We Were Here Forever - Patch Notes v1.0.28
We Were Here Forever
Patch Notes v1.0.28
January 31, 2023 | IN PATCH NOTE, WE WERE HERE FOREVER, DEVELOPMENT| BY TOTAL MAYHEM GAMES
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:
Improvements:
- Autofocus input fields when displaying add friend popups
- Overall performance
- Intro video when playing on Steam Deck
- Default resolution when playing on Steam Deck
- Increased overall menu text sizes for readability on Steam Deck and consoles
- Unusual characters in player display names are now automatically replaced by an ‘X’ for crossplay conveniency
- Accepting a player invite on Steam now directly moves you to the correct lobby without having to accept the in-game invite popup first
- Visual feedback when adding a friend in-game that’s already in your friend list
- Four different soundtracks are added when walking on the crossroads during different phases of the game
- Readability of the in-game EULA
- Added info help screen on how to play with someone on another platform
- Replaced the point at which the The Cache puzzle is saved to prevent loss of progression when quitting the game directly after solving the puzzle
- Added character animations when attempting to unlock an Astrolabe piece from it’s pedestal
Fixes:
- Missing player visuals when other player is holding a note in Rockbury
- Removed ability to equip/unequip the torch when a cinematic is playing
- Various language fixes
- New games no longer display 3% progress in the main menu
- Fixed reversed achievement unlocks: X marks the plot and Cache Chase
- Various game-breaking crashes and performance issues
- Master account details not being displayed properly in the account settings menu
- Launching the game when accepting an invite no longer gets stuck before entering the main menu
- Misplaced hints at checkpoint ‘The Vault’
- Some Chapter numbers that were displayed improperly
- Missing walkie-talkie visual during some animations
- Some low resolution 2D menu art
- Voice chat no longer stops working when rejoining a room in the main menu
- A minor chance that the achievement: Grave Sins, Monster Bargain, Ruins of Rockbury and Evermore did not unlock properly
- Using the Walkie-talkie very rapidly no longer breaks the voice chat system
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 v1.0.27
We Were Here Forever
Patch Notes v1.0.27
JUNE 10, 2022 | IN PATCH NOTE, WE WERE HERE FOREVER, DEVELOPMENT| BY TOTAL MAYHEM GAMES
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:
- 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
- Some additional scenario’s where players could get stuck on a black screen
- 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
MAY 25, 2022 | IN PATCH NOTE, WE WERE HERE FOREVER, DEVELOPMENT| BY TOTAL MAYHEM GAMES
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:
- 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
- Crossroads elevator not being available when returning from an area
- Issues related with players roles (including black screen scenario’s)
- 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!
Speaking your language – 1.7.1 update released!
Speaking your language – 1.7.1 update released!
SEPTEMBER 15, 2020 | IN PATCH NOTE, WE WERE HERE TOGETHER | BY TOTAL MAYHEM GAMES
Speaking your language – 1.7.1 update released!
We released an update which fixes a couple of issues with the Steam rich presence display, and adjusts the Russian translation on the final puzzle to be more clear. It also adds localization support for a bunch of new languages! Our Turkish explorers might see the number 1 popup every now and then but we hope to be able to fix this in the next update!
New Languages
Arabic
Czech
Danish
Finnish
Italian
Norwegian
Portuguese
Portuguese (Brazil)
Swedish
Thai
Turkish
Did you know tutkimusmatkailija means explorer in Finnish?!
We Were Here Together | Game Update 1.6.10
We Were Here Together
Game Update 1.6.10
MAY 28, 2020| IN PATCH NOTE, WE WERE HERE TOGETHER | BY TOTAL MAYHEM GAMES
Patch Notes 1.6.7
We have a new update for you today! There are performance improvements, more colliders to prevent those rare moments of falling out of the level, and some desync fixes.
Added
- Animated dots show at the bottom right when the game is busy loading
- Increased auto-crouch trigger size downstairs after entering the monastery
- Xbox related objects added to the basecamp
Fixed:
- Players should no longer be able to walk off the left pickaxe elevator
- Fixed an issue causing the castle entrance puzzle not to start
- Fixed overall missing colliders causing players to fall through the world
- Optimized performance-heavy fog
- Increased default voice chat volume
- Accepting an invite just before entering gameplay from a lobby no longer leaves the other player in the void
- Fixed an issue with rejoining your own lobby
- DLC Store page languages now match those displayed on the base game store page
- Fixed overall texture and mesh issues
- Rapidly bashing the elevator buttons won’t get visually stuck anymore
- Disabled puzzle item interaction after completing the Greenhouse area preventing players from taking unnecessary items to the next chapter
- Fixed an issue with the pipes where the puzzle would not complete after placing the correct pipes
- Fixed a desync issue with the throne room statues puzzle
- Fixed visual mismatch of items picked up in the mirror room and the image displayed in the inventory
- Fixed an issue where the basecamp fuel docks did not load in completely
- Fixed visual errors with some fog areas
- Audio of the first throne room puzzle no longer overlaps with the cutscene audio
Known Issues:
- After the voice chat system connects both players in a session, the application volume in the OS is forced to 100%
We Were Here Too | Game Update - 1.1.5
We Were Here Too
Game Update - 1.1.5
Performance updates and fixes!
