Official We Were Here Together subreddit!

Welcome to the We Were Here Together subreddit

r/wewerehereseries!

We have launched an official subreddit for We Were Here Together, the newest game in the We Were Here series of cooperative first-person puzzle adventures. In We Were Here Together, players will start out working together at the research base camp, before being split up when they re-enter Castle Rock…

For those who haven’t played the earlier games in the We Were Here series, they are both available on Steam. We Were Here is free, while We Were Here Too was the first commercial release from Total Mayhem Games!

You can play the WWH games in any order - they are connected, but fully standalone, both in gameplay and story. Naturally, each game you play will reveal more hints about the history of Castle Rock.
Will you be able to make it out of Castle Rock and escape the jester’s clutches?

For the latest news on the entire We Were Here series, check out r/wewerehereseries!
Want to know more about We Were Here Together? Check out our FAQ or Steam page!


FAQ's before release!

Hey there everybody!

We've has some questions lately about pricing, the beta, and the pre-orders. Therefore we answered a few prior to the release of We Were Here Too.

Q: Will the game be free?
A: No, the game will not be free. It will release on February 2nd, 2018 for $9.99.

Q: We Were Here was also free, why is We Were Here Too not?
A: We Were Here was a school project. We are working now for months to develop the sequel We Were Here Too as a professional studio. We need funds to develop more games like We Were Here and We Were Here Too in the future, and to simply pay the bills and servers.

Q: What do you get when you pre-order?
A: When you pre-order We Were Here before the 15th of January, you will have access to the closed beta. This means you are able to play the (unfinished) game two weeks before release. You will also get some exclusives.

Q: Why does the pre-order go via Humble Bundle?
A: Humble Bundle is a very indie game friendly marketplace. When you pre-order the game via the widget on our website, you will also donate 10% to charity. You will receive the Steam key on the day of release and the beta key the 15th of January. Humble is the most developer-friendly portal in terms of revenue share.

Q: Where can I pre-order?
A: You can make your purchase here!

Q: Why can’t I find We Were Here Too on the Humble Bundle store page?
A: We Were Here Too is not yet available on the Humble Bundle store page, only as a pre-order via the Humble Bundle widget on our website! From the 2nd of February, We Were Here Too will be available on humblebundle.com too.

Q: How many people are selected for the beta test and how do I apply?
A: We’ve had an overwhelming amount of fans applying for the beta test. We have already selected everyone for the beta tests, so you are not able to apply anymore. The only way you will be able to attend the beta is to pre-order We Were Here Too. Then you will have guaranteed access to the beta on the 15th of January, 6:30 PM / 18:30 CET.

Q: Will there be a mobile version of We Were Here?
A: For now we have no plans to develop a mobile version of We Were Here or We Were Here Too, but we’ll never know what the future may bring.

Q: How long will the game be?
A: It’s really hard to tell, due to the fact that it takes one person longer to solve the puzzles than the other. The average seems to be 2-4 hours the first time through. Of course, you can play the game one more time taking the other role.

Q: I can’t connect to my partner in the beta of We Were Here Too. What to do?
A: Check if your game isn’t restricted by firewall settings. You could also check the in-game language filter options. If you don’t have the same language selection, you are not able to find your friend. Make sure the UDP ports are open.

If you still have any questions, feel free to ask!
And here a beautiful still from We Were Here Too to make you just as excited as us!


Release date & pre-order

Okay, let’s rewind first before we get started.

It’s been months since we announced We Were Here Too was on its way. In those months, we at Total Mayhem Games and a lot of helping hands, have been working non stop on the We Were Here sequel. We promised you many times that we would give you more information on the release date, price, storyline and mechanics, but in these extremely busy and sometimes chaotic months, we weren’t always able to follow through on our promises.

But now, we are! We are extremely proud to announce the official launch-date on We Were Here Too. Mark 02-02-2018 in your agendas, because that will be the date We Were Here Too will be available for you on Steam for $9,99!

This game will be the product of hours and hours and hours of hard work, and we’ve never been this proud of a product we have made so far in our lives. We hope you’ll forgive us for the delays, but we promise it will all be worth it.

That’s why, from today on, you’ll be able to pre-order We Were Here Too! You’ll find the pre-order link on our website. By pre-ordering We Were Here Too you’ll be guaranteed of access to the closed beta in January!

To celebrate that We Were Here Too is closer than ever, we made you two awesome videos. The official trailer of We Were Here Too and the descriptive gameplay video are now available on Steam and YouTube. And since you’re probably on Steam already, make sure to wishlist We Were Here Too so you’ll get a notification when We Were Here Too is ready to play.

Thank you for your support, patience, and love. You guys are the reason we’re still going strong!

Official trailer We Were Here Too

Official gameplay video We Were Here Too


We Were Here Too Newsflash #3

One of the things we think about a lot during the development process of We Were Here Too is how we can best engage with our audience. Our first game We Were Here was – and still is – played by people from all around the world, who not necessarily have English as their mother tongue. When we were in the process of getting our game We Were Here published on Steam, it was most logical to do this in English. As native speakers of Dutch ourselves, English is the foreign language we are most familiar with and it is also the language in which most games are published on Steam. We do, however, realize that this isn’t necessarily true for the people who enjoy playing our games.

This brings us to the topics of translation and localization. For We Were Here Too we are once again developing the game in English. This applies to all the written and spoken texts that occur in the game, but also to the ways in which we keep you guys updated on the development process through our social media channels and website. But besides that we do also want to engage as many people as possible in our game and have therefore decided to have We Were Here Too translated in a number of languages. The selection of languages in which the game will be available is based on the number of players by country, as shown on Steam, but also on the number of people who speak the language in general. This selection includes:


Dev Blog Update #1

Leaving the school project vibe behind us

Even though we’re working hard on the sequel called ‘We Were Here Too’, we haven’t forgot about We Were Here. Now, six months after the release, the game is still being played by more and more gamers worldwide. So we thought it was time to give the game a performance upgrade, allowing more gamers with lower-end setups to enjoy our game. Read all about how we achieved this as our programmers Sam and Thomas explain the fine details.

Since We Were Here started out as a school project and had to be developed in less than three months, there wasn’t too much time to optimize properly. Shortcuts in code were taken, unnecessary amounts of polygons were drawn and multiple lighting systems were stacked upon each other. Four major goals were set when starting with this overhaul:

  • Increasing overall performance (Especially for lower-end systems)
  • Less hiccups / frame drops
  • Solving frequently reported bugs
  • Preparing the game for future ports to other platforms

Spreading the load

A seamless game experience is an important part of the game. Upon entering the actual gameplay phase just after the matchmaking, a system called Dynamic Mesh Filter System (DMFS) was developed to simply split up different parts of the game (e.g. the theater and dungeon) and only enable those where the player is walking. This makes game-breaking loading screens in between puzzles obsolete. However, toggling large amounts of game objects at the same time caused hiccups as well. To improve this system, Sam redesigned it from scratch. He came up with an asynchronous recursive depth-first traversal algorithm that essentially spreads the load by enabling game objects within an area over time. In the example video you can see the player walking through the dungeon. As he walks past corners, the DMFS starts loading the area he is heading towards, and disabling those he left. This improved system, together with Occlusion Culling, makes for a smooth gameplay experience