WE WERE HERE OUT NOW ON PLAYSTATION 4!

WE WERE HERE OUT NOW ON PLAYSTATION 4!


FEBRUARY 09, 2021 |IN NEWSWE WERE HERE| BY TOTAL MAYHEM GAMES

💙SURPRISE!!!💙

So we have been keeping a secret, and it was so hard not to tell you guys! Last September we announced that the We Were Here series was making its way to PlayStation. After receiving so much love over at Steam and Xbox, we wanted to make sure our games would be available for more players. And now it is there!

The first chapter of your Antarctic adventure is out now on PlayStation 4 and, better yet, it is FREE! Make sure to snatch it fast tho because this deal only lasts until the 22nd of February BECAUSE on the 23rd all of our games can be found on the blue god console PlayStation 4.

Want to hear all about our PlayStation 4 release and more? In This Week’s Mayhem episode 3 Our Community Manager Soraya talks to Managing Director Lucia about the release and so much more.


This Week's Mayhem Podcast #1

Ready to hear all the ins and outs about the We Were Here Series and our studio?


January 07, 2021 | IN PODCASTWE WERE HERE | BY  TOTAL MAYHEM GAMES

This Week’s Mayhem

Podcast #1

 

Podcast explorers, Are you ready to hear all the ins and outs of the We Were Here series and Total Mayhem Games? In our podcast This Week’s Mayhem we’ll spill all the tea, beans and more! In our first podcast our Producer Geoff will tell you about the series in general, we even talk about all the ‘flesh rockets’ in the game…


We Were Here out now on Xbox One!

We Were Here out now on Xbox One!


Xbox Live Gold members play for free… and the second entry in the series will hit Xbox One on October 2!

We Were Here is out now on Xbox One, and is free for Xbox Live Gold members until October 15th – time to start looking for the ‘golden’ puzzle solving partner to join you! It is the first of the We Were Here series to arrive on Xbox One, with the sequel We Were Here Too scheduled for release just a few weeks later on October 2nd. You can pre-order We Were Here Too now for a 10% discount!

Download the Press Kit here.

Watch the trailer:

These cooperative first person puzzle games challenge you and a partner to solve puzzles inside a sinister Antarctic castle as you try to find a way to escape. The two of you are split up in different areas of the citadel, and must use your walkie-talkies to communicate what you can see and work out solutions together.

Project Lead Lucia de Visser said: “We’re hugely grateful to Microsoft for their trust and support in bringing We Were Here to Xbox One. Seeing our games appear on Xbox has been a goal for our team for a long time, and it’s wonderful to see it happening. We can’t wait to find out what new players will think of their first visit to Castle Rock.”

The We Were Here series has been a great success on PC with more than 1.5 million We Were Here downloads and almost 500,000 copies of We Were Here Too sold on PC, and more is to come! The eagerly awaited third entry – We Were Here Together – is slated for release on PC October 10.


We Were Here Too coming to Xbox One on October 2nd!

We Were Here Too coming to Xbox One on October 2nd!


The original We Were Here launched on Xbox One today,
and is free for Xbox Live Gold members.

That’s right, We Were Here Too will be released on Xbox One this coming October 2nd,
which is great news for hungry puzzle fans on console! You can pre-order already for a discount.

For PC gamers, the third game We Were Here Together is drawing ever closer to a Steam release…
we’ll be revealing more teasers so keep your eyes open!


Happy Halloween!

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

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

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

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

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

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!