JANUARY 31, 2020 | IN PATCH NOTE, WE WERE HERE TOO | BY TOTAL MAYHEM GAMES
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!
The survey is closed, thanks to everyone who filled it in!
We Were Here Too | Game Update 1.1.5
Game Update 1.1.5
Performance updates and fixes!
30 JANUARI, 2020 | IN PATCH NOTE, WE WERE HERE TOO, DEVELOPMENT| 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.
Christmas is coming…
Christmas is coming…
Time to be here together
DECEMBER 19, 2019 | IN EVENTS, NEWS, PATCH NOTE, WE WERE HERE TOGETHER | BY TOTAL MAYHEM GAMES
Light up the Holiday
The holidays are almost here and we have a number of special Christmas surprises for you explorers. As befits the holiday season, your Base Camp 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!
A year of Total Mayhem
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:
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.
Christmas Changelog
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.
- 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.
We Were Here Together | Game update - 1.4.2
We Were Here Together
Game update - 1.4.2
NOVEMBER 21, 2019 | IN PATCH NOTE, UNCATEGORIZED, WE WERE HERE TOGETHER | BY TOTAL MAYHEM GAMES
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, SPOILER ALERTof 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!
We Were Here Together | Game update – 1.3.1.
We Were Here Together
Game update – 1.3.1.
OCTOBER 31, 2019 | IN PATCH NOTE, WE WERE HERE TOGETHER | BY TOTAL MAYHEM GAMES
Good news everybody!
Earlier this week we released a hotfix which should resolve the issues with microphone volume dropping,
and now we’ve just released a larger update with even more in it.
Complete list of changes and future plans
Fixes included in this patch
- Issues related to microphone levels have been resolved.
- Added cross region friend invites.
- Added a toggle in the gameplay settings that will make sure you connect to the region with the lowest ping. (Auto select region).
- Added controller navigation support to the banners in the main menu.
- Added translations for the keybinding panel.
- Added the ability to select a different region when the connection in the title screen fails.
- Added the ability to see what chapter is selected before joining a game.
- Fixed some UI navigation issues.
- Fixed an instance where the lobby background and chapter name would not be updated correctly.
- The correct background is now shown for chapter 6 in the lobby.
- You no longer receive a “Connection Established” popup when switching regions.
- Fixed some minor visual errors in the game hud.
- Fixed several instances of inventory items showing up through cutscenes.
- Fixed an instance where the candle would not be visible.
- Fixed a visual glitch where the candle would be visible for a single frame when scrolling through the inventory.
- Fixed an instance where players would clip through the ceiling in forced crouch areas when opening the menu.
- Subtitles in the basecamp should be more consistent now.
- Snow and Cloud particles should no longer be visible when inside the basecamp.
- You can no longer get stuck behind the outside door in the basecamp.
- Fixed an issue where you could solve the clock puzzle with only one correct dial.
- The board of the alchemy puzzle is now properly interactable.
- Fixed a missing door after passing through the royal passage.
- Removed a button click sound effect during the intro cutscene of the throne room.
- The jester’s face now disappears in the game-over screen.
- Keybindings for the decision moment are now correctly bound to the correct keys.
- Reworked a lot of the rotating statue puzzle in the throne room to resolve de-sync issues. (let us know if this has truly fixed the issue).
- Improved performance in the throne room.
- All steam achievements are now hidden to avoid spoilers.
- Added some Halloween decorations to the basecamp.
What we are working on
- Proper implementation for microphone auto leveling.
- Revamp of the control schemes.
- Ability to select a checkpoint for all puzzles in the Overgrown chapter.
- Collectibles that can be found throughout the game.
- Audio leveling throughout the game.
- Resolve performance drop caused by the volumetric fog.
- An issue when 2 players try to join the same game at the same time.
- Investigating an issue in the mirror room where the rotatable titles spin 360 degrees instead of 90 degrees.
- Investigating an issue in the bridge puzzle where the clamps don’t always update correctly.
- Investigating an issue where push to talk events are not sent to the other player, resulting in the voice chat not working at all.
- General bug fixes for puzzles.
- Loading speed optimizations.
- General performance optimizations.
As always, 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!