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We Were Here Together News

A New Year's survey!

[h2]Happy New Year![/h2]
The Christmas lights have been put away, and the basecamp returns to the usual cosy quietness. Our special Christmas puzzle is finished - we hope you all enjoyed it, and the fireworks that were your reward for solving it!

Here they are, in case you missed it ;)

We have some exciting plans in the pipeline for the new year - nothing to announce just yet, but watch this space!

[h2]We want you...r opinion![/h2]
For those of you with strong opinions, we're running a survey covering topics like what you enjoy most about the We Were Here series, what kind of projects you'd like us to work on next if you were queen/king for a day, and more. After filling it out, you'll be entered into a raffle with a chance to win some We Were Here merch!
Take the survey!
The survey is closed, thanks to everyone who filled it in!

[h2]Total Mayhem Games wish you all the best in the new year![/h2]

Christmas is coming…

[h3]Light up the Holiday[/h3]
The holidays are almost here and we have a number of special Christmas surprises for you explorers. As befits the holiday season, your basecamp has been decorated and a new puzzle has appeared… somewhere. Let’s see if you and a friend can figure out where it is, and how to solve it. If you succeed, the festivities can begin!



[h3]A year of Total Mayhem[/h3]
This past year was quite an adventure for us at the studio, full of intriguing puzzles and great highlights! One of the most memorable moments for us was the release of We Were Here Together - it was humbling to see our game in the top steam sellers for October 2019. To date we've almost sold 100,000 copies of We Were Here Together. Thank you all for your support!

To get a peek at how the year was for us developers, take a look at our series of Developer Diaries series: https://www.youtube.com/watch?v=8tThcTabRnU&list=PLHCVEMHWZo4TZVWjKAiVw0VcvQkOm_-Po
Three episodes are live already, and the fourth and final installment will be live on December 30th!

Another cherished moment was the release of We Were Here and We Were Here Too on Xbox One. The inclusion of We Were Here in the ‘Games for Gold’ helped introduce a lot of new players to the series. We can’t wait to release We Were Here Together on Xbox One as well in 2020!

We’ve also been nominated as one of the top 100 games in the Adventure category on IndieDB. With less than two days of voting left, your support would be greatly appreciated!

We also would like to take the time to thank the community for another awesome year, our partners for their great support and we want to wish you all happy Holidays and hopefully a new year with even more awesomeness for you all.

[h3]Christmas Changelog[/h3]
New Features:
  • Added a christmas themed puzzle to the basecamp.
  • Revamp of the default controls. Player who have played before will keep their settings.
  • Skipping a cutscene is now done by a HOLD action.
Resolved Voice Issues:
  • The incoming voice volume is no longer bound to master volume. This should fix some volume issues with the voice chat.
  • Added experimental audio settings - marked in yellow - to test out. We would love to hear any feedback regarding the functionality of these settings. (The ‘Microphone level’ slider is set to your system level by default. Adjustments are directly applied to your system microphone level)
Resolved Issues:
  • Intro animation Wall is now synced properly.
  • Mirror Room paintings should no longer fully rotate when clicked once.
  • Players should no longer be able to jump in or out of a rotating door in the cave while it is rotating to prevent softlocking.
  • Added proper controller button images to the menu.
  • Fixed several desync issues in the mirror room.
  • The purple orb pistons should now be retract on both sides in the mirror room.
  • Optimized a ton of meshes throughout the game increasing performance.
  • Selected button behaviour in the menus should now be more intuitive and consistent.
  • Fixed several audio effects.
  • Fixed some edge cases around inviting and leaving a session just before starting.
  • Gamepad horizontal/vertical look speed should feel more consistent now.
  • Changed some visual UI elements throughout the game.
  • Fixed several seams in meshes throughout the game.
  • Fixed an issue where spamming the ‘switch side’ button in the lobby would cause a desync.
  • The Jester's laugh no longer cuts out during the alchemy cutscene.
  • Added some additional sound effects throughout the game.
  • Fixed an issue where players would end up in a softlock if their partner disconnected when inspecting a world element.
  • In-game menu should now work properly with a D-pad.
Known Issues we (still) intend to fix:
  • Looking for a substitute for performance-heavy fog.
  • Desync of player position in rotatable doors.
  • Credits will be made legible.
  • Textures that might be incorrect.
  • Visual inconsistencies in the throne room.
  • Falling through the world in some specific edge cases.
  • Several game freezes.
New features we are looking into:
  • Color blind support.
  • Additional voice chat options.
  • Collectables.
  • Additional checkpoints for Chapter 7.

Video dev Diary - Piece of the Puzzle

The latest developer diary video about the creation of We Were Here Together is here! The series gives you an insight on the creation of the co-op puzzle adventure. In this third episode, the designers are reliving the process of coming up with and creating the puzzles of We Were Here. But what about testing? We might have some extraordinary ways to do so…
Watch the episode below:

[previewyoutube][/previewyoutube]

Video dev diary – Mysteries of Misty Valley

The latest developer diary is all about how the team created the environments of We Were Here Together, incorporated puzzles into them, and brought Castle Rock to life. This four part series gives you an insight into the game development process at Total Mayhem Games, and how We Were Here Together came to life! Watch the episode below:

[previewyoutube][/previewyoutube]

Game Update - 1.4.2

It's update time again! We have tweaks for visual issues, collision, and some performance issues, not to mention some more fixes for walkie-talkie issues. We are particularly interested to hear if the issue with picking up microphones correctly is fixed. Future updates will see continued work on performance as well alongside more general bug squashing.
Complete list of changes and future plans
New Features
  • Added holiday event: Saint Nicholas
  • Improved the game over screen visuals
  • Added missing sound effects


Resolved Issues
  • Microphone should be picked up correctly for everyone who was having issues. If your problem still exists, please report again.
  • Walkie-talkie lighting up when you are talking instead of when your partner is talking
  • Final decision moment radial button speed now properly matches the corresponding animation, to visually match what’s happening behind the scenes
  • Missing logbook entries are now added when starting from a checkpoint
  • Improved overall menu usability
  • Improved gamepad usability
  • Increased gamepad sensitivity range
  • Improved water shader performance
  • Fixed a couple of in game visual glitches
  • Fixed issue in the mirror room allowing players to pick up a book through walls
  • Fixed reported collider issues throughout
What we are working on
  • Final decision moment will better pick up the intent of the player, instead of the princess taking over control while you’re in the process of sacrificing someone
  • Credits will be made legible
  • Investigating an issue where disconnecting during an inspect locks you in that inspect
  • Looking for a substitute for performance-heavy fog
  • Investigating what we can do about a rare throne room desync event


Please let us know if these fixes work for you, and keep on posting reports of any new issues you encounter via Discord or the feedback subforum. All feedback is much appreciated!