Why We Were Here Too Is Still the Best Way to Ruin Your Friendships

Why We Were Here Too Is Still the Best Way to Ruin Your Friendships

Total isolation is a weird feeling. You're sitting in a cold, stone room, staring at a series of levers that make absolutely no sense, and the only thing keeping you tethered to reality is a crackling voice in your ear. That’s the core of We Were Here Too. It isn't just a sequel; it’s a specific kind of digital torture designed by Total Mayhem Games to test if you and your best friend actually trust each other. Or, more accurately, if you can explain what a "weird squiggly bird symbol" looks like under extreme pressure.

Most cooperative games are about shooting things together. This one is different. It’s about communication. Honestly, it’s a communication simulator disguised as a medieval escape room. If you can't talk, you die. If you can't listen, you're definitely going to die.

The Brutal Reality of Castle Rock

The setup is simple. You and a partner are explorers who stumble upon a massive, flickering castle in the middle of a frozen wasteland. You go inside for shelter, the door slams shut, and suddenly you're separated. This is where the game earns its reputation. One of you becomes the "Lord" and the other the "Peasant." You aren't just in different rooms; you’re often seeing entirely different versions of the world.

Total Mayhem Games released this back in 2018, and while there have been follow-ups like We Were Here Together and We Were Here Forever, the second entry holds a special place because of its pacing. It’s tighter than the original. It’s meaner.

The asymmetry is the hook. Imagine trying to describe a stained-glass window to someone who can only see a series of floor tiles. You have to be precise. "The red one" doesn't work when there are five shades of crimson. You need to use your brain. You have to find a common language. I’ve seen friendships nearly end because one person couldn't distinguish between a "crescent moon" and a "frown." It sounds funny until the floor starts rising toward a ceiling covered in spikes.

Why the Walkie-Talkie Mechanic Changes Everything

The genius of We Were Here Too lies in the hardware. Or rather, the simulated hardware. You use a walkie-talkie. This isn't like Discord where you can both scream at the same time. It’s push-to-talk. If you are talking, you cannot hear your partner.

Think about that for a second.

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In a moment of panic, both players usually start shouting instructions. Result? Total silence on both ends. You have to learn the rhythm of "over." You have to shut up and listen. It’s a lesson in basic human interaction that most of us fail miserably the first time we play. The game forces a level of cooperation that feels earned. When you finally solve a puzzle, it isn't because you had fast reflexes; it’s because you finally understood how your friend’s mind works.

The Roles: Not All Paths Are Equal

In the first game, the roles felt somewhat interchangeable. In the sequel, the stakes feel higher. The Lord often has the "answer key," but the Peasant is the one actually doing the legwork and facing the immediate danger.

  • The Peasant: You’re the boots on the ground. You’re the one walking through the darkened halls, looking at the symbols, and hoping your partner isn't a moron. You have to describe everything.
  • The Lord: You’re often safe in a library or an observation deck. You have the books. You have the charts. But you are blind to what’s actually happening to your friend.

This creates a fascinating power dynamic. If the Lord is slow, the Peasant dies. If the Peasant is vague, the Lord can't help. It’s a perfect loop of dependency.

Dealing With the "Wait, What?" Factor

Let's be real: some of these puzzles are intentionally obtuse. There’s a specific puzzle involving a series of banners and shields that has caused more Reddit threads than I can count. People get stuck because they assume the game is lying to them. Usually, the game isn't lying; you're just not looking at the right thing.

The environment is a character itself. Castle Rock is oppressive. The lighting is deliberate. Shadows hide clues, and the sound design—the whistling wind, the distant clanking of metal—is designed to keep your heart rate just high enough that you make stupid mistakes.

One of the biggest misconceptions about We Were Here Too is that it’s just a puzzle game. It’s not. It’s a horror game where the monster is your own inability to speak clearly. There are no jump scares in the traditional sense, but the fear of letting your partner down is much more potent than a ghost popping out of a closet.

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Is It Still Worth Playing in 2026?

You might think that because there are newer games in the series, this one is obsolete. That’s a mistake. While the later games are longer and more complex, they can sometimes feel bloated. This entry hits a sweet spot. You can finish it in about three to four hours, making it the perfect "one-night" experience.

It’s also cheap. Total Mayhem Games often puts the series on sale, and honestly, for the price of a cup of coffee, you get a psychological experiment. Just make sure you pick a partner who doesn't get offended easily. If you play this with a significant other, you’re either going to be engaged by the end of the night or you're going to be sleeping on the couch. There is no middle ground.

The graphics have aged surprisingly well. The stylized, slightly chunky art direction means it doesn't look like a "dated" game; it looks like a storybook that’s trying to kill you. The performance is stable on almost any modern rig, and the console ports are solid.

Actionable Tips for Not Dying

If you're jumping in for the first time, don't go in blind and arrogant. Use these strategies to keep your blood pressure low.

Establish a Vocabulary Immediately
Before you even get into the first real puzzle, decide what you’re calling things. Is it a "swirl," a "hurricane," or a "spiral"? If you both use different words for the same shape, you’re doomed. Pick a name and stick to it.

The "Over" Rule
Practice saying "over" or just letting go of the button the second you finish a sentence. If you hold that button down while you’re thinking, your partner is yelling into a void. It’s the number one cause of failure.

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Draw It Out
There is no shame in having a physical notebook next to your keyboard. Sometimes the Lord needs to sketch what the Peasant is describing. It’s much easier to see the logic of a puzzle when it’s on a piece of paper in front of you rather than just floating in your imagination.

Switch Roles
The game has a lot of replay value because the experience is completely different from the other side. Once you finish, swap. You’ll realize that your partner wasn't actually being "stupid"—they just had a completely different set of confusing information to deal with. It’s a great way to build some empathy.

Check Your Mic
Seriously. Because the game relies on an in-game voice system for the full experience, make sure your input levels are right. There is nothing worse than the climax of a puzzle being ruined because your mic clipped and your friend missed the last word of your instruction.

The Final Word on Castle Rock

We Were Here Too remains a landmark in the "co-op only" genre. It doesn't hold your hand. It assumes you are a smart, capable adult and then laughs when you realize you don't know left from right under pressure. It’s a test of patience, vocabulary, and friendship.

If you want to play, make sure you both have microphones. Don't try to use a phone on speaker. Don't try to use a text chat. You need to hear the panic in each other’s voices. That’s where the magic is.

Go find a friend, clear your evening, and get ready to yell at each other about symbols. It’s the most fun you’ll have being miserable.


Your Next Steps

  1. Check your library: If you’ve ever bought a puzzle bundle on Steam, there’s a high chance you already own this.
  2. Verify your partner: Find someone with a working microphone and a decent amount of patience. Avoid playing with "Type A" personalities unless you want a fight.
  3. Set the mood: Turn off the lights. The atmosphere of Castle Rock is half the fun, and it’s way more immersive when you’re sitting in the dark.
  4. Download the "We Were Here" Pilot: If you aren't sure if you'll like the mechanic, the first game is actually free. It’s a shorter proof-of-concept. Play that for 45 minutes; if you don't hate each other by the end, buy the sequel immediately.