Game Guide: Co-op and Puzzles
A practical We Were Here Tomorrow guide covering co-op setup, the 10–15 hour campaign, pricing, platforms, and communication habits that solve puzzles.
What We Were Here Tomorrow Actually Is
We Were Here Tomorrow is built around two players and two walkie-talkies, so there is no solo path through it. That single fact shapes every part of this We Were Here Tomorrow guide, from the partner you invite to the notebook you keep beside your keyboard. Below you'll find the confirmed price, the realistic completion window, platform and controller details, and the communication habits that keep asymmetric puzzles from turning into arguments.
Structurally, the game is the fifth main entry in the We Were Here series and the sixth release overall from Total Mayhem Games. It stands alone — you don't need to finish any earlier title to follow it — but the story does tie back to lore the series has already established. You and one partner play Antarctic explorers who wake up split apart inside a facility that feels wrong in a way that's strangely familiar.
The loop is simple to describe and hard to execute well. You're guided through a series of assignments, and each one hinges on asymmetrical puzzles: the information in your hands is different from the information in your partner's hands. Progress comes from comparing notes out loud and using your tools deliberately rather than from reflexes. The walkie-talkie isn't a prop — it's the main interface.
| Detail | Confirmed answer |
|---|---|
| Developer | Total Mayhem Games |
| Series position | Fifth main game, sixth overall |
| Players | Two, cooperative |
| Perspective | First-person |
| Core loop | Asymmetrical puzzles solved by talking |
| Former title | Where Are We? (renamed as part of the announcement tease) |
| Genre | Puzzle adventure with creepy atmosphere, not horror |
One naming note that still trips people up: the project was previously known as Where Are We?, and the title change was folded into the reveal. If you're hunting for old coverage under the earlier name, you're looking at this game.
Before You Buy: Price, Playtime, and Platforms
The pricing is refreshingly simple. Expect $19.99, €19.99, or £16.99 depending on your region, with a 10% launch discount on top. For a campaign that runs roughly 10–15 hours per pair, that's a reasonable per-hour cost — especially since the runtime estimate is for one direction of the story, not a speedrun.
| Question | Answer |
|---|---|
| Full price | $19.99 / €19.99 / £16.99 |
| Launch discount | 10% off |
| Completion time | Roughly 10–15 hours per pair |
| Controller support | Yes |
| Copies required | Two — there is no friend pass |
| Replay value | High; you can run it again from the opposite perspective |
That last point matters more than it looks. Because the puzzles are asymmetrical, a second playthrough with the roles reversed gives you the other half of every task, which is why the 10–15 hour figure understates how much game is actually in the box.
Platform availability is worth checking before you commit, especially if one of you is on a Switch:
| Platform | We Were Here Tomorrow |
|---|---|
| PC | Available; the pricing above applies |
| PlayStation | Available |
| Xbox | Available |
| Nintendo Switch | Not among the Switch releases — only the first three series games are |
Two practical warnings. First, both players need their own copy; there's no friend-pass system here, so factor in two purchases when you're splitting the cost. Second, cross-play and Mac support aren't laid out in the official material, so if you and your partner own different hardware, confirm compatibility before either of you buys.
Setting Up a Two-Player Session: A Practical We Were Here Tomorrow Guide
Most co-op frustration happens before the first puzzle, not during it. Work through these steps in order and you'll skip the usual dead ends.
| Step | What to do | Why it matters |
|---|---|---|
| 1 | Both players install and confirm the same version | Version mismatches waste an evening |
| 2 | Decide who hosts and who joins | One person controls the session setup |
| 3 | Find a partner — create a public lobby and wait, or post in the community hub to find another explorer | Public lobbies work, but organized matchmaking is faster |
| 4 | Sort out voice chat before you launch | You'll narrate constantly; typing is too slow |
| 5 | Agree on a shared notes doc or a paper pad | Long assignments build on earlier information |
| 6 | Block out two or three sittings rather than one marathon | The campaign runs 10–15 hours |
| 7 | Plan a second run with roles swapped | The other perspective is genuinely different content |
Step three deserves emphasis. If you don't have a regular co-op partner, a public lobby is the intended route — you open one in-game and wait for someone to join. When that's slow, a post in the game's community discussions or a message in the official Discord usually fills the seat faster than refreshing a lobby list. The same channels are useful if a session drops mid-assignment and you need to re-form.
