Well, a whole lot of stuff! We recently released an update with some nice fixes and improvements. Read the full changelog here. Of course we've been working hard to finish up the Xbox One release of We Were Here Together, making sure everything is looking good there - because it releases today! Yep, all three games are now out on Xbox One as well - we're looking forward to seeing what everyone thinks!
This means the whole 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!
PC Sale!
If you hadn't noticed, We Were Here Together is on sale right now, but not for much longer. You can currently grab the game for 25% off!
Fan art!
We couldn't go another news post without sharing more fan art! We loved this funny scene drawn by WWH player Blue and posted to our artwork page. Maybe check it out sometime - there's art, gifs, memes... all that good stuff.
Cheers!
1.6.10 Update!
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%
Come watch our producer Geoff!
Geoff was already featured in an interesting blog post on Agora.io last week, which we'd recommend taking a look at if you're interested in games dev. This week you can get more insights into the We Were Here series and more as Geoff will be taking part in an Airmeet event organized by Agora.io, happening today! What can you expect exactly? We're glad you asked!
Two industry leaders in social gaming, Geoff van den Ouden, Producer of Total Mayhem Games, and Selcuk Atli, CEO of Bunch, will share their insights on how to make games more engaging through social connection, and why you should ditch Discord and add live voice and video directly inside your game
There will also be a Q/A session and a social networking time towards the end, as well as some tips and tricks to increase a game's user base and session times!
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 X1 release date
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!
[previewyoutube="uCPqQcHpi20;full"] 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 :D
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!
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!
The Christmas lights have been put away, and the basecamp returns to the usual cosy quietness. Our special Christmas puzzle is finished - we hope you all enjoyed it, and the fireworks that were your reward for solving it!
Here they are, in case you missed it ;)
We have some exciting plans in the pipeline for the new year - nothing to announce just yet, but watch this space!
We want you...r opinion!
For those of you with strong opinions, we're running a survey covering topics like what you enjoy most about the We Were Here series, what kind of projects you'd like us to work on next if you were queen/king for a day, and more. After filling it out, you'll be entered into a raffle with a chance to win some We Were Here merch!
Take the survey!
The survey is closed, thanks to everyone who filled it in!
Total Mayhem Games wish you all the best in the new year!
Christmas is coming…
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 basecamp 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: https://www.youtube.com/watch?v=8tThcTabRnU&list=PLHCVEMHWZo4TZVWjKAiVw0VcvQkOm_-Po 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.
The Jester's laugh no longer cuts out during the alchemy cutscene.
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.
Video dev Diary - 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:
[previewyoutube="ai2dEhxGN6A;full"]
Video dev diary – Mysteries of Misty Valley
The latest developer diary is all about how the team created the environments of We Were Here Together, incorporated puzzles into them, and brought Castle Rock to life. This four part series gives you an insight into the game development process at Total Mayhem Games, and how We Were Here Together came to life! Watch the episode below:
[previewyoutube="eypmSMql0wk;full"]
Game Update - 1.4.2
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, instead of 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!