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We Were Here Forever News

Don't Escape the We Were Here Franchise Sale!

🚨 Attention, Explorers! 🚨


[h3]Have you finished unravelling the mysteries of Castle Rock in We Were Here Forever, but still crave more? We’ve got some exciting news for you! 🎉[/h3]

The We Were Here series now has its very own official franchise sale page full of mystery on Steam, and to celebrate, we put a lot of love into the artwork on the page and we’re offering big discounts on the series! This is the perfect time to start completing your co-op puzzle adventure collection! 🧩✨

Whether you’ve been meaning to pick up We Were Here Too, dive into We Were Here Expeditions: The FriendShip, or embark on the epic journey of We Were Here Together, now’s your chance to grab them at amazing prices. Don’t miss out—this is a limited-time sale, and these deals won’t last long!

https://store.steampowered.com/sale/WWHfranchise


Already a fan? Join our growing We Were Here community on Discord, where you can connect with fellow explorers, find co-op partners, and chat directly with the devs. We love hearing your stories and seeing your creative fan art, so don’t be shy!

So what are you waiting for? Now’s the best time to start completing your collection and embark on even more adventures with friends. 🌍✨

Head over to the franchise sale page now and grab the games you’re missing before the sale ends!

[h3]Thank you for your endless support, Explorers! We can't wait to see you in the next adventure![/h3]

Happy frenniversary! 🎉

Dear Explorers,
[p]
[/p][h2]Happy Frenniversary! 🎉[/h2][p]It’s been one whole year since we launched We Were Here Expeditions: The FriendShip, and what an incredible year it’s been! Let’s take a trip down memory lane and revisit the exciting moments from the reveal of this special game. [/p][p][/p][h3]Crafting a Secret[/h3][p]After the release of We Were Here Forever in 2022, our team started plotting the next chapter in the We Were Here series. With Forever being our longest and most intricate adventure, packed with puzzles, mysteries, and expansive locations, we knew we wanted to offer something a little different next. This time, we aimed for something short, sweet, and perfect for explorers who want a bite-sized co-op experience.

We Were Here Expeditions: The FriendShip was born: a game designed to be fun, challenging, and most of all, an absolute blast to play with your friends, whether they’re seasoned fans of the We Were Here series or joining us for the first time. [/p][p] [/p][h3]The Big Reveal at WASD x IGN 🎮[/h3][p]Now, we couldn’t just launch The FriendShip like any ordinary game. No, we wanted to do something BIG, something that would surprise and delight our amazing community! So, we decided to go full stealth mode, keeping the entire game a secret until its grand reveal at WASD x IGN. And what’s better than a surprise? A free surprise! 🎁 We dropped the game for free for the first month, allowing millions of you to hop aboard and set sail on this new co-op adventure. The response was overwhelming! Over 6 million explorers claimed The FriendShip, joining our ever-growing We Were Here family. 💖 [/p][p][/p][h3]Celebrating Friendship 🫶[/h3][p]At Total Mayhem Games, friendship is the heart and soul of everything we create. It’s the thread that ties all our games together, and it’s the bond we share with you, our amazing explorers. We simply couldn’t have reached this point without your endless love and support. And guess what? There’s more on the horizon! We've got some exciting stuff coming up. So stay tuned, and always remember: “There are good ships, and wood ships, ships that sail the sea. But the best ships are friendships, and may they always be!”

Here’s to many more adventures together!

[/p][h3]All the best,
Total Mayhem Games[/h3]

We Were Here at TwitchCon Rotterdam!

Dear Explorers!


It’s been a little while since we last shared news with you and we are sorry for the radio silence. The good news is, we have been busy. In the last few months, a lot of things have happened at Total Mayhem Games. In this blog we will give you some updates.

[h2]Come hang out with us at TwitchCon Rotterdam![/h2]


We're excited to announce that TMG will be at TwitchCon EU this weekend, right here in our hometown of Rotterdam! Come visit our booth to learn about the history behind the We Were Here series, play some games, and chat with us about game development. We're eager to share our stories and insider tips on Rotterdam's hidden gems.

