We Were Here Together out now on Steam!

We Were Here Together

out now on Steam!

Get it now with a launch discount!


Return to Castle Rock!

We’re so excited! The game is ready for you to play! For the first time, chill out in the Base camp
and set foot in the Antarctic snow on your way to Castle Rock.

You can get We Were Here Together right now on Steam for $12.99 / €12.99.
There is a launch discount of 5%, and players of earlier We Were Here games will get an extra 10% discount!

The third game in the We Were Here series features new game play mechanics, locations,
an inventory for you to fill with curious items, and of course new puzzles.
In response to your requests, there is more emphasis on story than ever before,
and several large environments to explore and solve puzzles within.

Your adventure will start out at the base camp…

There are several great innovations in We Were Here Together, and it’s hard for us to pick a favourite! One thing we do know is that there are some amazing new environments for you to explore on your journey from the expedition base camp to the inhospitable Antarctic mystery that is Castle Rock. Read on and we’ll tell you more about those and other features in our latest and greatest adventure yet!

Features include:

  • Even closer coop – you won’t always be split up from your partner this time. Explore together, try both sides of a puzzle for a different perspective, it’s up to you! Just don’t get too comfortable – Castle Rock has some tricks waiting for you…
  • The great outdoors – puzzle outside Castle Rock for the first time, from the deceptively cosy expedition base camp through imposing sub-zero valleys to breath-taking frozen caves.
  • Gadgets won’t save you – but they might help! Figure out how to use new equipment and gather an inventory of curious items to solve puzzles and progress towards the fateful finale in We Were Here Together.
  • You aren’t alone in Castle Rock – and this time you get to meet a fellow explorer who is trapped inside. Could they know a way out… and can you trust them?

You will travel through the icy wastes…

More than 2,000,000 people have played We Were Here and We Were Here Too since their releases. It’s amazing to see how much you all love what we’ve made, and we couldn’t have done it without the support from all of you! We’d like to give a special thanks to the alpha and beta testers with their great feedback – you’ll be getting special walkie-talkie skins as our way of showing our gratitude, along with a place in the credits!

…and who knows where you’ll end up?

But wait, there’s more!

The We Were Here Together Supporter Edition contains a special walkie-talkie skin, beautiful artworks designed especially for desktop or phone backgrounds, and almost an hour of music.

For newcomers and those who haven’t got the complete collection yet, check out the We Were Here Series Bundle! It does what it says on the can, with all three games, two supporter editions, and every soundtrack in one tidy collection.

We hope you enjoy your Antarctic adventure! Maybe you’ll even make it back alive? We’d love to hear all about your adventure, so let us know!


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!


Return to Castle Rock in just one week...

Return to Castle Rock in just one week...


One week left before release on October 10!

Give us the details!

There’s only one week to go before we release We Were Here Together to the world!

The game will be sold for $12.99. Players of earlier We Were Here games will get a 10% discount. This means if you buy We Were Here Too (which just happens to be 50% off right now) you’ll get 10% off We Were Here Together!

A big thank you to all our testers!

We would like to once again express our gratitude to everyone who has joined our alpha and beta tests. Your feedback has been truly invaluable. We split up puzzles into a series of different playtest sessions so as not to give away the plot of the game, and we appreciate the patience from everyone playing in this unusual way! Tester comments have helped us improve the puzzles themselves, how people navigate through the new environments, and to generally polish everything up even more.

By way of saying thanks, we will be granting special custom walkie-talkie skins to all testers! Alpha testers will get a bronze walkie-talkie skin and beta testers a silver one. Check them out!

Aren’t they beautiful?

Xbox One News

Both We Were Here and We Were Here Too are out on Xbox One, where they’ve had a great reception. Today we can announce that We Were Here Together will also get an Xbox One release! When? We’ll let you know as soon as we can!

Seven days…

And you can expect more exciting reveals and activities before release day! Keep up to date on our social media channels as well as here on Steam. There’s still time to add We Were Here Together to your wishlist – get a notification when the game launches and make sure not to miss the loyalty discount!


Walkie-Talk - The Base Camp

Walkie-Talk

The Base Camp


Behind the Scenes

Welcome to another edition of Walkie-Talk! In a previous post we showed you an image of the inside of Scott’s hut in Antarctica which we used for inspiration. What about the outside of the base camp though?

Here’s an example of what we were thinking of as a base for the exterior look. A pretty classic log cabin, with some useful odds and ends scattered around outside. However, a building like this alone would be a little dull, and we wanted to spice things up a little with some light steampunk elements.

An early version of the base camp viewed in Unity.

