We Were Here Forever | Patch Notes v1.0.27

We Were Here Forever

Patch Notes v1.0.27


Explorers! The team @ Total Mayhem Games is still working very hard to bring you the best experience. We have noticed that some of you have experienced some issues (probably due to some trickery of the Jester), and we are trying to help you out!

We have just released a new patch, already containing the following changes:

Fixed
  • Rare case where Walkie-Talkies would sometimes disappear during animations
  • Rare case where Astrolabe items would appear or be stuck on places they could be mounted on
  • Rare case where players could get stuck in the tutorial
  • Rare case where players could get stuck in Rockbury using the crane
  • Rare case where players could get stuck using the capstan to enter the Graveyard area
  • Rare case where the automaton during Story Reconstruction puzzle would perform sound
  • Rare case where doors would open after solving the puzzle with the Guardian in the Nautilus
  • Rare case where players could get stuck in the ski lift towards Rockbury
  • Minor issues with the Statue puzzle in the Warden’s Office
  • Various minor gameplay & visual issues

 

Potential fixes
  • Some additional scenario’s where players could get stuck on a black screen

 

Improvements
  • Optimization of several areas and cutscenes, to improve performance
  • New journey menu has been improved with option to mark areas as completed while starting
  • Some translations have been improved
  • Crossroads now has different audio tracks, improving feel of the environment
  • Improved controller support
  • Added and improved several animations in the game

If you still run into any issues, please check out our support page:
https://totalmayhemgames.com/support/support-we-were-here-forever/

For some direct support, reach out to us on our socials or join our Discord server;
https://discord.com/invite/TxRYRAz

All the love from the team @ Total Mayhem Games!


We Were Here Forever | Patch Notes v1.0.26

We Were Here Forever

Patch Notes v1.0.26


Explorers! The team @ Total Mayhem Games is still working very hard to bring you the best experience. We have noticed that some of you have experienced some issues (probably due to some trickery of the Jester), and we are trying to help you out!
We have just released a new patch, already containing the following changes:

Fixed
  • Possible cheat to skip final stage in Arena puzzle
  • Possible cheat in Rockbury to jump over the bridge
  • Possible soft lock in Graveyard with door closing too soon
  • Possible soft lock with not being able to bring up the Nautilus
  • Possible soft lock in the Illusions
  • Possible soft lock at Meet the Jester
  • Possible soft lock during Graveyard dig puzzle
  • Rare case where Astrolabe items or puppets could dissappear while interacting with them
  • Rare case where both players fall in well on coffin click
  • Rare case where a player could fall off the Crossroads elevator
  • Rare case where a player could fall through Rockbury layout
  • Rare case where a player could walk on water in final scene
  • Rare case where a player could jump out of the crane in Rockbury
  • Rare case where a player could still move after disconnect
  • Rare case where players could get launched in the sky after use of capstan mechanic
  • Rare case where players could duplicate an Astrolabe piece
  • Rare case where a player could unintentially hear the Guardian
Potential fixes
  • Crossroads elevator not being available when returning from an area
  • Issues related with players roles (including black screen scenario’s)
Improvements
  • Friends list is further improved
  • Hint menu is improved
  • Settings menu for Audio & Video, inluding texture quality now more easily visible
  • Several subtitles including the Arabic language
  • Navigation support with controller through menus

If you still run into any issues, please check out our support page:
https://totalmayhemgames.com/support/support-we-were-here-forever/

For some direct support, reach out to us on our socials or join our Discord server;
https://discord.com/invite/TxRYRAz

All the love from the team @ Total Mayhem Games!


Come watch our producer Geoff!

Come watch our producer Geoff!


May 28, 2020 | IN ABOUTDEVELOPMENTINTERVIEWNEWS | BY TOTAL MAYHEM GAMES

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!


We Were Here Too | Game Update 1.1.5

Game Update 1.1.5

Performance updates and fixes!


30 JANUARI, 2020 | IN PATCH NOTEWE WERE HERE TOODEVELOPMENT| BY TOTAL MAYHEM GAMES

Hi Explorers!

We have released an update for We Were Here Too!

Version 1.1.5 contains the following:

Upgrades

  • Performance improvements.
  • Reduced loading times.
  • Voice chat stability.
  • New first person camera rig.
  • Updated the splashscreen.

Fixes

  • Fixed several start up crashes.
  • Fixed multiple weapon bug in weapons puzzle.
  • Fixed an issue where progression was not saved.
  • Fixed an issue with achievements not unlocking.
  • Fixed an issue where both players would spawn as Lord.
  • Arms no longer flicker when crouching.
Don’t forget that we’re also running a survey for only about 24 hours more, and you could win merch! 

Take the survey!


Developer Diaries - Episode 4: Total Mayhem

Developer Diaries

Episode 4: Total Mayhem


We are closing the year with our fourth and final episode of the We Were Here Together Developer Diaries! In this episode the team takes you on their own journey. Starting as a group of students and having the opportunity to establish their own independent studio is quite a ride!