As a special treat, you can grab some exclusive goodies, 'secret' city maps highlighting our devs' favorite spots in Rotterdam, and if luck is on your side, you might even win one of our coveted limited edition Snowglobes!

Our booth will feature a rotating cast of TMG members on both Saturday and Sunday, so make sure to swing by on both days for a chance to chat with all of us! Check out the images below to see who will be there and when.

Saturday 29th of June:


Sunday 30th of June:

[h2]Can’t make it to TwitchCon?[/h2]

Don’t worry! You can tune in on all the fun on our socials. In fact, we've already posted some cool clips on X & TikTok that offer a glimpse into the history of our studio, from our humble beginnings to maybe soon an update on our future (????).

[h2]Cool down in the Arctics this Steam Summer Sale![/h2]

As summer blazes on and temperatures soar, it's also time for the Steam Summer Sale. Escape to the chilly Arctics of We Were Here with sizzling discounts on We Were Here Too, We Were Here Together, and We Were Here Forever! Rally your co-op buddy and embark on a frosty adventure to cool off!

https://store.steampowered.com/app/677160/We_Were_Here_Too/

https://store.steampowered.com/app/865360/We_Were_Here_Together/

https://store.steampowered.com/app/1341290/We_Were_Here_Forever/

[h3]All the best,

Total Mayhem Games[/h3]

Explore We Were Here Forever Like Never Before

[h2]Attention Explorers![/h2]

The Festive Season is here, so it is time to cozy up on the couch and play some of your favorite games with friends and family. And because it is the season of giving, we would like to gift all the fans of our franchise a huge brand-new patch for We Were Here Forever. This patch is our heartfelt tribute to both the weathered Explorers already familiar with the puzzles and riddles of Castle Rock, and the fresh faces on the verge of escaping Castle Rock for the first time. We are committed to delivering the finest experience possible to all Explorers!

Our team at Total Mayhem Games has been working relentlessly over the past few months to create Patch 1.2. We have incorporated approximately 200 enhancements to enrich your Antarctic adventure and ensure smooth exploring. With the new patch, FPS performance improves significantly as shown in the image below.



In addition to these enhancements available to all players, we are happy to announce that We Were Here Forever now supports NVIDIA DLSS! This means that all players with a compatible NVIDIA graphics card now experience a boost of up to 50% in performance and efficiency.

Patch 1.2 just rolled out with the following changes:
[h2]Improvements[/h2]
  • DLSS support! Turn on DLSS with an eligible NVIDIA video card and enjoy significantly enhanced performance and smoother gameplay, all while maintaining superb image quality.
  • Texture Streaming enabled! This allows better memory consumption with better loading times.
  • Reworked Sound FX! Our team has gone through the most noticeable sound effects of the game and a lot of them have been completely reworked.
  • The Zoom factor of the zoom button has been increased, making it a lot easier to spot something in the distance.
  • Major Unity Engine Upgrade
  • Patch 1.2 also offers optimal performance on Steam Deck!
[h2]Fixes[/h2]
  • Explorers in the menu are now animated
  • Localization fixes for:
    • German
    • French
    • Spanish
  • Upgraded Environmental effects + SFX
  • Enhanced sound effects at several areas
  • Improved lighting, shading, and visuals of many different areas
  • Reworked the vault door scene
  • Reworked the entire scene of the ride to the Foundry
  • Reworked the finale scene of the Illusions area
  • Reworked the transitioning scene from the Crossroads to the Graveyard
  • Revised game design of The Reflections
  • Reworked the activation of the Astrolabe machine in the Bell Tower area
  • The goal of the Memento area is now enhanced and more clear
  • Voice chat now keeps working during the intro video
  • Fixed several issues where players could get stuck and could not progress
  • Fixed achievement bugs (e.g. Achievement for ‘The Ruins of Rockbury’)
  • … And much, much, much more! See Patch Notes 1.2 to get into the nitty-gritty details
If you still run into trouble while exploring, check out our support page