And what says steampunk more than pipes? Along with nice chunky windows, the satellite dish antennas, and fuel tanks, our base camp is recognizable while still having a personality of its own. Remember, this isn’t all just eye-candy – you and your partner have puzzles to solve at the base camp.

The base camp area as it looks today!

Here’s the final product! Adding colour makes a big difference, and you can see we removed some of the pipes and tanks from the base camp itself and moved them to a new section, seen in the foreground here. That’s all for now!


We Were Here Too is out now on Xbox One!

We Were Here Too is out now on Xbox One!

And We Were Here Together is only 8 days away…


Play We Were Here Too on Xbox One!

That’s right, We Were Here Too is playable on console for the first time! For those who have been living under a rock (the Jester?) we released We Were Here on Xbox in September. It was featured as part of Xbox Games Live Gold, and is still free to play for Gold members until October 15th.

Of course, we’re also getting closer to the arrival of the third game – We Were Here Together. You’ll be able to experience new areas of Castle Rock, such as this lively location…

T-minus 8 days – wishlist now!


Return to the Antarctic this October 10th!

Return to the Antarctic this October 10th!


We Were Here Together has an official release date: October 10!

The latest entry in the We Were Here series will feature new puzzles, more hours of gameplay, and much more. Here are three notable new features, in picture form!

Explore… outside of Castle Rock for the first time!

Explore… all new areas of Castle Rock!

Explore… and discover equipment in addition to the walkie-talkie!

We’ll be releasing more teasers as we get closer to release, so watch this space

The We Were Here series on Xbox One

For those of you with consoles, or console owning friends, we’re happy to announce that the We Were Here series is coming to Xbox One! More specifically:

  • We Were Here will be released on September 16th, and will be free to Xbox Live Gold members until October 15th.
  • We Were Here Too will be released not much later…
  • And We Were Here Together? Let’s first get it on PC! 😉

For all the latest info on the We Were Here series, you should join our Discord channel (also great for matchmaking!), follow the news on our Twitter or learn more about our team on Instagram!

Last but not least, you can get a taste of the atmosphere with this sweet 360 screenshot!


Heading towards Castle Rock!

Heading towards Castle Rock!


Beta Tests

We have completed another beta testing session, including some in person tests and tests with people who aren’t so familiar with the series. Thanks to everyone who took part, we got some great feedback 🙂

The release is on track for later this year, and we can’t wait to share a date with you once everything is finalized – these beta tests mark a major step towards that goal! Now, let’s reveal a few more details for you all.

New location and a new walkie-talkie!

Behold a brand new area of Castle Rock, revealed for the first time! It’s also the first time you’ve got a glimpse of the castle from the outside, at least in-game. As the snowfall becomes heavier, even this dark and imposing place can begin to look like a sanctuary. You might know better, but your hapless characters unfortunately do not…

Are you ready to return to Castle Rock? You have never seen this part of the castle before…

Today’s new teaser screenshots also show off the new walkie-talkie model for We Were Here Together – we love it already! See how the walkie-talkies have evolved through the three games so far:

From left to right: We Were Here, We Were Here Too, WWHT supporter gold walkie, and We Were Here Together. Which is your favourite?

News on the way…

Stay tuned to our frequency, as we will have news about the We Were Here series every month from here on out until the release, so keep up to date by keeping an eye on our posts here or on Twitter or Facebook!


Walkie-Talk - Puzzling on Puzzles with Niels

Walkie-Talk

Puzzling on Puzzles with Niels


It was puzzle and computer game designer Scott Kim who said: ‘My goal as a puzzle designer is to create a meaningful experience for the player, not just ‘I solved it.’
It’s a good philosophy, especially when you’re trying to create a game like We Were Here Together, which is about atmosphere and exploration as well as solving puzzles.

Getting the balance right can be a challenge – from one point of view, the We Were Here games are all about puzzles. From another point of view they’re all about leaving your best friend to die, but let’s not get into that right now…

Where do we get our puzzles from? To find out, we talked to one of our designers, Niels de Jong.

Walkie-Talk:
Greeting Niels, thanks for taking the time to answer our questions today! Let’s start with the big one: where do the puzzle ideas for the We Were Here series come from?

Niels de Jong:
We steal them from others of course. ;p
Seriously though, ideas can come from a lot of different places.

An approach we take a lot lately is to do a quick summary of everything we already know about the point in the game we want to create a puzzle for, and then we start throwing ideas at each other. In these brainstorming sessions, we can quickly discuss different options. The advantage of working with three game designers is that you rarely run out of ideas!