Developer Diaries - Episode 3: Piece of the Puzzle

Developer Diaries

Episode 3: 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:


Developer Diaries - Episode 2: Mysteries of Misty Valley

Developer Diaries

Episode 2: Mysteries of Misty Valley


Join us again for another behind the scenes look at the making of We Were Here Together! In this second of four episodes, we discuss the environments of We Were Here Together, how we brought them to life, and how we incorporated the puzzles in a natural way.

The series will cover the challenges the team faced while designing the latest entry in the co-op series and what new features were added during production to evolve the experience. Watch Episode 2: Mysteries of Misty Valley below!


First Developer Diary video is live!

Developer Diaries

Episode 1: Escape Together


Join us for a behind the scenes look at the making of We Were Here Together! In this first of four episodes, we discuss the cooperative gameplay in the game as well as the essence of cooperation itself.

The series will cover the challenges the team faced while designing the latest entry in the co-op series and what new features were added during production to evolve the experience. Watch Episode 1: Escape Together below!


Walkie-Talk - Meet Alex

Walkie-Talk

Meet Alex


Developer Interview

Previously on Walkie-Talk we looked at how we design puzzles for the We Were Here games.
However, even with the best ideas in the world a game doesn’t get far without technical developers.
Today we’re talking to one of our newest devs, Alex Leestemaker.

Walkie-Talk: Hi Alex! Let’s start with the basics. Who are you and what do you do?

Alex Leestemaker:
My name is Alex, and I’m the new programmer on the team. That means I listen to what the game designers would like in the game, I program exactly what they asked for, and then the next day it turned out that they meant something completely different and I can start from scratch.

What do you think of your work at Total Mayhem Games so far?
This is my first job in the game development industry, and I’m glad it’s at a studio that makes games I’m interested in myself. Puzzle games and co-op multiplayer have always been high up on my list of favorite mechanics in video games. Since I’m new to the industry, working in a smaller team like this also feels more familiar than getting thrown into a big sea of coworkers would probably have felt like.

I like it! I’ve been here for a little over half a year now, and it’s my first job straight out of university. It’s a big jump going from a giant university where everything is planned to hell and back to our small office in Rotterdam, but I like my coworkers here far more than the average uni student.

It’s much more cosy for sure! What are you working on right now?
I’ve been working on a lot of the alpha tests we’ve been releasing over the last few months.

Final question – what are you playing for fun right now?
Currently I’m dumping most of my free time into The Legend of Zelda: Breath of the Wild.

Thanks for your time!

A short but sweet interview this week. We hope you liked it! If there are particular topics you think might make for a cool Walkie-Talk, let us know in the comments.


Environments in We Were Here Together

Environments in

We Were Here Together


Including some new teaser screenshots!

We Were Here Together will bring players to an entirely new part of the Castle – while so far everything has been the classic medieval corridors, lots of dark stone, impressive staircases and balconies, mixed with heavy wood and metal, the new game offers a new take on the series’ showpiece, inside and out.

Castle Rock did not in fact emerge fully formed from the snow and ice of Antarctica – it was built by someone. Of course if you want to learn more about who and why, you’ll have to play the game! You will spend quite some time outside the castle, clambering around scaffolding, traversing snowy paths, and creeping along frozen ledges. While previous explorers found themselves effectively invited inside Castle Rock, making an entrance this time may prove more challenging.

These new environments aren’t just for sightseeing. Longer sight lines opens up more puzzle possibilities, and this makes cooperation important even when you and your partner are together and can both visit the same areas. You can’t be and see everywhere at once, so better split up and make use of those walkie-talkies! Larger environments also means more space to scour for clues, and more places which could hide secrets…

There is also a new part of the castle interior. While everything players have seen in We Were Here games so far is cold and silent, the greenhouses still have life within! With an abundance of glass windows and high ceilings, you might think that they would be less oppressive than the rest of the castle… but there’s something in the air, even here. A stifling corruption that makes you wonder – are the plants only living things in here with you?

The greenhouses are part of a monastery section of the castle, and we know what monks are famous for brewing! The systems to maintain the plants found inside the greenhouse are not simple, and you can bet that puzzles await! Returning players will find the green hues of this new location quite a change from their previous visits to Castle Rock, where stone, statues and metal were often the order of the day.
However, caution is advised. Even the plants here have been influenced by the dark aura of the castle, resulting in some monstrous things. In the screenshot below, we have more of a venus mantrap than a flytrap!

We’ll end on a more pleasant note – the expedition base camp where you start the game. This comfortable cabin provides a gentle introduction to the game, though the puzzles here aren’t anything to scoff at. It provides a base for the player characters and gives players more background about who they are and what they’re doing. You can also discern other information… given those dishes in the sink, either someone has skipped their turn at washing up, or the explorers as a whole aren’t big tidiness fanatics!

The base camp also serves as a contrast to later parts of the game. Players will pass from the warm wood tones of the base camp into the icy blues of the Antarctic exteriors. And then? Into the castle itself, and who knows what awaits you there…

We Were Here Together can be wishlisted on Steam now, and will be released on October 10th!