Full ReleaseXbox · PC · PlayStation

We Were Here Forever

Total Mayhem Games · Puzzle

Overview

You both awaken imprisoned inside the sinister Castle Rock - were you betrayed, or simply not that clever? Find out in the greatest co-op puzzle adventure in the We Were Here Series! Do you and your partner have what it takes to face the dark forces of this realm or will you be trapped… forever?

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You and your fellow prisoner are trapped in the realm of Castle Rock - were you betrayed, or simply not that clever? To escape, you must explore the sinister castle for puzzles and plot your escape together. Secrets and riddles are hidden in the shadows. Just be aware that nothing is what it seems in this mysterious Antarctic adventure. Can you two escape together, or will you be trapped… forever?

Locked up in the dungeons, deep in the bowels of Castle Rock, you and a fellow prisoner must seek a way out and return to stand again beneath the icy Antarctic skies - but escaping this nightmare will not be so easy, let alone escaping the castle itself. Freeing yourselves from your cells and escaping the Keep is only the beginning - but does one truly escape Castle Rock? Fresh mysteries await, and you’ll have to make some choices about how to proceed. Your journey leads from the dark prison through the royal halls to the outside. Outside the Keep, you will discover the story of Rockbury, it’s inhabitants, and plans of a resistance formed against the King to escape this icy place. Hope will lead you on to an eerie Graveyard and have you descend down into the dark waters of the Foundry.

You two have been brought here for a purpose. You might even be the missing piece of a puzzle set in motion long ago, in a time long forgotten. But someone, or something, desperately seeks to solve that puzzle, by any means necessary. Only an unshakeable bond with your partner will give you any hope of survival in the face of such dreadful desire…

Does one truly escape Castle Rock?

Feature list

Two player co-op: the puzzles you encounter take two to solve - you both have a role to play! Communicate via walkie-talkies, and act as each other’s eyes and ears

Connect through experience: when you find yourself in sudden danger, will you freeze, or can you keep cool and explain things clearly to your friend - before your time runs out…

On the edge of your seat: be part of a thrilling adventure in the lively world of Castle Rock as you and your friend take on the ancient powers aligned against you

Spine-tingling story: there is much to discover… and much to fear - you’ve met the Jester, but is he even the most powerful being within the walls of Castle Rock?

NOTE: This game is co-op only. It requires both players to have a working PC-compatible microphone and an internet connection.

Talk

Your voice is all you have... at first.

You and your fellow prisoner must escape from Castle Rock and uncover an ancient mystery. All you have to start with is a pair of walkie-talkies - can you work together on the same wavelength?

Solve

Two partners, one purpose. Get on the same page!

Immerse yourself in an intriguing cooperative experience as you and your partner puzzle your way through a series of thrilling situations. Search for a way out through brand new environments, together.

Escape

The King awaits us...

The frozen grounds and dark chambers of Castle Rock hold many secrets and hidden dangers. Unravel the web you find yourself trapped within, for there are hungry eyes watching. The fallen king of the castle has plans for you… can you truly escape from his sinister grasp?

From the game's Steam store page.

THE GAMEQ VERDICT6,784 reviews analyzed

What players are actually saying

Inventive two-player puzzles and the series' best production, held back by launch bugs, slow travel and puzzles that sideline one player.

90% positive on Steam · 19,076 reviews

1. Summary

Players are overwhelmingly positive about We Were Here Forever, and many series veterans call it the best and biggest entry in the We Were Here series. They like the familiar idea on a larger scale: two players split across rooms, each holding half of a puzzle, describing symbols, sounds and layouts to each other over a walkie-talkie. Reviewers praise the variety of the puzzles, the jump in visuals, music and voice acting (especially the Jester), and a campaign long enough that many call it good value. All of this depends on the partner. More than 1,700 reviews mention playing with a friend, partner or relative, and reviewers say that person has to communicate well and stay patient. Plenty joke that the game tested or ended their friendship.

