We Were Here Tomorrow Review | Welcome to the Future, Please Explain That Lever.


I love co-op games! These days there are plenty of co-op games that let you play together, but  often they are leaning into the silly space with proximity chat and an open gameplay with basic objectives such as climb a mountain, collect junk or find a ghost. They are a ton of fun but when it comes to games where communication itself is the heart of the experience, there are much fewer to find. 

The We Were Here series has built its reputation on precisely that idea for years. Separate two players behind a locked door, give them a different piece of a puzzle,  hand them a walkie-talkie to communicate, and see what happens. The result is either a brilliant moment of teamwork and the next moment you find two confused people wondering whether they are even looking at the same thing! It is a formula that has made the series a favourite among co-op puzzle fans for almost a decade. 

With its latest entry, We Were Here Tomorrow, Dutch developer Total Mayhem Games is ready to shake things up a little. This time they will not be returning to the familiar snowy landscapes and imposing medieval castles of previous adventures, But instead welcome players to Norček Industries, a mysterious retro-futuristic facility that looks as though someone took an optimistic vision of the future from the 1980s, and gave it unsettling twist.

We had the opportunity to play the full PC version on Steam and discover the  new tools, additional movement mechanics, more varied challenges, and a new story that where the protagonists will need to communicate with each other more then ever before. And all these changes make We Were Here Tomorrow feel like a meaningful evolution of the series.

Grab your favourite co-op partner, check that microphone, and join us to discover what tomorrow has in store for you.


What Is it?

We Were Here Tomorrow is a first-person cooperative puzzle adventure developed and published by Dutch indie studio Total Mayhem Games. It is the sixth game in the wider We Were Here franchise and the fifth instalment in the main series, following adventures that have taken players through mysterious castles, frozen landscapes, and the sinister secrets of Castle Rock.

Although this new adventure takes place in a very different environment, it remains connected to the same fictional universe as its predecessors. The game is also designed as a standalone experience, meaning newcomers do not need to complete the earlier adventures before stepping into Norček Industries. Longtime fans, however, have plenty of reasons to pay attention to the details, as this adventure contains connections to the wider story and references to previous games, with plenty of easter eggs to boot. Throughout this review I have to discuss the premise but will keep it spoiler free in regards to the puzzles and story secrets 

The premise begins with two Explorers who find themselves caught in an unexpected situation during an expedition. When they awaken, they discover that their surroundings have changed dramatically. They are now inside the mysterious Norček Industries facility, with little recollection of how they arrived there. A charismatic director named Kathleen Bowe is waiting to guide them through a series of assignments, but the facility's missing research team and unfinished experiments suggest that there is considerably more going on than a straightforward tour of the premises.

Naturally, the two players cannot simply walk through the building together and compare notes. The series' signature approach to asymmetric co-op remains central to the experience. Each player has a different perspective, different information, and a unique specialised tool that can influence the environment in ways their partner cannot. Progress depends on combining those advantages and communicating clearly enough to turn two incomplete pictures into one workable solution.

Like its predecessors, the game is designed exclusively for two-player online co-op. You will need a partner, an internet connection, and a working microphone. This is not an adventure you can tackle alone while your friend watches from the sofa, although sitting nearby and shouting instructions at each other is certainly an option if your gaming setup allows it. But trust me, the best experience is with a good headset and no inkling of what is going on over on the other side. 

With approximately 15 hours of content (depending on your skills), We Were Here Tomorrow is also the longest adventure in the series to date. That gives players plenty of time to explore its unusual setting, solve increasingly demanding puzzles, and discover the secrets hidden within Norček Industries.

Gameplay

The core of We Were Here Tomorrow will feel familiar to anyone who has played the previous games. You and your partner are regularly separated throughout the adventure, you see different things, and you must describe what is in front of you well enough for the other person to understand what needs to happen next. Simple in theory, occasionally hilarious in practice.

One player might be looking at a series of symbols, switches, or environmental clues, while the other has access to the machinery that needs to be operated. Neither player has the complete answer, and neither can simply take over and do everything alone. You have to listen, ask questions, clarify what you see, and sometimes admit that your original interpretation was completely wrong.

That familiar communication-based puzzle design is still very much alive here, and it remains one of the strongest parts of the experience. The real satisfaction comes from those moments when a complicated problem finally clicks into place because you and your partner manage to explain something to each other that initially seemed impossible to describe.

