Happy Halloween!

Trick or treat! It might surprise you (or not), but Total Mayhem Games looooves Halloween. As you might expect, our love for horror, darkness, and mystery is one of the reasons We Were Here is like it is today. The difference is: we don’t need this one particular day of the year to scare the hell out of you guys. ;-)

But since it’s almost Halloween, we can’t resist adding a little extra something to the We Were Here universe. With the musical soundtracks released a few days ago, we were thinking of something else to really bring your favorite co-op puzzle game to life…

That’s why we made you an awesome cutout explorer mask and walkie-talkie, so if you were low on Halloween costume ideas, we got you on this one!

But, like we said before, our love for horror and thrills doesn't stop at a little Halloween present. We are working day and night to make We Were Here Too even more mind-blowing than We Were Here. And we promise you, the scariest part is yet to come… ?

Oh, and don’t forget to send us your best Halloween pictures. We’d love to have you try and scare us, for a change!


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


Total Mayhem Blog #1

Welcome to the first Total Mayhem Games blog post!

Let me first introduce ourselves to you, dear reader. We, Total Mayhem Games, are a young Rotterdam based Indie Game Studio who recently launched their first game, named ‘We Were Here’. It is a free-to-play game, which we present to you on steampowered.com. You don’t need any money to play the game. Just a computer, a friend and your voice. Well... you don’t even need a friend, you are able to play the game with a complete stranger if you want to. As long if there is a ‘we’ in ‘We Were Here’.

We are a group of six game enthusiasts, who were able to bring their passion to the next level: this resulted in game development. Which, even if we really couldn’t, we would probably still do. But that’s what makes passion a passion of course. And if you are passionate about something, you probably know everything about how passion feels. We signed We Were Here up for Steam Greenlight, managed to get approval in only 3 weeks and launched the game on February 3rd 2017. This all happened between the walls of the University of Applied Sciences in Rotterdam. Maybe you already know, maybe you don’t, but we are all still students. Except for one by now, our programmer Sam was the first to graduate (thank God, one functioning adult in this team, which is also the youngest member - life is strange).

We organized this big party to launch our game and the two other games that took part of the minor - Pool Party Panic and Cat Rekt (we only had 4 weeks to prepare the party; we’ve gone through organizing-hell with that). Our set goal was to publish a viable game within 14 weeks with 15 students (we are now with six left from the original team), some more rules that I forgot, and 1000 downloads before 00:00 on February 3rd. And that meant the whole production from beginning to end, even just coming up with what kind of game we wanted to create and develop. Imagine we only had one 3D artist. One… He’s still with us luckily, modeling next to me as I type. Okay… Back to the assignment. So we launched We Were Here on the 3rd at 18:00 on Steam. We were scared. We were afraid. Some of us were probably also already drinking away their nerves and fear of failure. And then the moment came when one of our 15 team members looked up the numbers of the current downloads, which were a few thousand in just 2-3 hours. You can probably imagine our reaction. This wonderful, somewhat blurry picture shows our excitement quite well. Maybe you'll recognize some of our team members. And me: with purple hair.


Patch notes: Update #5

Hey everyone! Even though we’ve been very busy lately, we would like to share with you some minor improvements and additions.

Patch Notes
Fixes:
  • Improved stability for VR
  • VR players are no longer able to teleport over the Spike puzzle
  • Mouse sensitivity should now change properly
  • Handles in theater puzzle are more reliable
  • Film roll should now work properly
  • Spawning for VR should now work properly

Added:

  • Added new achievements
  • Implemented a new Video Player, cutscenes should cause less problems now

Please let us know if you still experience issues. Have a great weekend from the Total Mayhem Games team and make sure to follow us on Steam and our social network channels these coming weeks!

Facebook: https://www.facebook.com/WeWereHereGame/
Twitter: https://twitter.com/WeWereHereGame


Patch notes: Update #4

Hey everyone! Update Four is brought to you from our new office space where we'll be working on We Were Here for the upcoming months! If you still experience an issue that is listed or new issues have presented themselves please let us know in the comments.