Bugs, soft-locks and lost save progress are the most repeated complaint: 29% of negative reviews (133 of 455) report them, and in the first month after launch 13% of all reviews mentioned bugs, against 4% of reviews written after that. Players also object to padding (unskippable cutscenes, slow lifts and gondola rides, carrying heavy parts back and forth), to puzzles where one player holds every clue while the other waits, and to in-game hints that only state the obvious. The ending, where only one explorer can survive on a floating plank in a scene reviewers compare to Titanic, moved some players and annoyed others.

2. What keeps coming up

What players praise
A shared experience built for one specific partnerHigh

Reviewers write about who they played with as often as about the game: a best friend, a sibling, a partner, a parent. They describe it as a communication test as much as a puzzle game, and the tone stays affectionate even when it is exasperated, with jokes about screaming at each other, about describing a "squiggly line with a hat" that turned out to be something else, and about friendships that barely survived. Couples, long-distance friends and families playing across PC and PlayStation (reviewers note this is the first entry in the series with crossplay) report it working as a bonding night. Without a good partner it falls flat. Several reviews advise against playing with strangers, a couple who tried matchmaking found nobody to join or a partner who didn't speak their language, and reviewers point out that there is no solo or same-screen play.

Inventive, varied co-op puzzlesHigh

Players single out how different each area feels and how many puzzles make both players contribute. One reviewer wrote that "Every puzzle is satisfying to complete and involves a lot of simultaneous puzzle-solving compared to just call and response puzzle solving." Some describe the difficulty as challenging without being unfair, and several write about the satisfaction of a puzzle finally clicking. The praise has limits (see the split and frustration sections), though even some negative reviews name puzzles they loved, such as the potion brewing and the Kraken.

Atmosphere, art, music and voice actingMedium

Returning players notice the step up in production. Reviewers praise the larger, more varied environments, the eerie fairy-tale tone, the soundtrack and the music cue that plays when a puzzle is solved, and the voice acting, especially the Jester. "Some levels are visually incredible, it's like going to the best theme park," wrote one player. A few found the voice acting corny or bad, and a few found the outdoor areas empty.

The best entry in the seriesMedium

Many reviewers have played the whole series, often with the same partner over several years, and many rank Forever first. "We Were Here Forever is hands down the best in the series," wrote one. Dissent comes from fans of We Were Here Too or Together who prefer the tighter, more isolated puzzles of those games (see the split on separation and tension).

Length and value for moneyMedium

Many players note that Forever is far longer than earlier entries, with first playthroughs of about 9 to 15 hours, and many say it is worth its price or even underpriced. A smaller group, including some positive reviewers, says to buy it on sale: "On sale its definetly worth it but we are reaching the point where i'd recommend only getting it on sale." Players also point out that each person needs their own copy.

Standout set pieces: the Jester's realm and the NautilusLow

When players name favourite puzzles, the same ones come back: the Jester's music box and rotating portal rooms, the dice-shaped room, the potion-making alchemy, and the underwater Nautilus chapter. Reviewers call these mind-bending or unlike anything in other co-op games.

Where players are split
The story and loreHigh

Forever puts far more story on screen than earlier entries, with voiced cutscenes tying together the King, the Jester and Castle Rock. Fans of the lore love it: "the story line is so freaking good and easy to follow!" Others found it confusing, cheesy or simply in the way, summed up by "The story.... exists." Some take a middle view, that the story is fine as window dressing but the series is played for its puzzles, and several players who came for puzzles felt the cutscenes slowed them down.

The endingHigh

Reviewers who bring up the ending divide over it. Some found the final sacrifice, where two explorers cling to one floating plank and only one survives, genuinely moving, and plenty describe crying or betraying their partner with glee; one called the ending "fantastic and would highly recommend this game to people without the ability to control their emotions!!" A group of about the same size calls it contrived, a copy of the Titanic scene with no secret ending in which both escape. One negative review said flatly, "The ending isn't earned." Others were let down by the last puzzle, which several describe as pulling levers in order with no real challenge.

