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GAME HUB · Total Mayhem Games

We Were Here Tomorrow

Two explorers, one walkie-talkie each, and a facility that does not stay as it was.

ReleasedPC

We Were Here Tomorrow is Total Mayhem Games' fifth instalment in the main We Were Here series and their sixth game, a first-person two-player co-op puzzle and communication adventure set in a Norček Industries facility under the Antarctic ice. This hub covers what the publisher has confirmed about the launch, how the publisher itself says to find a co-op partner, which puzzles and performance complaints players are actually reporting, and what the store and the developer FAQ state. It is not a puzzle-solution guide, and this site has not played the build.

Status
Released
Release
Released 2026-10-20 · Steam US-English release date; the publisher's "Out Now!" post is 20 Oct 2026 12:57 UTC = 20:57 Asia/Shanghai, the same day. List price $19.99 with a 10% discount for the first two weeks; the store lists $17.99.
Platforms
PC
Version scope
Store data, developer FAQ and launch-day threads read 2026-10-22 · released build not playtested
Overview checked

What it is, and where it sits in the series

We Were Here Tomorrow is the fifth instalment of the main We Were Here series and the sixth We Were Here game from Total Mayhem Games, who both develop and publish it. The developer's own FAQ describes the series as first-person cooperative puzzle and communication adventures, and this one as two Antarctic Explorers who are trapped, split from each other, and left with nothing but their walkie-talkies. It is a standalone game that still ties back to the earlier games lore-wise, and every game in the series can be played on its own. The publisher also answers a naming question players search for: this is the same game that was previously known as Where Are We?, and the title change was part of the announcement tease. The launch announcement calls it a retro-futuristic world inside the Norček Industries facility, and the store says the pair are guided through a series of assignments built on new asymmetrical puzzles that only cooperation can solve. Length is given twice by the developer, as roughly 10 to 15 hours per couple in the FAQ and around 15 hours in the announcement; the series FAQ puts We Were Here Forever and Tomorrow at 12 hours or more, spread over several sessions. The launch trailer shows the same world from inside, and every detail in it was read frame by frame. It opens on an Antarctic crossing seen from inside a snowcat cab, with a yellow-suited and a red-suited explorer aboard, then a two-legged walking machine out on the ice. It shows the white curved Norček facility overgrown with green foliage, a white-and-orange tracked rover marked NORCEK parked beside it, and a green-lit control room of monitors carrying a green NORCEK sign, with a woman in a white lab coat, glasses and a headset at the centre of it. The footage is framed as a camera viewfinder, with a REC indicator, a centre crosshair and a TEI corner tag. There is no build stamp in the trailer, so none of that is tied to a specific version.

When it launched, what it costs, and what the launch discount does

Steam's US-English store records the release as 20 October 2026, and the publisher's own Out Now post is timestamped 20 October 2026 at 12:57 UTC, which is 20:57 in Asia/Shanghai — the same day, so this site publishes 20 October 2026 with no day shift. The list price the developer announced is €19.99 / $19.99 / £16.99 with a 10% launch discount for the first two weeks, and the store currently shows $17.99, which is that discount applied. The discount was described as running for the first two weeks, so it is time-limited and this site does not treat it as a permanent price. A Fan Edition is sold separately as its own store product with the 80s synthwave soundtrack, Tomorrow's Digital Artbook and exclusive wallpapers, and the publisher also links a We Were Here series bundle that covers the earlier games at a discount. The launch trailer carries the same claim in its closing card, which reads WE WERE HERE TOMORROW and OUT NOW ! above the Total Mayhem Games and Steam logos.

How the publisher says to find someone to play with

This is the question the launch-day threads keep asking, and the developer has answered it directly in the pinned FAQ, posted by the studio account ChaeriCake and last edited on launch day: you can create a public lobby in-game and wait for someone to join, or use the Steam forums or the Discord server to find another player. The same FAQ is where the publisher says to go for help: there is a support page at support.totalmayhemgames.com with a known-issues list, mirrored in their Discord, and the developer says the team is aware of those issues and will patch them very soon. The publisher also states the game supports crossplay at launch, and that all games in the series are playable with a controller. One thing the FAQ does not mention is a friends pass. A launch-day thread asks for one outright and another player answers that there is none, but that reply is one player talking rather than the publisher, so this site does not claim that one exists either way. The lobby thread that did get replies carries two player-side fixes rather than a studio answer: one player set the server region in the game's own settings to Turkey and another to Europe, instead of Auto, and both had to rejoin from inside the game. Those are player reports this site has not tested. Note also that Steam's own badge for this title reads Partial Controller Support while the developer says the games are playable with a controller; both statements are left as they are published.