Thank you for playing "We Were Here",
Total Mayhem Games

Patch Notes
Fixes
  • Overal stability Voice system
  • Server browser no longer scrolls to infinity
  • Ingame menu will no longer show when leaving from an inspectable state
  • Water SFX are now properly linked to audio options
  • Wind audio now linked to SFX instead of Music volume
  • Bloom for VR is disabled by default
  • Fixed a crash in the main menu for players with a slower connection
  • Some doors will no longer be interactable after being opened
  • Interaction distance for the chess game has been increased
  • Players can no longer turn the handles without locking into them
  • The text above the "Play Scene" button now updates properly
  • Microphone should regain focus after disconnecting/connecting the device
  • The current resolution is now be displayed properly in the options menu
  • The options menu is now more user friendly
  • Player movement and camera look are properly locked when browsing the ingame menu
  • Snow is now less demanding and should not bounce around anymore
  • Players should now always start loading at the same time
  • Disabled most rooms by default, they will be enabled on the run
  • Checkpoints should no longer reset
  • Matchmaking code is refactored and should smooth out the experience (let us know if any issues arise)
  • Fixed a bug where players got stuck on a blackscreen with fire sound effects

Added

  • The options menus have been reworked
  • Voice calibration, located under audio options
  • You can now select your microphone in the audio options
  • "Play Scene" button is now a lever
  • Back/Escape as navigation options in the ingame menu
  • Several performance improvements
  • Added occlusion culling

Patch notes: Update #3

As of today some new features have been implemented in the game as we continue to make it more stable. In this patch note we will highlight a couple of important fixes and features listed below.

Patch Notes
Fixes
- Added a warning message when there is no microphone connected
- Several Colliders added to avoid players from going out of bounds
- You can no longer sneak past the marionette
- Theatre audio will now synchronise with audio settings
- Roaming audio won't stop playing after skipping intro
- Fixed a bug where the film role wasn't interactable after dropping it
- You can now click on a chesspiece to attack it, instead of the tile below it

Added
- The last sentence of the theatre puzzle has finally been added
- You can now hear a snow storm in the final room
- Several visual improvements like the player model
- A new Room has been added for VR players when in the menu

We are aware that not all bugs might have been fixed (such as the walkie-talkie in some cases), but since we’ve already made some progress we wanted to share this with you. We would also like to thank the community for embracing our game, reporting issues and overall helping us make the game even better!


Patch notes: Update #2

We are rolling out a new update that fixes several issues and adds a much-requested feature.We will continue to improve the stability of the game with future updates.

Patch Notes
Fixes
  • Improved interaction with handles in the theater
  • Theater now resets properly after each correct play
  • Theater plays can no longer be cheated
  • Escape hatch in theater should no longer clip through wall
  • Several Colliders added to avoid players from going out of bounds
  • Interaction with books has been improved

Added

  • You can now start from checkpoints (they need to be unlocked)
  • The puppet in the theater just got a whole lot scarier
  • People you have played with should be visible in Recently Played (Steam)

Thank you for playing We Were Here!


I've seen several posts about the theater, the solutions given in the guide are no longer correct. Some solutions given in the guide were marked as correct due to a bug.

We are aware several players are having trouble launching the game, we are doing our best to solve this problem.


Connection errors have been resolved!

We never dreamed of being featured in the Popular New Releases section on Steam. Which is why our servers weren't prepared for the massive spike in concurrent users we experienced last night. So when our servers started overheating, we put our heads together to find a way to upgrade our servers within the limits of our Free to Play model.

Thankfully our mentors, Rob, Bob and Geoff; who guided us through the process of making this game and releasing it to Steam, offered to pay for the server upgrades. We can now support up to 600 concurrent users, which means 250 active sessions at any given time. Unless Pewdiepie suddenly decides to stream our game to his audience, we're in the clear :)

Special thanks to Rob, Geoff and Bob for looking out for us. To maintain a certain sense of privacy and anonymity, we've added a picture of them immortalized as in-game characters of the recently released indie games Cat Rekt, Pool Party Panic and of course We Were Here.

All games made by young indie game studios, and all mentored by them. We'd also like to thank everyone for their patience while we addressed these issues, and we hope you give our game another try if we ruined the first impression!


Unmatched popularity and crowded servers

Since we launched We Were Here its popularity has only gone up. We do what we can to keep up with the demand on our servers, but for now there is still a limit to what we can achieve (and keep it FTP). So please understand that you might have to wait a bit before you can play the game due to these full servers. As for now you will see the message "A communication error has occurred" whenever the servers are overloaded. Thank you for your patience.


Patch notes: Update #1

We would like to thank everyone for playing We Were Here!

We are aware of some of the issues some players might be having and are monitoring the discussions to see what other issues arise. Below you will find a list of issues that have been fixed for this first patch.

Patch Notes
Fixes
  • Resolved a crash issue related to a certain checkpoint
  • Improved interaction distance for certain objects
  • Inspecting books in VR should no longer spawn the player on random locations
  • Added colliders in several places to avoid players going out of bounds
  • Chess pieces are now a little easier to see
  • Fixed several textures
  • Total room limit has been increased

Added

  • You can now inspect the portrait in the Study room

We are also looking into some of the feature requests posted in the reviews/discussions to see if we can make these happen.

Again a big thank you from the We Were Here team, if you have more feedback or feature requests you can post them in the Steam discussions.