op, and combat mechanics

Big Tower Takedown Overhaul

New Winning Conditions:

  • Players spawn randomly away from oppressors with one life
  • Opposing players' stats halved, Oppressed players' stats doubled
  • 4 Players - Super Mode: Toolbelt access (spears, bombs, traps)
  • Last Man - Hyper Mode: Happy Dungeons Skills, Boss HP & AP
  • Each kill respawns players, diminishing boss stats
  • Sudden Death: Map hazards, dungeon mobs attacking both sides
  • Towers turn into Ragon & Beloth, player-controlled

Co-op Overhaul

  • New original entity event for each map
  • New win conditions via mini-games
  • Enemies killed 50+ times turn into Hell's Challenge counterpart
  • Encore Randomizer mode
  • Hell's Challenge Brutal team with strongest brute enemies
  • Environmental mechanics with day & night cycle
  • Fair Assist Bonus - Reward system reworked
  • Aim lines for Bombrocks, ballistas, cannons (Gears of War style)

Quick Parry Mechanics

  • Warriors: Repel physical attacks
  • Mages: Repel magical attacks
  • Clerics: Can repel both attack types

Engineer Moveset Overhaul

  • Blowtorch pistol
  • Throwable & kickable remotebomb+ (Bomberman style)
  • Ultimate Weapon cancelable moveset
  • Robotic grapple & throw
  • Photon boost (Kirby Air Ride / Armored Core)
  • Emergency eject with dual pistols, gliding down
  • Auto repair+ and Energy AP barrier on tactical weapons
  • Demolished weapon leaves fallen rock bombs (Junkrat AOE)

Item Customization

Revolutionary buff system and item management improvements

Buff System Overhaul

  • Extract buffs from items without destroying them (Happy Dungeons style)
  • Buff Pincer extracts yellow non-super buffs to white buffs
  • Item & buff restoration feature (Weight Reliever repurposed)
  • Decreased probabilities of earning buffs for better balance

Buff Integration System

  • lv1 + lv1 = lv2
  • lv2 + lv2 = lv3
  • lv3 + lv3 = Class Slayers (ATK & MAG ATK buffs only)

Weight & Capacity Changes

Increased Weight Cap:

  • 42: Warrior, Cleric, Engineer
  • 49: Berserker
  • 37: Mage, Zephyr

Other Improvements

  • Weight 5 Super Premium Shields can now have 4 buff slots
  • Increased max total items
  • Inbox trading feature

Weapon & Equipment Updates

  • Weapons added 2 slots for element and skill+ (Happy Dungeons)
  • Old items' stats reworked to current items
  • Appearance customization feature from Happy Dungeons
  • Super Paper Clay consumable item (used for lost items)

Item Remodeling Overhaul

  • Erasing a buff: Chance of costing 0 HStars
  • Storing a buff: Chance of duplicating buff (First time use)
  • Placing a buff: Chance of duplicating buff (First time use)

Shop & Economy

New shop tabs, improved trading systems, and better reward conversion

New Shop Tabs

  • Buff Dispensary: Low tier buffs / Utility buffs
  • Material Shop: Ores, Statues, Ingots, Evolving materials

Star Market Updates

  • All current cosmetics
  • Special capsule slot CG for custom cosmetic buffs
  • New Happy gesture feature with stat boosts
  • Custom cosmetics & added animations

Item Shop Revival

  • RatMan Clerk returns!
  • Brought back item sets
  • Randomized Limited Edition item every week

Class Sticker Trading

  • 10 stickers = Buff pincer
  • 20 stickers = Magical Key
  • 1 sticker = Big Hammer
  • 3 stickers = Super Hammer
  • 1 sticker = 4 rank up boost
  • 1 sticker = 4 Star boost

Medal Selling System

  • Hero's Medallion = 15 happy tickets or 3 star fragments
  • Knight's Medallion = 5 happy tickets or 2 star fragments
  • Silver Cross = 1 happy ticket or 1 star fragment
  • Bronze Cross = 1,000 Happy Stars
  • Iron Medal = 50 Happy Stars

Item Box System

  • Item box booster newly implemented
  • Choose any item box type after a match
  • Use up to 5 boosters for all additional item box types
  • Old Co-op rewards set returned and reworked
  • Co-op points doubled to 1,000,000
  • Excess points converted to HStars or item exp by your choosing

Miscellaneous Features

  • Media Recommendations tab with daily updates
  • Brought back old HUD, SFX, OST
  • Player Pic Tab customizable (.jpg, .png, .gif)
  • Explicit filter system hashcode implemented
  • Remake maps & hazards
  • Mashup maps Alpha, Beta/Released
  • Map music remix event
  • Customized emblems for Clans, Players
  • Plain/Minimal Shields can now have Emblems

Community Culture Observations

Unspoken Player Behavior Patterns

There's a distinct culture that has developed in Happy Wars over the years. Before matches start, experienced and intermediate players huddle close to the starting stake fence without using gestures, focused only on rushing to the nearest tower or gate once the match begins. In contrast, newcomers often greet other players by running in circles and using happy gestures.

It's a fast-paced game, but something feels off when matches end. Players stand idle where they are or gather at the castle gate, appearing cool and antisocial. There's no sense of camaraderie or celebration.

The Toxicity Problem

The reward system doesn't share loot equally, which breeds competition and bitterness among players. When someone hogs rewards, it frustrates others and drives them away from the game. The problem is compounded when players kill opponents and circle around their bodies provocatively or stand over them to assert dominance.

Manipulation of game mechanics gives unfair advantages. What's left of the community often communicates with short-temperament and rage-bait behavior that kills the game even more. This toxicity makes people not want to play anymore.

Proposed Solutions

Key Recommendations:

These changes would help preserve what makes Happy Wars special while eliminating the behaviors that drive players away. A healthier community means more players, longer game life, and a better experience for everyone.