We Were Here Together cover
We Were Here Together screenshot
PC Mac PS4 XONE Steam
Genre: Puzzle, Adventure, Indie

We Were Here Together

Dev Diary - Composing the We Were Here Together Theme

Hi everyone!
My name is Leon van der Stel and I'll be talking today about the creation of the main theme for We Were Here Together.
The first and second We Were Here games share the same main theme. For the third entry in the series, we wanted a new main theme - the classic We Were Here atmosphere in a new jacket. I would like to take you into the story behind the main theme and the choices that were made along the way. At different sections I'll link to audio clips. These are interim versions and ideas for the main theme that show the development process well.

For the people who want to play the main theme themselves, I made sheet music, which you can find at the end of this dev diary. Finally, I want to thank Jos Platschorre for helping to compose the main theme with his grandiose guitar playing, and Tom Hartman for his support and feedback.


The author, making music.

The process


The most important thing with each piece of music is which feeling it must express. Since We Were Here Together is about two explorers alone in Antarctica, the terms cold, deserted and isolated occurred to me. Although these were good terms, there was still something missing in my opinion. In the story, the other two explorers become hopeful when their emergency signal is fired into the air. Therefore the word hope should also be included in the overall picture.

Now that the atmosphere has been determined, how do you implement this, and with which instruments? This is a question that you can only answer by getting started and carefully directing the result at every step. Having said that, I thought it would be cool to take the first steps with some guitar.

This idea was inspired by the OST of The Last of Us, and it was in line with the direction which the TMG team and I wanted to go. My goal was to raise the standard to produce a greater result and I felt that this could only be achieved by involving other musicians. Fortunately I knew a good guitarist, Jos Platschorre, whose playing style would fit well with what I had in mind. After a phone call he agreed to help me to make something beautiful.

https://www.youtube.com/watch?v=DvNF51-TSAQ&list=RDDvNF51-TSAQ&start_radio=1&t=0
Below are some of the first jams with Jos that had the most impact on the end result:

Jam 1A: https://drive.google.com/open?id=1hBcBzJ6AHzFiIa8lKR-POas_0cztGHF1
Jam 1B: https://drive.google.com/open?id=1vXODQNocPnziMArbSZu-jo5S2QHL4jbn
Jam 2: https://drive.google.com/open?id=19M0KITCgaRhj0bCu0_wk_Rgs2VbA8F5n

When listening to the above jams, several parts immediately jumped out that fit well with the new main theme vibe. Keeping in mind the cold and isolated atmosphere, the start of jam 2 was very satisfying. This stayed into place since then. After jam 1A was recorded, I had the impression that a strum style could fit in boldly with this (jam 1B). Although the Total Mayhem Games team was delighted with the vibe of these early jams, a simple and recognizable melody was still missing. Based on these jams, I came up with the following melody, to be played on the piano. The chord changes, the guitar style and the melody were the starting point for the next step.

Jam 3 - Piano melody: https://drive.google.com/open?id=13WdJvoi7V5Gr9ewBu8Dq953SpYKe6sGF

The following fragment contains the points above combined with the melody partially incorporated. In the second part I experimented with midi controller pads and vocals.

Jam 4: https://drive.google.com/open?id=1FvuxmTSr_Bda9ys4DZJZ0VotSRsYS3aq

At this point it was starting to become more viable and I was pleased with how the melody was incorporated with the guitar scrum. However, it still didn’t jive just yet; it sounded more like a loop. I was fortunate at this point to get some good advice from talented musician Tom Hartman on how it could potentially be turned into a good swinging melody that tells a story. Below is a take that he sent during a meeting. This recording inspired me during the composition of the end result.

Jam 5: https://drive.google.com/open?id=1T3fy3hIFwqJBtkhlFWiVVMymqaCbXcnk

So with this new jam in mind, I went back to the drawing board. The following jam (which is divided into two audio clips) was created by editing the old jams to be closer to the feel of Tom's recorded take (jam 5). Based on these new ideas, I selected a high pitched piano to incorporate into the theme - this piano with a lot of echo gave a hopeful feeling, which you’ll recall is one of the expressions I added to my list at the beginning.

Jam 6: https://drive.google.com/open?id=1x4jtyLCMuY-arcSdi3HBxjAuhojQOFKs
Jam 7: https://drive.google.com/open?id=1eJB9MhZTF1i-l95vfVN5GVHVV75YcLWM


This is NOT what the composition process looked like, for the record.