Difficulty: obtuse for some, too easy for othersMedium

The larger group describes puzzles whose goal is hard to work out, with no indication of what to do, so they fell back on trial and error, brute force or a walkthrough. One negative review: "The puzzles are boring, and difficult just for the sake of being difficult." A smaller group, mostly veterans of the series, found the game easier than Together, with an uneven curve and a final chapter that barely challenges. Several recommend keeping pen and paper nearby.

The Kraken sound puzzleMedium

In the underwater negotiation with a giant octopus, one player imitates its sounds so the other can translate them. Some players loved it: "Trying to mimic goofy Kraken sounds to your partner over the radio so he can translate and calm the damn beast is peak co-op gameplay." Others found the similar sounds near impossible to tell apart, especially over a voice connection: "Trying to convey sounds to my partner with a partial inability to distinguish sound nuances was impossible." Some players also hit a bug where the dial symbols stopped showing.

Walkie-talkie voice chat or DiscordLow

The push-to-talk walkie-talkie, where only one player can speak at a time, is part of the series' identity. Some players insist on it ("PLAY IT WITH THE WALKIE-TALKIE FEATURE."), while others switched to Discord because talking over each other, cut-off transmissions and voice chat that stopped working made it a chore: "I'd recommend using Discord or something else over their in-game walkie talkie system." Several also asked for proximity chat when both players stand in the same room.

Less separation and less danger than earlier gamesLow

Forever lets players meet up often, share rooms and choose which side of a puzzle to take. Many like this: "I love how the two characters are together for most of the game." Long-time fans who loved the first two games disagree, saying that shared spaces let one player solve puzzles alone and that the life-or-death timers are gone: "There's no tension of having to solve a puzzle before you die to some encroaching hazard."

What frustrates players
Bugs, soft-locks and lost savesHigh

Bug reports were concentrated at launch. In the first month, reviewers reported soft-locks in the rotating-room and dice puzzles, black screens for the host when loading a save, items that could not be picked up (pickaxe, forge colours, potion bowls), players falling through the map, and machine parts from earlier chapters disappearing so that whole chapters had to be replayed. The checkpoint system draws its own complaints, because it often did not save where players thought it had: "Game has a dumb checkpoint system where it seems to only save once an entire level is complete." A few launch reviews were later edited to say patches fixed the problems, and one later reviewer wrote "Most negative reviews are due to bugs in the early days. The game is now very stable". Bug reports never disappeared, though, and later reviewers still describe restarting to clear a stuck puzzle.

Padding: unskippable cutscenes, slow lifts and backtrackingMedium

"More like We Were On Elevators and Chairlifts Forever," wrote one player. Waiting and padding come up in 14% of negative reviews (62 of 455), which name the ski lift, the gondola they ride back and forth several times, the elevators, long walks between areas, and the sequence of carrying heavy parts that slow the player to a crawl. Cutscenes cannot be skipped even on a second playthrough for achievements, which turns replays into a slog. One negative review in full: "Non skippable cutscenes, forced slow backtracking and sometimes unintuitive ways to start a puzzle sequence ruins what could be a great puzzle game for me"

Specific puzzles players single outMedium

Besides the Kraken, players complain about the graveyard family-tree dig, whose clues several players say do not match the answer; the chapel puzzles where puppets must be seated and the resistance members identified; the organ hymn; the mirror and lens light puzzle; and the underwater maze in the Sunken Mines. Some reviewers who quit name one of these as the point where they stopped.

Puzzles where one player does all the workMedium

6% of negative reviews (29 of 455) say a puzzle left one player waiting while the other solved it, and the complaint also appears in some positive reviews. "The biggest problem with this game is that about half of the puzzles require one player to do almost nothing while the other does all the work." The ball-and-chain arena, the owl statue, the organ and the underwater maze are the usual examples, and because roles are no longer fixed, some players ended up on the passive side again and again. Not everyone agrees: "A lot of people are complaining that 1 player is doing nothing while the other does everything. This is simply not true or at least very over exaggerated."