However, Total Mayhem Games has not simply copied the formula from earlier entries and placed it inside a futuristic building. The new setting has allowed the developers to introduce more physical interaction and a greater emphasis on movement and physical space.


For the first time in the series, each Explorer has a specialised tool that plays a more direct role in manipulating the environment. For instance, one player can create boxes that could be used as platforms, while the other can use an elastic, goopy lasso to interact with mechanisms that are otherwise out of reach.

These tools are not just novelty gadgets. They influence how you approach obstacles and encourage you to think about the physical space around you, rather than concentrating exclusively on communicating symbols or interpreting clues. As a result, the adventure is not exclusively about figuring out what your partner can see. You also need to work out where to move, how to reach a particular location, and how your abilities can be combined to overcome an obstacle.


This is a welcome evolution of the series. The classic puzzles still provide the cerebral challenge that fans expect, but the additional movement gives the experience a different rhythm. There are times when you need to stop and carefully discuss a problem, and others when you need to put that plan into practice with a little more speed and coordination.  

The dev team describes these more active sections as challenge rooms, designed to complement the traditional communication puzzles. Rather than replacing the familiar gameplay, they add another layer to the game and they keep things fresh. The result is an adventure that asks you to exercise both your brain and your coordination. 

For those that do not like the idea of a dexterity platformer, do not worry, you do not need to be some pro-gamer platforming champion to get through the experience. The game is forgiving enough and with some trial and error, (and sometimes a little luck) you should be fine moving through its challenges. 


Some Puzzles Will Really Make You Work for It

I have to give Total Mayhem Games credit here. Some of the puzzles in We Were Here Tomorrow are among the hardest we have tackled in the series. There were several occasions when my partner and I decided that we had reached the end of our productive thinking for the evening. Rather than continuing to stare at the same problem until our brains turned to soup, we called it a night and returned the following morning with fresh eyes.



Sometimes that is exactly what a good puzzle game should encourage. Stepping away from a problem can help you recognise a clue or connection that you missed after an hour of trying the same approaches. The satisfaction of finally cracking a difficult challenge is a big part of what makes these games so rewarding.

Unfortunately, the way the game handles progress between sections made this approach less convenient than it should have been. The save points can be quite far apart, which meant that when we stopped for the night, we sometimes had to replay sections we had already completed before reaching the puzzle that had us stumped. That was particularly frustrating when we only wanted to spend a short session working on one or two challenges before bedtime.

I would have loved an option to resume directly at the puzzle we were working on, or at least a more flexible way of returning to a particular challenge. It would have made the game much easier to fit around a busy schedule without removing the satisfaction of solving the puzzles themselves.

What was equally impressive is how well the puzzles are put together. You might think you are stuck, but everything you need will be in reach and if you did end up in the wrong place there are pathways to back track to where you need to be. We have not found ways to accidentally soft lock yourself, or ways to shortcut/cheat your way through a puzzle. Especially with the way the tools change the gameplay that is not an easy feat and believe me if it was possible, we would have probably found it by now.  

Communication Is Still the Real Superpower

Despite the fancy new tools, and the interactive feel of the challenge rooms, the most important piece of equipment in We Were Here Tomorrow is still your microphone.  Communication is key and the game works best when both players are willing to share information open and often. 

That is not to say either of you needs to be a master strategist or have an encyclopedic knowledge of puzzle games. You simply need to be able to explain what you see, listen to your partner, and be patient when the two of you interpret the same situation differently. Patience, it truly is a virtue in the We We Here Series. In fact, when you hit the confusing parts is often where the fun begins. Remember, no detail to small to share.

One of you might be convinced that a particular clue points in one direction, while your partner is absolutely certain it means something else or feels literally clueless from their perspective. So you test the theory, discover that neither of you was entirely correct, and then work together to find the actual solution. These moments can take some time and feel so frustrating, especially when you feel the solution is so close. But when it finally works, that shared moment of discovery feels so satisfying.

If you have a friend, partner, sibling, or family member who enjoys working through a mystery together, this is exactly the kind of game that can turn an ordinary evening into a memorable gaming session.  Just remember yelling the same thing, louder and louder does NOT help.