Which puzzles players are actually stuck on

Three launch-day threads name specific places players cannot get past: Chapter 7 Checkpoint 3, where the pair report that the room has no interactable buttons, panels or generators at all and only three locked doors, and which still has no replies; a generator and cable puzzle built on a one-way power system with three screens to fire up, where the poster says every cable was powered and every button pressed with no power moving forward, and which by the next day had fifteen replies including a posted button sequence; and the Thieves of Time puzzle, where the poster says that after blowing up the lasers the pair is hard stuck and the game gives no indication of what to do next, and whose author has marked a community answer as the accepted one. This site does not republish those community solutions: none of them is a publisher answer, and none has been checked against the build, so the point of listing these rooms is to say which ones players are reporting, not to pass on a walkthrough. The publisher's published position on all of it is the known-issues list on the support page and in their Discord. The publisher's own store screenshot of a console with twelve symbol buttons and three numbered dials is the clearest published look at the interface those puzzles use.

What players are reporting on performance and first launch

Three separate launch-day reports are worth naming, because none of them is a generic complaint. One thread reports pixellated colour blocks sparkling across the screen with the guess that the volumetric fog is rendering as rainbow pixels instead of fog. Another reports very bad stutters on an AMD setup — a 9800X3D with a 9070 XT, where the poster's own frametime graph ran from 250 down to 2 fps — and asks for FSR 4 support. A third reports that the first launch stops at 51% of shader compilation, the Unity 6000.3 loader appears, and the game then closes. That one did get a reply, and it is the only publisher answer in this group: the developer account Julian TMG wrote that some players had resolved it by loading the game with DirectX 11 instead of DirectX 12, gave the -force-d3d11 launch option, and invited players to send their logs into their Discord for the tech team. The other two are player reports with no studio reply, and this site has not reproduced any of the three. The publisher's listed configuration is a 64-bit Windows 11 machine with a Ryzen 5 3600 or equivalent, 8 GB of RAM and a GTX 1660 Ti 6 GB or equivalent for the minimum, and a Ryzen 5 5600X, 16 GB and an RTX 3060 for the recommended, both with DirectX 12 and 25 GB of storage.

Languages, platforms, and what kind of game this is

The Steam listing names 16 interface languages, all of them with subtitles, and 5 of them with full audio: English, Japanese, Portuguese - Brazil, Simplified Chinese and Spanish - Latin America. The rest — French, Italian, German, Arabic, Dutch, Korean, Polish, Russian, Traditional Chinese, Turkish and Ukrainian — are interface and subtitle only. On Steam the game is Windows only. The developer says every game in the series also comes to Xbox and PlayStation, with We Were Here, We Were Here Too and We Were Here Together also on Nintendo Switch, and that all of them support crossplay between platforms. On the tone question the developer is unusually direct: these are not horror games. There are creepy elements in the locations, traps and puzzles, but the games are not meant to scare you throughout — it is all about working together and figuring out the co-op puzzles.

What We Were Here Tomorrow players are asking

These are real questions players asked in the game's own Steam discussions in its first days, re-read against the threads on 22 October 2026. The thread link for each one is in this section's sources. Where the developer has published an answer it is named; where they have not, the question is left open rather than guessed at. Three of the threads are in Russian, and for those the original wording is given first with this site's English rendering in brackets.

