We Were Here Together out now on Xbox One!

We Were Here Together out now on Xbox One!


We Were Here Together releases today on Xbox One!

You can get it right now.

This release means the whole We Were Here series to date is available on the Xbox – it’s still so cool for us to see our puzzle game concept go from one title on PC all the way to a three part series on PCs and console, with more exciting things to come as well!

We’ll leave you with this awesome fan art by Blue. Very appropriate for a release celebration 😉

Cheers from us at Total Mayhem Games!


We Were Here Together | Game Update 1.6.10

We Were Here Together

Game Update 1.6.10


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%


Be Together on Xbox One!

Be Together on Xbox One!

The Xbox One release of We Were Here Together is releasing June 5!


That’s right, We Were Here Together is set to release June 5 on Xbox One!

Let your console owning friends and family know 😉

This is great news for all the new console fans who experienced the We Were Here series for the first time when we released the earlier games on Xbox One last year. We can’t wait to see what they think!

To celebrate this great news, we also have a 25% sale for everyone on PC too!

A screenshot of a sinister scene by Scorpiorange!

Hugs from us at Total Mayhem Games!


We Were Here Together has an Xbox One release date

We Were Here Together has an Xbox One release date

Plus Fan Art Friday!


We’re making great progress on We Were Here Together for Xbox One – so much so, that we can announce the release date!
Console fans set your calendars for June 5th.

To celebrate this great news, we have a 25% sale for everyone on PC right now! If you’ve had your eye on We Were Here Together, now’s the time to grab it!

We also have a collection of awesome fan art!

Fan art fun!

Awesome work by player Nanofu!

This heartwarming piece by PapaNini.

The future is now soon 😉

We can’t wait to share what we’ve been working on! Thanks to everyone who filled out the We Were Here survey, we’ve been going carefully through the results and there’s a lot of valuable feedback there. We’d also like to take a moment to salute the brave 193 (20% of respondents) who said that ‘jump scares’ are what they enjoy most in puzzles 😀

Keep that fan art coming, we love it! We’ll end with this screenshot taken by player Rabbit.
It could almost be a vacation photo!

Cheers!

Total Mayhem Team


Find a Valentine's Day puzzle partner!

Find a Valentine's Day puzzle partner!

Fill out the form and make yourself a match!


FEBRUARY 12, 2020 | IN EVENTSNEWSWE WERE HERE TOGETHER | BY TOTAL MAYHEM GAMES

This Friday is Valentine’s Day! For this special occasion, we want to match you with someone!

Whether you are looking for a special someone, a new friend, or just a nice co-op partner, we will try to find you the perfect match. There’s no better way to get to know someone than trying to solve puzzles together, after all!

We are even giving away a few Steam keys for We Were Here Too and We Were Here Together in a raffle, so you might get lucky!

Click to fill out the form!

The form is closed, thanks to everyone who filled it in!


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!


Indie of the Year - Editors Choice Best Co-op 2019

Indie of the Year

Editors Choice Best Co-op 2019


We were already honored to be part of the 2019 Indie of the Year Awards Top 100,
but is absolutely amazing we won the Editors Choice Best Co-op (online or local) 2019 Award!

We want to thank IndieDB for the opportunity and of course all our fans for voting for our game!

See the complete list with all the winners HERE!


Christmas is coming…

Christmas is coming…

Time to be here together


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.


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!