We’re able to take this approach because we know what most environments are going to be at this point in development. An example of an environment is the crypt at the start of We Were Here Together. So we start off with knowing it is a crypt-like space, and the general atmosphere we want players to feel. The position of the puzzle in the complete game flow is also important. You don’t want to have several high-pressure puzzles in a row, for example. These limitations are often a source of inspiration.

Can anyone suggest puzzle ideas, or is it just the designers that come up with concepts?

Everyone can suggest ideas! The thing is, it takes more than an idea to get to a functioning puzzle. So while other team members can provide the initial point of inspiration, there is still a lot of work that is mostly done by the design team.

Another thing to note is that while we call most of the things we make puzzles, they do not necessarily have to be puzzles. The game is about playing together first and foremost. So if you are doing something besides solving puzzles together and you’re having a great time, then that’s a win for us!

In my experience, the fun is in trying to figure out how not to fail completely at any given task or puzzle… on a side note, I need to find new, better coordinated friends.
Once you have an idea though, how do you work out the details of a puzzle?

Currently we have a way of pushing puzzles through several stages that are more or less the same for each puzzle. We start off with an initial brainstorm as already described. The next stage is to create a paper prototype of the puzzle. Some puzzles are difficult to paper prototype, so we sometimes skip this step and go straight to the next step: whiteboxing.

After testing the paper prototype and making changes based on feedback from testers, we start bringing the puzzle to the digital medium. This usually involves placing the puzzle elements in a 3D space, thinking about viewing angles and level layout and placing lighting.

After this whiteboxing step, we start preparing the puzzle for alpha testing. By this point, we know the puzzle is playable IF you understand it. Of course, understanding how a puzzle works is part of the challenge. In this step, we mostly focus on adding feedback elements that tell the player how a puzzle works. An example: where before you were “pressing” a cube, there is now has an actual button model and a click-sound plays when you press it.

After adding extra feedback elements, a puzzle goes into an alpha build, where all our lovely alpha testers can give feedback and we can spot any glaring issues.

Do you ever encounter problems turning a puzzle from a paper prototype into a digital form – going from the paper prototype to whiteboxing?

Yes, definitely. It makes a big difference whether you are controlling an avatar in a 3D world or looking at some pieces of paper. When fleshing out initial ideas (the brainstorming part), we try to think about how the puzzle will fit in the digital game, even when we do not immediately test the puzzle digitally.

An example: we were working on a puzzle in a cave. The paper prototype was very doable. But of course, when you’re actually standing in a cramped cave with a wall in front of your nose, you have no overview of the entire level. Having no overview means you cannot plan your moves, which in turn means solving the puzzle becomes much, much harder. We had people who ran around in circles both figuratively and literally, because there was no way to distinguish between separate paths in this cave.

I swear I wasn’t one of those people! On the subject of testing, what is the process for testing out puzzles?

We try to annoy our colleagues as much as possible by regularly asking them to test new puzzles! Because we can sit right next to them, we can improvise and get an idea of what a puzzle would be like, without having to actually make each and every element or have the game enforce every limitation. I think it’s time for me to mention the alpha tests again! Those give invaluable feedback.

Thank you for your time!

So there you have it – puzzles definitely don’t spring into existence fully formed, and it can be a tough process sometimes to make them work at all, no matter how cool the initial idea is. Join us in the next edition of Walkie-Talk to hear more from your favorite studio!


New screenshot from EGX!

New screenshot from EGX!


Progress is going great on We Were Here Together! Check out this screenshot from the demo we showed off at EGX… it’s probably much cosier than you’re used to in the first two games 😉

We also have some great news for your puzzle loving, console owning friends – both We Were Here Too and the original We Were Here are coming to Xbox One! We will share more details about pricing and release dates in the near future – stay tuned.


Merch, Rezzed, and on the lookout for new beta testers...

Merch, Rezzed, and on the lookout for new beta testers...


Play new puzzles at Rezzed London

We had such a good time at EGX last year that we are returning to Rezzed London this week! You can find us at our stand SV6B (1-4) in the South Vaults from April 4-6. We have new and unseen puzzles in a new area of the game to show off, so come check it out even if you came by at EGX. Hope to see you there!

We Were Here Merch!

Walkie-talkie iPhone cases and We Were Here beanies made their debut at EGX last year, and now you can get one of your own – not to mention new Jester t-shirts!

Early Puzzle Testers

Development on We Were Here Together is going well, and the feedback from our current testers has been very helpful. So much so that we’re looking to invite a few more people to test our work-in-progress builds of the game! Read all about it in our earlier post!