  • "I am seeing pixilated color blocks sparkle rainbow colors alllllll over. cant fix. unplayable. Anyone else? Known solutions? Almost like the volumetric fog renders as rainbow pixels instead of as fog." — asked in the Steam thread Visual Glitches - pixilated color blocks; intent: troubleshooting. No replies yet.
  • "am i the only one who has very bad stutters and frametime? my cpu is 9800x3d and gpu 9070xt and my frametime graph was highest 250 and lowest 2 fps i had very bad stutters. can we also add fsr4 support (or atleast 3 so that the amd adrenalin can upgrade automatically)" — asked in the Steam thread amd GPU bad frametime; intent: troubleshooting. Three replies, all other players, no studio answer.
  • "Hi everyone! My co-op partner and I are stuck on Chapter 7 Checkpoint 3: Theta Connector. In this room, there are NO interactable buttons, panels or generators at all. We only see three locked doors that cannot be opened" — asked in the Steam thread Help! Chapter 7 Checkpoint 3 - Theta Connector stuck; intent: walkthrough help. No replies yet.
  • "General basis is to power up the generators using a one-way power system, fire up the 3 screens... We powered up every cable possible until it essentially bottlenecked? Pressed every available button after unlocking them all, but no power will move forward as of there. Bugged??" — asked in the Steam thread Generator/Cable Puzzle - Help?; intent: walkthrough help. Fifteen replies, including one player posting a button sequence; no studio answer.
  • "Easier to convince people to play this if so" — asked in the Steam thread Does this one have a friends pass?; intent: player count and modes. Another player answers that there is no friends pass; that is a player reply, not the publisher.
  • "There is that ONE annoying bug where the inventory scrolls itself.." — asked in the Steam thread Inventory scroll by itself; intent: troubleshooting. Two replies, both players.
  • "не можем подключиться друг к другу, дропается лобби постоянно. кто-нибудь пофиксил это?" [we cannot connect to each other, the lobby keeps dropping, has anyone fixed it?] — asked in the Steam thread Не конектится в лобби к другу; intent: player count and modes. Two replies say switching the server region in the game's settings and re-joining from inside the game fixed it for them.
  • "Лобби вроде создается, но не получается подключиться к нему, так же не получается подключиться к созданным лобби случайными людьми из поиска" [the lobby seems to be created, but we cannot connect to it, and we cannot connect to lobbies made by random people from the search either] — asked in the Steam thread Не подключается к лобби; intent: player count and modes. No replies yet.
  • "After blowing up the lasers we are hard stuck and cant seem to know what to do next as it doesnt give any indication on what to do." — asked in the Steam thread Need help with the Thieves of Time Puzzle; intent: walkthrough help. The thread's author has marked a community reply as the answer.
  • "Where is my achievement for the secret 'you know what i'm talking about'" — asked in the Steam thread ONE ACHIEVEMENT IS MISSING; intent: collectibles. No replies yet.
  • "При первом запуске доходит до 51 процента компиляции затем вылезает прогрузка Unity 6000.3.и дальше много цифр и закрывается" [at first launch it gets to 51 percent of compilation, then the Unity 6000.3 loader comes up and then a lot of digits and it closes] — asked in the Steam thread Компиляция шейдеров 51% и крашится; intent: troubleshooting. The developer account Julian TMG replies with a -force-d3d11 launch option.

We could not read a search-volume source for any of these, so this list shows that the questions were really asked, not how many people search them.

QUICK REFERENCE

Answers before the deep dive

We Were Here Tomorrow: how to find a co-op partner, and what about friends passes

The developer's pinned FAQ says to create a public lobby and wait, or use the Steam forums or their Discord. The FAQ mentions no friends pass, and the launch-day thread about it has only player replies. For lobbies that will not connect, two players report that changing the server region in the game settings and re-joining from inside the game fixed it.

Pinned developer FAQ and launch-day Steam threads, read 22 Oct 2026 · checked 2026-10-22Read the steps and evidence →
We Were Here Tomorrow: shader compile crash, rainbow blocks and AMD stutter on launch

Three launch-day reports: a first launch stopping at 51% of shader compilation before the Unity loader closes it, rainbow blocks where the fog should be, and bad stutter on a 9800X3D with a 9070 XT. Only one drew a publisher reply: Julian TMG says some players fixed the shader crash with the -force-d3d11 option.

Launch-day Steam threads and the store requirements panel, read 22 Oct 2026 · checked 2026-10-22Read the steps and evidence →

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