Fitting the pieces together


As you can see, every decision at each step has had a part in shaping the music into what it is today. Although many ideas were collected, a complete composition was still missing. Even though the individual parts sounded good, the overall composition is what makes or breaks it as a piece of music. From this point on, I didn't want to create new content anymore, but instead wanted to use what I had.

During this stage, the guitarist and I tried various parts on the spot in different combinations and listened for what felt best. Afterwards the composition was recorded in six takes. The last addition that has been made to the main theme was done by not ending with the tonic. This gives a dissonant / out-of-place feeling that is also in line with some of our aforementioned expressions: cold, deserted and isolated.

And so, the final composition was:

Intro: Beginning of Jam 3
Section A: Main tune (Jam 6 + Jam 7)
Section B: Start Jam 2 with the main guitar style of the main tune
Section C: Section A, but layered with high pitched piano and pads

https://youtu.be/61kT23qnRGo

In summary, it has been a long journey. My secret ingredient is taking little steps, building upon things that feel right along the way, and to simply ask for help when necessary to get to the next stage. This is not just for music! The same strategy could be applied to all things and decisions in life.

If you are interested in playing the theme yourself, don't forget to check the main theme sheet music below. If you prefer just listening, you should visit our new Spotify channel! Peace out :D

Main Theme sheet music links
Interactive online: https://flat.io/score/5d73748133d5ed32e1fc61d1-we-were-here-together-main-theme?sharingKey=93101f350e5331c1530d8eaae0cef7960c0cc9249bb4d065446c8be2936d13a04b2af7e6347f9a94aceeccadafc70dbffe8b0a7f7a6f1025898b49db068fd90e
PDF: https://drive.google.com/open?id=1blfLqwVgHn9YvQVsVNtza-6dfB1jv7ia

Cheers Leon

Game Update - 1.3.1

Good news everybody! Earlier this week we released a hotfix which should resolve the issues with microphone volume dropping, and now we've just released a larger update with even more in it.

Complete list of changes and future plans


Fixes included in this patch
  • Issues related to microphone levels have been resolved.
  • Added cross region friend invites.
  • Added a toggle in the gameplay settings that will make sure you connect to the region with the lowest ping. (Auto select region).
  • Added controller navigation support to the banners in the main menu.
  • Added translations for the keybinding panel.
  • Added the ability to select a different region when the connection in the title screen fails.
  • Added the ability to see what chapter is selected before joining a game.
  • Fixed some UI navigation issues.
  • Fixed an instance where the lobby background and chapter name would not be updated correctly.
  • The correct background is now shown for chapter 6 in the lobby.
  • You no longer receive a “Connection Established” popup when switching regions.
  • Fixed some minor visual errors in the game hud.
  • Fixed several instances of inventory items showing up through cutscenes.
  • Fixed an instance where the candle would not be visible.
  • Fixed a visual glitch where the candle would be visible for a single frame when scrolling through the inventory.
  • Fixed an instance where players would clip through the ceiling in forced crouch areas when opening the menu.
  • Subtitles in the basecamp should be more consistent now.
  • Snow and Cloud particles should no longer be visible when inside the basecamp.
  • You can no longer get stuck behind the outside door in the basecamp.
  • Fixed an issue where you could solve the clock puzzle with only one correct dial.
  • The board of the alchemy puzzle is now properly interactable.
  • Fixed a missing door after passing through the royal passage.
  • Removed a button click sound effect during the intro cutscene of the throne room.
  • The jester's face now disappears in the game-over screen.
  • Keybindings for the decision moment are now correctly bound to the correct keys.
  • Reworked a lot of the rotating statue puzzle in the throne room to resolve de-sync issues. (let us know if this has truly fixed the issue).
  • Improved performance in the throne room.
  • All steam achievements are now hidden to avoid spoilers.
  • Added some Halloween decorations to the basecamp.

What we are working on
  • Proper implementation for microphone auto leveling.
  • Revamp of the control schemes.
  • Ability to select a checkpoint for all puzzles in the Overgrown chapter.
  • Collectibles that can be found throughout the game.
  • Audio leveling throughout the game.
  • Resolve performance drop caused by the volumetric fog.
  • An issue when 2 players try to join the same game at the same time.
  • Investigating an issue in the mirror room where the rotatable titles spin 360 degrees instead of 90 degrees.
  • Investigating an issue in the bridge puzzle where the clamps don’t always update correctly.
  • Investigating an issue where push to talk events are not sent to the other player, resulting in the voice chat not working at all.
  • General bug fixes for puzzles.
  • Loading speed optimizations.
  • General performance optimizations.

