Compare We Were Here Too prices across 50+ stores and find the best deal. Developed by Total Mayhem Games. Published by Total Mayhem Games. Released on 2/2/2018. Available on PC, Xbox. Genres: Adventure, Casual, Indie. Metacritic score: 69/100.

A two-player co-op puzzle game where you and a partner solve a cursed castle's mysteries using only voice communication. Clever concept, uneven execution.

We Were Here Too is a first-person cooperative puzzle adventure built entirely around one mechanic: you and one other person are separated inside a foreboding castle, and the only tool you share is your voice. No peeking at each other's screens. No shared interface. Just radio chatter, careful description, and the slow creep of dread as the storm outside howls and the walls close in. It is a game about communication in the most literal sense, and when it clicks, it genuinely clicks. The castle setting is atmospheric in a way that feels earned rather than decorated. Total Mayhem Games leaned into the gothic isolation hard, and the sound design does real work here. Footsteps echo differently in different chambers. The radio crackle between players is diegetic, which means every moment of silence between you and your partner carries weight. If you are playing with a close friend who commits to the tension, the early sections in particular build a mood that few small studios manage to sustain. The environment communicates its own story in fragments, and paying attention to the details on your side of the castle while your partner pays attention to theirs is genuinely satisfying puzzle design. Where the game stumbles is in the middle third. Some puzzles lean too hard on precise verbal description of symbols, colors, and sequences in ways that feel more like a transcription exercise than a mystery to solve. The difficulty spike is inconsistent, and a handful of puzzles will have you and your partner speaking in frustrated circles for fifteen minutes not because they are clever but because the visual cues are genuinely ambiguous. The game is short, around two to three hours for most pairs, which is the right length for what it is trying to do. It knows when to end, and that discipline deserves credit. But the rough patches in the middle make those final moments feel slightly less triumphant than they should. This is explicitly and entirely a two-player experience. There is no solo mode, no AI companion, no async option. If you do not have a reliable co-op partner and a working voice setup, We Were Here Too simply does not exist for you as a game. Treat it like a board game night: plan it in advance, find the right person, and commit to the bit. It rewards players who lean into the roleplay and resist the urge to look up solutions. The puzzle design is not deep enough to survive a guide-assisted run. With Mixed reviews sitting at 79% positive across nearly eleven thousand players, the reception maps pretty honestly to the experience: most people who played it with the right partner had a good time, and most people who ran into technical or design friction came away disappointed. It is not a hidden masterpiece, but it is a considered, handcrafted co-op experience that does one thing with genuine conviction. For a short evening with someone you trust, it earns its place. Kai, Scout Team

We Were Here Too
AdventureCasualIndie

We Were Here Too

Feb 2, 2018Total Mayhem Games
GamerScout Says

A two-player co-op puzzle game where you and a partner solve a cursed castle's mysteries using only voice communication. Clever concept, uneven execution.

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About We Were Here Too

We Were Here Too is a first-person cooperative puzzle adventure built entirely around one mechanic: you and one other person are separated inside a foreboding castle, and the only tool you share is your voice. No peeking at each other's screens. No shared interface. Just radio chatter, careful description, and the slow creep of dread as the storm outside howls and the walls close in. It is a game about communication in the most literal sense, and when it clicks, it genuinely clicks. The castle setting is atmospheric in a way that feels earned rather than decorated. Total Mayhem Games leaned into the gothic isolation hard, and the sound design does real work here. Footsteps echo differently in different chambers. The radio crackle between players is diegetic, which means every moment of silence between you and your partner carries weight. If you are playing with a close friend who commits to the tension, the early sections in particular build a mood that few small studios manage to sustain. The environment communicates its own story in fragments, and paying attention to the details on your side of the castle while your partner pays attention to theirs is genuinely satisfying puzzle design. Where the game stumbles is in the middle third. Some puzzles lean too hard on precise verbal description of symbols, colors, and sequences in ways that feel more like a transcription exercise than a mystery to solve. The difficulty spike is inconsistent, and a handful of puzzles will have you and your partner speaking in frustrated circles for fifteen minutes not because they are clever but because the visual cues are genuinely ambiguous. The game is short, around two to three hours for most pairs, which is the right length for what it is trying to do. It knows when to end, and that discipline deserves credit. But the rough patches in the middle make those final moments feel slightly less triumphant than they should. This is explicitly and entirely a two-player experience. There is no solo mode, no AI companion, no async option. If you do not have a reliable co-op partner and a working voice setup, We Were Here Too simply does not exist for you as a game. Treat it like a board game night: plan it in advance, find the right person, and commit to the bit. It rewards players who lean into the roleplay and resist the urge to look up solutions. The puzzle design is not deep enough to survive a guide-assisted run. With Mixed reviews sitting at 79% positive across nearly eleven thousand players, the reception maps pretty honestly to the experience: most people who played it with the right partner had a good time, and most people who ran into technical or design friction came away disappointed. It is not a hidden masterpiece, but it is a considered, handcrafted co-op experience that does one thing with genuine conviction. For a short evening with someone you trust, it earns its place. Kai, Scout Team

Tags

steamCo-op OnlyCommunication PuzzlesGothic AtmosphereShort PlaythroughRadio MechanicTwo-PlayerAtmospheric Horror-Light

System Requirements

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Reviews & Ratings

Metacritic
69
Steam
79%(10,948)

Game Info

Developer
Total Mayhem Games
Publisher
Total Mayhem Games
Release Date
Feb 2, 2018

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