Voice chat is the other non-negotiable. The walkie-talkie is your in-world tool, but you still need a reliable audio channel so you can describe a symbol, read back a sequence, and confirm who is looking at what. Two players typing descriptions of visual patterns will burn an hour on a task that takes five minutes aloud.
Communication Habits That Solve Asymmetric Puzzles
No We Were Here Tomorrow guide can hand you solutions to puzzles you haven't reached, because the useful skill isn't memorization — it's describing things precisely under mild pressure. These habits do the heavy lifting:
- Assign a scribe. One player owns the notes for a given assignment. Both of you writing produces two incomplete records.
- Describe, don't interpret. "Four vertical marks, one shorter on the right" beats "some weird tally thing." Interpretation is your partner's job.
- Read symbols back in full. Numbers, colors, and orientations all get misheard. Repeat the sequence before either of you acts on it.
- Ask before you assume. When a task stalls, the fastest reset is "tell me exactly what's on your screen right now."
- Name positions relative to something visible. Left and right are ambiguous when you're facing different walls.
- Check your tools before you theorize. Assignments are designed around deliberate tool use, so confirm what you're carrying before building a complicated theory.
Here's where most duos lose time:
| Pitfall | Why it hurts | The fix |
|---|---|---|
| Both players talking at once | Nobody hears the detail that matters | Take turns — one describes, one confirms |
| Guessing instead of reading | Wrong information gets locked into shared notes | Read what's literally on screen, slowly |
| Marathoning past fatigue | Error rates spike and tempers shorten | Cap sessions around 90 minutes |
| Skipping the notes doc | Earlier information becomes unsearchable | Timestamp every discovery |
| Forgetting your own inventory | Puzzles get overcomplicated | Recheck your tools when stuck |
The atmosphere is worth a mention too. The series leans creepy — dark locations, traps, unsettling facility design — but it isn't built to scare you continuously. The tension exists to make cooperation feel urgent. If you want the gentlest entry point in the franchise, We Were Here Expeditions: The FriendShip dials the creepy elements down the furthest.
How Long It Takes and Where It Sits in the Series
For a 10–15 hour game, plan the calendar honestly. Two sessions of five to seven hours is a comfortable pace for most pairs; three shorter sittings work better if either of you gets frayed by long puzzle chains. Compare that to the rest of the lineup:
| Game | Approximate length |
|---|---|
| We Were Here | An evening |
| We Were Here Too | An evening |
| We Were Here Expeditions: The FriendShip | An evening |
| We Were Here Together | 6–8 hours |
| We Were Here Tomorrow | 10–15 hours |
| We Were Here Forever | 12+ hours |
Every one of these is playable as a standalone, which is the best thing about the series for newcomers — you can start with Tomorrow, then work backward without feeling like you skipped a chapter. All entries support controllers and appear on PlayStation and Xbox; the earlier three (We Were Here, We Were Here Too, and We Were Here Together) are also on Nintendo Switch. The soundtracks are on Spotify, Amazon Music, Tidal, and other streaming platforms if the facility ambience grows on you.
One final replay tip: treat the second run as a genuine second playthrough, not a victory lap. Swapping perspectives means your partner now sees everything you had to describe, and you inherit their half of the puzzles. It's the cheapest way to double the value of a $19.99 purchase.
We Were Here Tomorrow Guide FAQ
Do I need to play the earlier games first? No. Every We Were Here title works as a standalone, including this one. The lore connections are real, but they're flavor rather than prerequisites.
How long does We Were Here Tomorrow take to finish? Roughly 10–15 hours for a typical pair. The range varies a lot by couple, and a second run from the opposite perspective adds substantial time on top.
Do both players need to own the game? Yes. There's no friend pass, so two copies are required — budget for that if you're splitting costs.
Can I use a controller? Yes. All games in the series support controllers, so play with whatever feels comfortable.
Between setup, pacing, and the communication habits above, this We Were Here Tomorrow guide covers what you can control before you ever step into the facility. The rest comes down to one partner, one walkie-talkie, and the discipline to describe what you see.
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