As always, 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!

Video: Behind the scenes dev diary!

Welcome to the first entry in a four part series of We Were Here Together Developer Diaries!
The series will offer a peek behind the game development curtain here at Total Mayhem Games - the team will discuss challenges they faced, the thinking behind the overall direction of the project, and what aspects of the game changed and evolved during production.

This first episode focuses on the cooperative gameplay which is so central to the We Were Here series. Without further adieu, here it is - enjoy!

[previewyoutube="8tThcTabRnU;full"]

Happy Halloween at the basecamp!

Pumpkins have been brought in just for the holidays, and those long Antarctic nights (sometimes a couple of weeks long in the depth of Winter) have given the explorers plenty of time to practice their carving technique.


Carving pumpkins!


Reading scary stories!


Jump scares!

Finally, if We Were Here Together is the first game you've played in the series, you might be interested in our Halloween sale on We Were Here Too! It's 55% off while supplies last...*

https://store.steampowered.com/app/677160/We_Were_Here_Too/
*Supplies will always last, since this is digital distribution after all...

Game Update – 1.2.0

Today's update brings a mix of gameplay and puzzle updates alongside technical tweaks to improve performance and option menus. We also have an updated list of things we are working on.

Fixes included in this update:

  • Simplified resolution selection. (highest refresh rate is now automatically applied for the selected resolution)
  • Removed the refresh rate dropdown due to confusion.
  • Resolution dropdown now displays the current resolution properly.
  • Steam avatars now visible in server browser.
  • You can no longer get stuck behind the wooden fence in the basecamp.
  • You actually spray the poison on the plant in the greenhouse now.
  • The ceiling of the brewery should no longer be foggy.
  • Removed a “cheat” where picking the same destination 3 times would complete the puzzle.
  • Fixed some issues with menu text and subtitles.
  • After passing through the royal passage the door behind you is now closed.
  • The pipes puzzle is more consistent in updating the leak states.
  • Spamming the paintings in the mirror room should no longer result in the puzzle becoming unsolvable.
  • The clock inside the mirror room should now visually represent the correct solution.
  • You should no longer hear the puzzle complete sound twice in the mirror room.
  • Fixed some visual inconsistencies.
  • More performance optimizations.
  • Added OpenGL for older Apple Hardware (this is experimental, visual errors could occur)


What we are working on:

  • We are still investigating issues surrounding the microphone volume being pushed down.
  • General bug fixes for puzzles.
  • General performance optimizations.
  • Loading performance optimizations.
  • Game invites that fail when players are not in the same region.
  • Ability to switch region if connection fails in the title screen.
  • Ability to switch region directly from the server browser.
  • Ability to select a checkpoint for all puzzles in the Overgrown chapter.
  • Ability to see what chapter is selected before joining a lobby.
  • Visual glitches where the candle would be visible for a single frame when scrolling through the inventory.
  • Minor visual errors in the menu and lobby.
  • Controller navigation for the banners on the right side of the main menu.


If you run into new issues, please make sure to contact us via Discord or the feedback subforum.

Walkie-Talk - Meet Alex

Previously on Walkie-Talk we looked at how we design puzzles for the We Were Here games. However, even with the best ideas in the world a game doesn’t get far without technical developers. Today we’re talking to one of our newest devs, Alex Leestemaker.



Walkie-Talk: Hi Alex! Let’s start with the basics. Who are you and what do you do?

Alex Leestemaker:
My name is Alex, and I’m the new programmer on the team. That means I listen to what the game designers would like in the game, I program exactly what they asked for, and then the next day it turned out that they meant something completely different and I can start from scratch.

What do you think of your work at Total Mayhem Games so far?
This is my first job in the game development industry, and I’m glad it’s at a studio that makes games I’m interested in myself. Puzzle games and co-op multiplayer have always been high up on my list of favorite mechanics in video games. Since I’m new to the industry, working in a smaller team like this also feels more familiar than getting thrown into a big sea of coworkers would probably have felt like.

I like it! I’ve been here for a little over half a year now, and it’s my first job straight out of university. It’s a big jump going from a giant university where everything is planned to hell and back to our small office in Rotterdam, but I like my coworkers here far more than the average uni student.

It’s much more cosy for sure! What are you working on right now?
I’ve been working on a lot of the alpha tests we’ve been releasing over the last few months.

