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We Were Here Together News

We Were Here June News

[h2]What have we been up to, indeed?[/h2]
Well, a whole lot of stuff! We recently released an update with some nice fixes and improvements. Read the full changelog here. Of course we've been working hard to finish up the Xbox One release of We Were Here Together, making sure everything is looking good there - because it releases today! Yep, all three games are now out on Xbox One as well - we're looking forward to seeing what everyone thinks!

This means the whole series to date is available on the Xbox - it's still so cool for us to see our puzzle game concept go from one title on PC all the way to a three part series on PCs and console, with more exciting things to come as well!




[h3]PC Sale![/h3]
If you hadn't noticed, We Were Here Together is on sale right now, but not for much longer. You can currently grab the game for 25% off!


[h2]Fan art![/h2]
We couldn't go another news post without sharing more fan art! We loved this funny scene drawn by WWH player Blue and posted to our artwork page. Maybe check it out sometime - there's art, gifs, memes... all that good stuff.



[h3]Cheers![/h3]

1.6.10 Update!

[h2]Patch Notes 1.6.7[/h2]
We have a new update for you today! There are performance improvements, more colliders to prevent those rare moments of falling out of the level, and some desync fixes.

Added
  • Animated dots show at the bottom right when the game is busy loading
  • Increased auto-crouch trigger size downstairs after entering the monastery
  • Xbox related objects added to the basecamp
Fixed:
  • Players should no longer be able to walk off the left pickaxe elevator
  • Fixed an issue causing the castle entrance puzzle not to start
  • Fixed overall missing colliders causing players to fall through the world
  • Optimized performance-heavy fog
  • Increased default voice chat volume
  • Accepting an invite just before entering gameplay from a lobby no longer leaves the other player in the void
  • Fixed an issue with rejoining your own lobby
  • DLC Store page languages now match those displayed on the base game store page
  • Fixed overall texture and mesh issues
  • Rapidly bashing the elevator buttons won't get visually stuck anymore
  • Disabled puzzle item interaction after completing the Greenhouse area preventing players from taking unnecessary items to the next chapter
  • Fixed an issue with the pipes where the puzzle would not complete after placing the correct pipes
  • Fixed a desync issue with the throne room statues puzzle
  • Fixed visual mismatch of items picked up in the mirror room and the image displayed in the inventory
  • Fixed an issue where the basecamp fuel docks did not load in completely
  • Fixed visual errors with some fog areas
  • Audio of the first throne room puzzle no longer overlaps with the cutscene audio
Known Issues:
  • After the voice chat system connects both players in a session, the application volume in the OS is forced to 100%


[h2]Come watch our producer Geoff![/h2]


Geoff was already featured in an interesting blog post on Agora.io last week, which we'd recommend taking a look at if you're interested in games dev. This week you can get more insights into the We Were Here series and more as Geoff will be taking part in an Airmeet event organized by Agora.io, happening today! What can you expect exactly? We're glad you asked!

Two industry leaders in social gaming, Geoff van den Ouden, Producer of Total Mayhem Games, and Selcuk Atli, CEO of Bunch, will share their insights on how to make games more engaging through social connection, and why you should ditch Discord and add live voice and video directly inside your game

There will also be a Q/A session and a social networking time towards the end, as well as some tips and tricks to increase a game's user base and session times!


If that sounds good to you, check out the event here!

Be Together on Xbox One!

That's right, We Were Here Together is set to release June 5 on Xbox One!


Let your console owning friends and family know ;)

This is great news for all the new console fans who experienced the We Were Here series for the first time when we released the earlier games on Xbox One last year. We can't wait to see what they think!

To celebrate this great news, we also have a 25% sale for everyone on PC too!

A screenshot of a sinister scene by Scorpiorange!


Hugs from us at Total Mayhem Games!

We Were Here Together has an X1 release date

We're making great progress on We Were Here Together for Xbox One - so much so, that we can announce the release date! Console fans set your calendars for June 5th.



To celebrate this great news, we have a 25% sale for everyone on PC right now! If you've had your eye on We Were Here Together, now's the time to grab it!

[previewyoutube][/previewyoutube]
We also have a collection of awesome fan art!

[h2]Fan art fun![/h2]
Awesome work by player Nanofu!

This heartwarming piece by PapaNini.

[h2]The future is now soon ;)[/h2]
We can't wait to share what we've been working on! Thanks to everyone who filled out the We Were Here survey, we've been going carefully through the results and there's a lot of valuable feedback there. We'd also like to take a moment to salute the brave 193 (20% of respondents) who said that 'jump scares' are what they enjoy most in puzzles :D

[h3]Keep that fan art coming, we love it! We'll end with this screenshot taken by player Rabbit. It could almost be a vacation photo![/h3]
Cheers!
[h2]Total Mayhem Team[/h2]

Find a Valentine's Day puzzle partner!

This Friday is Valentine’s Day! For this special occasion, we want to match you with someone!

Whether you are looking for a special someone, a new friend, or just a nice co-op partner, we will try to find you the perfect match. There’s no better way to get to know someone than trying to solve puzzles together, after all!

We are even giving away a few Steam keys for We Were Here Too and We Were Here Together in a raffle, so you might get lucky!