Compare We Gotta Go prices across 50+ stores and find the best deal. Developed by FuzzyBot. Published by Mad Mushroom. Released on 4/14/2026. Available on PC. Genres: Action, Adventure, Indie.

Four players, one toilet, and a haunted mansion that wants to scare the literal crap out of you. Funny in bursts, janky at the edges, worth a run with the right group.

My first thought loading into We Gotta Go was that FuzzyBot had either made something brilliantly committed or a one-joke premise stretched thin. After a full session spent waddling through cursed corridors with three friends, the answer sits somewhere between those two poles, and honestly that ambiguity is half the charm. The setup: you and up to three others are gassy, desperate, and trapped in a procedurally generated haunted mansion with a single locked bathroom at the end of it all. That urgency is not just narrative flavoring. The GI management system is your actual health bar. Fear, damage, and sprinting all push your bowel meter toward catastrophe. You can relieve pressure by farting, but doing so agitates the mansion itself, summoning TP Mummies, turd mobs, and tapeworm enemies to hunt you down. It is a feedback loop built from pure absurdity that somehow generates genuine tension. The pre-run hub, a dingy gas station where you spend coins on extra briefs, gas meds, poop knives, plunger blasters, and special Kung-Poo combat moves, sets the chaotic social tone before you even step inside. Three procedurally generated environments are available at launch: the haunted mansion, a dung-filled crypt, and the cult grounds of Poothulu, each with its own enemy flavors and puzzle rooms. Solving those puzzles to unlock the bathroom requires real coordination, ranging from memory-matching wall throws to Fall Guys-adjacent parkour challenges. Death, mercifully, is not the end. When your meter fills and you soil yourself fatally, you respawn as a playable floating piece of poop and can roll through the map hunting for a specific corpse to possess and revive yourself. It is the kind of mechanic that keeps everyone laughing rather than staring at a spectator screen. On the jank front, critics have been honest: CGMagazine scored it a 6.5 and noted the game feels "more clunky than chuckle-inducing" in its current form, particularly for solo players or groups expecting the loop to feel tight. The physics-based combat, while endearing, wobbles in a way that feels more rough prototype than polished shipping product. Throwing furniture at a ghost works until it absolutely does not. The first post-launch update has already added mimic corpses, trick items, and more traps, and FuzzyBot has confirmed more environments and modes are on the way, so this is clearly a game that intends to grow. Where We Gotta Go earns its keep is in the moments that no designer explicitly scripted. Proximity chat turns every near-accident into a screaming confession. The basketball hoop in the lobby hub becomes a 40-minute detour. Farting at exactly the wrong moment triggering a ghost swarm while one teammate is already waddling at critical mass produces the kind of story you recount for weeks. That brand of emergent comedy, built on pressure systems and chaotic player behavior rather than cutscenes, is where this game genuinely shines. If that frequency is familiar from Lethal Company or R.E.P.O., yes, We Gotta Go is swimming in the same stream. Whether it reaches those highs consistently depends heavily on your group's tolerance for jank and willingness to meet the game's silliness with equal silliness. Kai, Scout Team

We Gotta Go
ActionAdventureIndie

We Gotta Go

Apr 14, 2026FuzzyBotMad Mushroom
GamerScout Says

Four players, one toilet, and a haunted mansion that wants to scare the literal crap out of you. Funny in bursts, janky at the edges, worth a run with the right group.

PC
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Screenshots & Media

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About We Gotta Go

My first thought loading into We Gotta Go was that FuzzyBot had either made something brilliantly committed or a one-joke premise stretched thin. After a full session spent waddling through cursed corridors with three friends, the answer sits somewhere between those two poles, and honestly that ambiguity is half the charm. The setup: you and up to three others are gassy, desperate, and trapped in a procedurally generated haunted mansion with a single locked bathroom at the end of it all. That urgency is not just narrative flavoring. The GI management system is your actual health bar. Fear, damage, and sprinting all push your bowel meter toward catastrophe. You can relieve pressure by farting, but doing so agitates the mansion itself, summoning TP Mummies, turd mobs, and tapeworm enemies to hunt you down. It is a feedback loop built from pure absurdity that somehow generates genuine tension. The pre-run hub, a dingy gas station where you spend coins on extra briefs, gas meds, poop knives, plunger blasters, and special Kung-Poo combat moves, sets the chaotic social tone before you even step inside. Three procedurally generated environments are available at launch: the haunted mansion, a dung-filled crypt, and the cult grounds of Poothulu, each with its own enemy flavors and puzzle rooms. Solving those puzzles to unlock the bathroom requires real coordination, ranging from memory-matching wall throws to Fall Guys-adjacent parkour challenges. Death, mercifully, is not the end. When your meter fills and you soil yourself fatally, you respawn as a playable floating piece of poop and can roll through the map hunting for a specific corpse to possess and revive yourself. It is the kind of mechanic that keeps everyone laughing rather than staring at a spectator screen. On the jank front, critics have been honest: CGMagazine scored it a 6.5 and noted the game feels "more clunky than chuckle-inducing" in its current form, particularly for solo players or groups expecting the loop to feel tight. The physics-based combat, while endearing, wobbles in a way that feels more rough prototype than polished shipping product. Throwing furniture at a ghost works until it absolutely does not. The first post-launch update has already added mimic corpses, trick items, and more traps, and FuzzyBot has confirmed more environments and modes are on the way, so this is clearly a game that intends to grow. Where We Gotta Go earns its keep is in the moments that no designer explicitly scripted. Proximity chat turns every near-accident into a screaming confession. The basketball hoop in the lobby hub becomes a 40-minute detour. Farting at exactly the wrong moment triggering a ghost swarm while one teammate is already waddling at critical mass produces the kind of story you recount for weeks. That brand of emergent comedy, built on pressure systems and chaotic player behavior rather than cutscenes, is where this game genuinely shines. If that frequency is familiar from Lethal Company or R.E.P.O., yes, We Gotta Go is swimming in the same stream. Whether it reaches those highs consistently depends heavily on your group's tolerance for jank and willingness to meet the game's silliness with equal silliness. Kai, Scout Team

Tags

singleplayermultiplayercooponline-coopcontroller-supportcloud-savestier:indieGI Management MechanicProximity ChatPhysics-Based CombatBowel MeterKung-Poo AbilitiesProcedural Haunted MansionRoguelite LoopPost-Death Gameplay

System Requirements

Minimum

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 12
Storage
4 GB available space
Graphics
NVIDIA GeForce GTX 1050 Ti / AMD Radeon RX570 4GB
Processor
Intel Core i5-9 Gen / AMD Ryzen 3 4100 4 cores 3.8 GHz

Recommended

OS
Windows 10 or higher
Memory
16 GB RAM
DirectX
Version 12
Storage
5 GB available space
Graphics
NVIDIA GeForce RTX 2080 / AMD Radeon RX 6700 XT
Processor
Intel Core i7-8 Gen / AMD Ryzen 5 5600X 6 cores 3.7 GHz

Reviews & Ratings

No ratings available

Game Info

Developer
FuzzyBot
Publisher
Mad Mushroom
Release Date
Apr 14, 2026

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