Join our Discord community to share stories of your adventures with other Explorers

[h2] Winter Wonder Sales [/h2]

You can explore the other games in the We Were Here series as they join the Steam Winter Sale.

https://store.steampowered.com/bundle/12260/We_Were_Here_Series/

If you want a little extra holiday spirit while playing We Were Here, we advice you to visit the basecamp in We Were Here Together. Brings you right into the Christmas spirits.

https://store.steampowered.com/app/865360/We_Were_Here_Together/



Additionally, We Were Here Forever is also 45% off during the Winter Sale. The perfect opportunity to snatch a last-minute gift for your friends who you've been dying to play the game with. Or maybe you want to annoy them by messing up the puzzles, whatever works for you ;)

https://store.steampowered.com/app/1341290/We_Were_Here_Forever/

Happy Holidays and Happy Exploring


Total Mayhem Games!

Patch 1.2

Our team at Total Mayhem Games has been working relentlessly over the past few months to elevate We Were Here Forever.

We have just released version 1.2, containing the following changes:

Improvements
  • DLSS support! Turn on DLSS with an eligible NVIDIA video card and enjoy significantly enhanced performance and smoother gameplay, all while maintaining superb image quality.
  • Texture Streaming enabled! Texture streaming allows better memory consumption with better loading times.
  • Reworked Sound FX! The team has done an extra pass on some of the most noticeable sound effects in the game, and a lot of them have been completely reworked.
  • Zoom factor of the zoom button has been increased, making it a lot easier to spot something in the distance.
  • Patch 1.2 has been checked for the Steamdeck for optimal performance!
Fixes

[h2]Lobby & Menu[/h2]
  • Explorers in the menu are now animated (as originally intended)
  • Matchmaking - Joining a random room didn’t allow Epic & Steam players to connect
  • Checkpoint data/selection is not always in sync between clients
  • Selecting a language is now in alphabetical order
  • In-game menu doesn’t always scale properly

[h2]Overall[/h2]
Localization fixes for:
  • German
  • French
  • Spanish

  • Cobwebs visual improved
  • Lighting artifact issues
  • Texture wrapping issue on models

[h2]Areas[/h2]
[h3]Intro[/h3]
  • Voice chat now keeps working during the intro video

[h3]Tutorial[/h3]
  • Texture improvements
  • Several holes in the ceiling
  • Several lighting issues

[h3]The Chasm[/h3]
  • Softlock when walking backward through the initial door
  • Softlock in Pin-puzzle
  • Timelock puzzle not clearly visible when using torch
  • ‘Crouch slap’-issue fixed with dial lock puzzle
  • Holes in the ceiling, walls and around the vault door
  • The vault door scene reworked
  • Environmental effects + SFX
  • Cinema Machine, prerequisites are unclear
  • Cinema Machine, projections are too low resolution
  • Cinema Machine, not all wheels are spinning
  • Elevator audio missing
  • Gameplay directions when solved the Cinema Machine
  • Hand animation on capstan
  • Both capstan directions should work
  • No sound on cage sequence
  • Walkie-talkie disappears during dua hold animation
  • ‘Duplicate key’-effect when opening door with reusable key
  • Unreadable icons when torch is on
  • Cage clipping through objects

[h3]The Vault[/h3]
  • VFX upgrade + performance gain
  • Massive SFX improvement
  • Lighting fixes
  • The projector is already on, despite not being lit by torch
  • The steering wheel is missing sound
  • Goals & books are better lit

[h3]The Trials[/h3]
  • Holes in the layout when player enters the lower section
  • Floor panels have no audio
  • After fail, lighting doesn’t always turn back on
  • Lights sometimes switch off again
  • Torch SFX plays twice for every torch on the wall
  • Inconsistency with door audio when progressing to next level

[h3]The Memento[/h3]
  • The goal of the area is visually unclear / underwhelming