Presentation

One of the biggest changes in We Were Here Tomorrow is immediately apparent when you step into Norček Industries. Gone is the familiar medieval architecture that defined so much of the previous adventures. In their place is a retro-futuristic facility that looks as though it has been lifted from an alternative version of the 1980s. The facility really pops of the screen. Think chunky technology, bright colors, bold futuristic design, and the sort of imagined future that belongs to an era when people thought tomorrow would be filled with exciting machines and ambitious scientific experiments.

There is a lovely contrast between the facility's visual style and the uneasy feeling that accompanies your exploration. The environment can look surprisingly inviting, with its distinctive design and almost cozy science-fiction atmosphere, yet something never feels quite right.

The facility appears to have been built for a working population, with technology and spaces that suggest a functioning organisation. But where is everyone? Why are you being guided through these assignments? And what happened to the people who were supposed to be working here? That sense of absence becomes an important part of the atmosphere. You are exploring a place that feels as though it should be alive with activity, yet you are often left alone with the machinery, the clues, and the questions.

The visual design does a great job of making Norček Industries feel like a place with a history rather than simply a collection of rooms constructed to hold puzzles. As you progress, the environment becomes part of the mystery itself, encouraging you to pay attention to the details and consider what they might reveal about the facility.

Story and Narrative

The story of We Were Here Tomorrow is written by acclaimed novelist Claire North, known for The First Fifteen Lives of Harry August. Bringing an established novelist into the project suggests that Total Mayhem Games wanted to ensure an engaging narrative to connect the clues together for this adventure. 

The mystery surrounding Norček Industries provides the foundation, but the way the story is presented keeps things interesting. Because the two Explorers are frequently separated, they do not always experience events in the same way. There are moments when each player sees a different perspective on what is happening. One person might come away with a particular understanding of an event, while their partner has seen something that suggests a different interpretation.  When the two players compare notes later, they have to reconcile those perspectives and work out what they believe actually happened.


That creates an interesting dynamic between the players. You might both be trying to reach the same goal while having very different ideas about the people and events surrounding you.

Throughout the game, you will also encounter information in written clues and tape recordings, which help illuminate the history of the facility and the situation unfolding around you. These discoveries provide additional context without relying entirely on one character explaining everything directly. Being a studio from the Netherlands the team even integrates Dutch into the game such as references to the Grappenmaker (Jester) and Dutch voice acting. As a Dutch Native who now lives as an ExPat , it loved that being in the game and going " I know what that said"  

For longtime fans, the connections to the wider We Were Here universe are another reason to pay attention. Total Mayhem Games has indicated that the adventure contains references to earlier entries and may address some longstanding questions from the series. As I mentioned earlier, I will leave the specifics of those discoveries alone. Part of the enjoyment comes from putting the pieces together yourself, and I would rather encourage you to explore than spoil the mystery.

Sound and Voice Acting

Sound is particularly important in a game where communication and atmosphere are so closely connected, and We Were Here Tomorrow makes good use of its audio to support the experience. This starts with the voice chat support of vivox, a cross-platform voice and text chat service for video games that provides a robust proximity chat and walkie talkie experience in game. 

The voice acting for the characters you encounter, often as disembodied voices in your earpiece, make the game world feel real and it helps bring the facility and its mysterious personnel truly to life. The voices provide a sense that there are people and events behind the strange assignments, even when the physical spaces around you feel largely deserted.

Environmental sound effects also help Norček Industries feel like a functioning place rather than a collection of silent corridors. Machinery, ambient audio, and the sounds of the surrounding environment contribute to the sense that something is happening beyond the immediate puzzle in front of you. The familiar jingle from the series offers that sweet relief knowing you did it and can move forward to the next part.

Sound is particularly important in a game where communication and atmosphere are so closely connected, and We Were Here Tomorrow makes good use of its audio to support the experience. This starts with the voice chat support of vivox, a cross-platform voice and text chat service for video games that provides a robust proximity chat and walkie talkie experience in game. 

The voice acting for the characters you encounter, often as disembodied voices in your earpiece, make the game world feel real and it helps bring the facility and its mysterious personnel truly to life. The voices provide a sense that there are people and events behind the strange assignments, even when the physical spaces around you feel largely deserted.