Timed potion-making and forge puzzlesLow

The alchemy section in chapter 5 is fun for some players, while a handful object to its timer, saying the limit is too tight or that the puzzle should not be timed at all: "Honestly would have been better if it wasn't timed." Slow conveyors and lag make it harder, and some players got stuck there on a bug that stopped them picking up the colours.

Connection, login and voice-chat failuresLow

Some players could not connect, join each other or hear each other. Reports include server disconnects, invite loops, the voice server failing until the game was restarted, and, in early 2025, a "failed to update user data" error that blocked play. Some of the reviews written after very little playtime are about not being able to start a session at all.

Performance drops when areas loadLow

Players with capable PCs report heavy stutter whenever a new area streams in and low frame rates in a few open or brightly lit areas, especially the underwater chapter. "Each time elements of the game world load in, there is this horrendous frame rate drop that turns your game into a slideshow." Some found that switching from DirectX 12 helped.

Hints that only state the obviousLow

Reviewers who mention the hint system mostly criticise it. They say the first hints tell them to communicate or look around, and the later ones repeat what is already visible: "The hints system is actually useless and outright insulting." Players who got stuck turned to walkthroughs instead.

Little reason to replayLow

Puzzle solutions are fixed, so a second run with roles swapped, needed for full achievements, is mostly memory. Some players liked seeing the other side; others found replaying tedious, particularly with unskippable cutscenes.

Accessibility gapsLow

A few reviewers warn that the Kraken puzzle depends on hearing, among them a deaf player and one who is hard of hearing. Another wrote: "there is one puzzle in the late game which is completely inaccessible if you are unable to hear". On colour blindness, one reviewer found it better than earlier games: "Also works a lot better for colorblind people than older titles as there are no exclusive color puzzles." A few asked for warnings or options for spiders and deep water.

3. The player conversation

The conversation is warm and playful. Much of it is short, joking reviews about drowning a partner, Titanic memes, and friendships or relationships put under strain, alongside long essays from players who have finished every game in the series with the same partner. Criticism often comes from people who love the series, and several negative reviews open by saying how much they enjoyed the earlier entries.

Series veterans, especially fans of We Were Here Too and Together, raise many of the complaints about one-sided puzzles, lost tension and padding, while players new to the series mostly write about the puzzles, the visuals and the experience of solving something together. Some of the reviews written after very little playtime come from people who could not connect, could not start the game or bought it without a partner. Complaints about the ending and the final puzzle come from players who reached the end.

Over time, the reviews follow the game's patch history. Launch month in May 2022 combined the highest volume of reviews with the most bug reports, and a few of those reviews were later edited to say the problems had been fixed. Late November 2022 brought a large wave of short, almost entirely positive reviews during the Steam Autumn Sale. Approval held at 94% to 95% among reviews written in 2022 and 2023 and slipped to 88% among those written in 2026, with the 2026 complaints spread across bugs, difficulty, pacing and the ending rather than any single new problem.

4. What the developers could do

  1. Hunt down the remaining soft-locks and make checkpoints visible: bugs and lost progress are the most repeated complaint, and some players say they could not tell when the game had saved.
  2. Let players skip cutscenes and shorten transit: negative reviews often name unskippable cutscenes, slow lifts and the gondola back-and-forth, and they make the achievement replay a slog.
  3. Rebalance information in one-sided puzzles: players, including some positive reviewers, spent whole puzzles waiting while their partner held every clue.
  4. Make hints progressive and specific, and fix the misleading graveyard and seating clues: players say the hints only restate the obvious, and the family-tree and puppet-seating puzzles are where some turned to walkthroughs or gave up.
  5. Loosen or make optional the timer on the potion and forge puzzles: a handful of players say the limit on the alchemy section is too tight or should not be there.
  6. Smooth out area-loading stutter: players with strong PCs report slideshow frame rates whenever a new area loads and in the underwater chapter.
  7. Make voice chat and connections more reliable, with a fallback to Steam networking or external voice: dropped voice, invite loops and login errors left some players unable to play at all.
  8. Add an accessible option for the Kraken sound puzzle: reviewers warn that players who cannot hear well will struggle with it, and some hearing players resorted to playing the sounds through their microphone.

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