[h3]The Illusions[/h3]
  • Random black overlay appearing
  • Non-activated platforms are too clearly visible
  • Reworked the finale scene

[h3]The Broken Road[/h3]
  • Clipping objects
  • Texture issues with rocks
  • Minor SFX issues

[h3]The Pledge[/h3]
  • Volume fix of SFX
  • Owl statue animation issues
  • Floating objects in the backroom
  • Multiple shadow casters impact performance
  • Subtitles don’t stop when interrupting automaton

[h3]The Chapel[/h3]
  • The doors next to the organ missing
  • Collider issues
  • Changed order of completion sounds
  • The organ would give feedback too early
  • The transition from confession booth isn’t smooth
  • Several clipping objects
  • Weird glow element on the barrel (misleading)
  • Glowing plank on the elevator wall

[h3]The Crossroads[/h3]
  • Transition to Graveyard reworked scene
  • Rope textures of cable cart
  • Upon first arrival, the ravens are not obvious (at end of cinematic)
  • Pull handle animation clips out of sync

[h3]The Graveyard[/h3]
  • Lighting, shading and visual improvements
  • Treasure trail icons have been revised
  • Coloring improvements through out the scene
  • Softlock possibility, by an issue in which the pickaxe isn’t interactable when transferring
  • Vault door key missing animations
  • Lighting turns on when entering Mausoleum, but is turned off when opening the vault door
  • Softlock some players get stuck at Graveyard exit, when reloading checkpoint
  • Player can get stuck during push animation of the lever on entrance Graveyard area
  • Figure swap, map item is constantly shown during puzzle
  • Ghosts breaking graves not visible due to animation lock
  • Players can interact with the 5th key in the Vault door when reloading from checkpoint
  • Black stain texture issues with snowy rocks
  • Reworked (visuals + SFX) ravens in scene
  • Bell sound is underwhelming

[h3]The Foundry[/h3]
  • Reworked entire scene of the ride to the Foundry
  • Submerged, wood clipping
  • Submerged, missing collider at the end, falling a bit through the floor
  • Submerged, Fog volume has no topside fading
  • Submerged, colorcoding pipes over the wall (better visibility)
  • Power Restored puzzle, double pipe placement issue
  • The Nautilus, spam spinning the wheel makes symbols unreadable
  • The Nautilus, cracks in the glass inconsistent and buggy
  • The Nautilus, volume meter barely visible (through the glass)
  • The Nautilus, no sound with water through the cracks
  • The Assembly, duplicate items
  • The Assembly, Flask dispenser not working
  • The Assembly, lighting needs improvement for visibility
  • Missing SFX when putting on helmet
  • When wearing helment, walkie-talkie light in hand is still visible
  • Explorer’s fingers clip through the helmet
  • Interact on helmet not always showing
  • UI issues when putting on, putting off helmet

[h3]The Ruins of Rockbury[/h3]
  • Lighting, shading and visual improvements
  • Softlock during traversal through Rockbury
  • Transition from the crossroads has been shortened
  • Missing rock formations on arrival
  • Rope textures of cable cart
  • Achievement bug
  • The Reflections, game design revision needed
  • The Reflections, improving sounds during puzzle
  • The Reflections, player below can reach the levers upper area
  • Issue with sparkling particles in light beam
  • Icicles don’t have the right material
  • Player can jump over fences and get stuck
  • Astrolabe piece duplication and bug following
  • Water shader issues
  • Giant lens is hanging on thin ropes
  • 360 bridge trigger issues
  • Culling issues moon beam
  • Exiting the area by boat has no audio
  • Beam isn’t projected correctly in various scenario’s
  • Duo lift locking up on double clicking

[h3]The Belltower[/h3]
  • Missing meshes
  • Portal shader is sometimes broken during final scene
  • Astrolabe machine activation and transformation doesn’t have sound
  • Credits
  • Music credits loops when switching back to the menu


[h2]Other technical upgrades[/h2]
Mayor Unity Engine upgrade, for more stability and better performance