Final question - what are you playing for fun right now?
Currently I’m dumping most of my free time into The Legend of Zelda: Breath of the Wild.

Thanks for your time!

A short but sweet interview this week. We hope you liked it! If there are particular topics you think might make for a cool Walkie-Talk, let us know in the comments.

Game Update - 1.1.0

Thanks everyone for your great comments, reviews, and general feedback! The launch has been great, and today we have a first update to resolve some of the issues that slipped through.


UPDATE


Thank you all for reporting bugs back to us. We resolved already a few of the issues. It doesn't cover everything that's been reported yet - see the known issues section for a list of things we're working on. Keep that feedback coming!

Changelog


Fixes:
  • Final chapter in some rare cases didn’t trigger the same events / cut-scenes at both ends
  • Environments behind a door sometimes popped in, due to slow loading
  • In very rare occasions the Brewery area wasn’t loaded in for one of the two players
  • Pipes puzzle sometimes didn’t trigger an achievement
  • When using the 4-way pipe in the pipe puzzle the leakage isn’t always clear (visual and in sound)
  • Server browser could not be scrolled
  • Achievement when inviting a friend didn’t get triggered on some rare occasion
  • Credits list in menu didn’t always work

Improvements:
  • Loading times have been improved
  • Several minor performance improvements
  • Organ player is now more visible
  • Subtitles in various languages
  • Several minor improvements to the experience

Known issues / planned for future patches:
  • New Steam integration, fixing some integration issues and visuals like profile pictures
  • Microphone issues, where some players experience issues with the volume of the microphone getting adjusted
  • Players in different regions sometimes have a hard time inviting each other
  • Players are often connected to EU servers, while in another region
  • Resolution option in menu doesn’t show all available resolutions due to difference in refresh rates

FIRST IMPRESSIONS



This screenshot from hryule made us smile.

There was a fun stream by LIRIK, as well as one by sodapoppin. If you want to compare how quickly you solved the puzzles compared to well known streamers, take a look!

Review Roundup


We've been reading the reviews good and bad (mostly good, we're happy to say) and there are lots of good points and helpful feedback. It goes without saying that leaving a review is a great way to support the game. Some were quite amusing. Here are a few we liked.
[table]
[tr]
[td]me and my friend argued alot, fights were had, and im pretty sure a shanking was involved. 5/5 would play again.
crazedhunter
[/td]
[td]Some people are naturally argumentative types. If that's you, then rest assured you can still enjoy We Were Here Together!
[/td]
[/tr][tr]
[td]- Excellent story
- Incredible soundtrack
- Immersive atmosphere
- CUTE RUNNING AND JUMPING ANIMATIONS.
- Fair price.

5 STARS GAME.

Captain Sloth[/td]
[td]We're very tempted to put 'CUTE RUNNING AND JUMPING ANIMATIONS' on the store page. After all, we trust a sloth would know a thing or two about cute.[/td]
[/tr][tr]
[td]
Yeah if you want to become infuriated by your friend, and you want to infuriate your friend at the same time, pick this up.
Loathing Editor
[/td]
[td]Another vote for mutual infuriation. To be clear, this was a positive review ;)[/td]
[/tr][tr]
[td]
good game, only buy if you are a gigabrain.
landocalrissian
[/td]
[td]You don't really need a gigabrain to play We Were Here Together... but it certainly doesn't hurt. Or find a smart friend![/td]
[/tr][/table]
Happy exploring, everyone!

Join Total Mayhem Games at Dreamhack Rotterdam!

Total Mayhem Games will be at Dreamhack Rotterdam this weekend, as part of the Rotterdam Games Week! We will be there with our latest game We Were Here Together, and it would be great if you could join us at stand 329! Yes, you personally ;)

In their own words, the event is:
"The world's greatest digital entertainment festival is coming to Rotterdam on 18-20 October 2019. DreamHack Rotterdam 2019 is the major event at the brand new Rotterdam Games Week, and will take place at one of the major venues of the Netherlands: Rotterdam Ahoy."



There's something for everyone at the event, with a LAN party, several e-sports tournaments, cosplay competitions, and more! Even better you can play our newly released third game We Were Here Together at our stand!

Get your tickets here!

We Were Here Together - Out Now

[previewyoutube="XhE5mPCHdY4;full"]

Return to Castle Rock!


We’re so excited! The game is ready for you to play! For the first time, chill out in the Basecamp 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 gameplay 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

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!