Environmental sound effects also help Norček Industries feel like a functioning place rather than a collection of silent corridors. Machinery, ambient audio, and the sounds of the surrounding environment contribute to the sense that something is happening beyond the immediate puzzle in front of you. The familiar jingle from the series offers that sweet relief knowing you did it and can move forward to the next part.


Different areas have their own background tracks, supporting the retro-futuristic aesthetic without constantly demanding your attention. Most of this music loops seamlessly in the background , as you would expect in a game that may have you spending quite a while in one room while trying to solve a problem. They are so well done that I found the music never becoming  irritating or a distraction. It gradually settles into the background, where it can do its job of supporting the atmosphere while you concentrate on the challenge at hand.

Overall, its features supports the gameplay rather than overwhelming it. The visuals establish the setting, the sound reinforces its atmosphere, and the narrative encourages you to keep exploring for story clues.

The game comes with mouse +keyboard and full controller support , and of course has cross-platform multiplayer among its features, making teaming up with people who prefer different playstyles or platforms an easy exercise.

Parental Advice 

As always, I want to consider who might enjoy We Were Here Tomorrow, particularly for families who like to play games together. The game encourages teamwork, problem-solving, and clear communication, that is a genuine strength. 

However, parents should be aware that the difficulty can be demanding. Some puzzles require considerable thought, and the additional movement mechanics mean that not every challenge is purely about logic or communication. Younger players may need help with certain sections, while adults who are unfamiliar with puzzle adventures may also find themselves stumped.

If you have someone in the family who enjoys puzzles, mysteries, and figuring things out together, We Were Here Tomorrow could be a great choice for a shared gaming experience. 

Final Thoughts

We Were Here Tomorrow demonstrates that a successful series does not have to repeat the same experience forever to remain recognisable. Total Mayhem Games has taken the familiar foundations of its cooperative puzzle adventures and introduced a new setting, specialised tools, more physical challenges, and a new narrative.

The move into retro-futuristic science fiction offers a fun new look while keeping the same feel that makes the series unique. The game retains the cooperative spirit that makes the series special. There is something genuinely satisfying about overcoming a challenge that neither player could solve independently. You have to listen, explain, experiment, and occasionally laugh at the fact that two perfectly intelligent people can spend an unreasonable amount of time misunderstanding a simple instruction.

We Were Here Tomorrow's  new mechanics provide a welcome change of pace, helping the adventure feel fresh and unique. The classic communication puzzles are still present, but the challenge rooms add another layer to the experience.



There are a few areas that could cause some frustrations. Some puzzles are seriously difficult, The tools and more mobility might be a bigger challenge for lesser experienced players, and the widely spaced save points made it inconvenient to break up our sessions when we wanted to return to a particularly challenging section later. 

But in the end those few issues did not overshadow the overall adventure for us. Norček Industries is an very intriguing place to explore, and its combination of inviting design and unsettling mystery kept us interested in what might be waiting around the next corner.  I enjoyed working finding the solutions to the puzzles with my partner, exploring the unusual setting, and gradually piecing together the mystery.

If you have enjoyed the previous We Were Here games, this new adventure offers a refreshing change of scenery while preserving the series' most important ingredients.  If you are new to the franchise, it also provides a standalone way to discover what makes the series so enjoyable.


We were here Tomorrow  is a clever evolution of the much-loved co-op puzzle adventure series, with an engaging, atmospheric, retro-futuristic setting, and challenging puzzles that rewards teamwork and communication. All in all Norček Industries is well worth exploring. Just remember to choose your partner wisely. You will need someone you trust, someone who listens, and someone who will not blame you when they have been pulling the wrong lever for the last twenty minutes.

* Steam key provided by Total Mayhem Games

Game: We Were Here Tomorrow
Developer: Total Mayhem Games
Publisher: Total Mayhem Games
Genre: First-person cooperative puzzle adventure
Players: Two-player online co-op only
Platform reviewed: PC (Steam)
Release date: October 20, 2026
Price: $19.99 / €19.99 / £16.99, with a 10% launch discount announced by the developer
Previous games required: No, this is a standalone adventure
Official website: https://www.wewereheregames.com/


DadGeek (Rob) is the co-founder of GeeksVsGeeks. He is a product of the eighties and never let go of his geek interest and hobbies no matter how often someone told him to stop. His love for gaming and all things geek has been part of his parenting style and permeates throughout the whole family. A family of Geeks vs Geeks.

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