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Immerse yourself in a captivating cooperative puzzle adventure set within the eerie confines of an abandoned castle

Immerse yourself in a captivating cooperative puzzle adventure set within the eerie confines of an abandoned castle

Vote (4 votes)

Program license Free

Developer Total Mayhem Games

Works under Windows

Vote

(4 votes)

Developer

Total Mayhem Games

Works under

Windows

Program license

Free

Pros

  • Inventive, cooperative puzzle mechanics that require communication
  • Atmospheric and immersive setting with a strong sense of isolation
  • Low system requirements
  • Replay value from swapping roles
  • Built-in voice chat support

Cons

  • No single-player mode; two players are required
  • Relatively short campaign
  • Lack of text chat option
  • Puzzles may frustrate players who struggle with verbal descriptions

A cooperative escape room adventure set in a mysterious, frozen castle.

Atmospheric Cooperative Puzzle Gameplay

We Were Here offers a distinctive take on the co-op escape room genre. Players find themselves trapped in different parts of a haunting, snowbound citadel and must rely on voice communication to unite and escape. The game is designed for two players only: each participant experiences unique rooms and puzzles, creating asymmetric gameplay that demands clear dialogue and teamwork.

Communication: The Heart of the Experience

Unlike most online co-op games, We Were Here forgoes visual cues and shared screens. Instead, players are each equipped with a basic walkie-talkie—this is the sole method of contact. Describing mysterious symbols, intricate mechanisms, and cryptic visuals is essential, making the experience highly social and immersive. The requirement for microphones is not just a design choice; it’s the game's central mechanic, and effective communication is sometimes more challenging than the puzzles themselves.

Unique Puzzles and Replay Value

Each room features inventive logic and environmental puzzles that require both critical thinking and collaboration. Since each player sees different parts of the castle, solutions often necessitate detailed explanations and trust. Though the campaign is relatively short, switching roles on a replay run provides a fresh perspective and new challenges, extending the game’s lifespan.

Dark, Immersive Setting

The castle’s design draws from horror and mystery classics, providing a chilling backdrop that enhances tension and focus. Minimal sound design and atmospheric visuals create a sense of isolation and urgency without resorting to jump scares. The setting is inspired by frozen Antarctic landscapes and gothic castles—textures feel cold and abandoned, adding to the overall suspense.

Technical Performance and Accessibility

We Were Here runs well on most modern systems and has modest hardware requirements. There are no single-player options, and drop-in play is not supported—both players must start together and communicate in real time. Voice chat is built-in, minimizing setup delays. It is accessible for new players and offers intuitive controls, although some users might wish for push-to-talk or text chat alternatives.

Engaging Introduction to a Larger Series

Serving as the initial chapter in a growing franchise, We Were Here introduces the series’ distinctive approach—prioritizing trust, communication, and problem-solving over combat or action. Veterans of escape rooms and puzzle enthusiasts will find much to enjoy, while newcomers can appreciate its manageable scope and rewarding difficulty curve.

Pros

  • Inventive, cooperative puzzle mechanics that require communication
  • Atmospheric and immersive setting with a strong sense of isolation
  • Low system requirements
  • Replay value from swapping roles
  • Built-in voice chat support

Cons

  • No single-player mode; two players are required
  • Relatively short campaign
  • Lack of text chat option
  • Puzzles may frustrate players who struggle with verbal descriptions

Screenshots of We Were Here