$9.99We Were Here Too Two heads, one walkie-talkie
Split up inside a frozen castle and talk each other through puzzles neither of you can solve alone.
Is We Were Here Too worth it?
We Were Here Too is worth it if…
- you want a co-op game where talking to your partner is the actual mechanic
- you enjoy being trapped somewhere dark and figuring out what happened there
- you like puzzles that test how well you can describe things under pressure
- you have a friend who can survive an argument about whether that shape is a circle or an oval
Screenshots
Talking is the whole game
You and your partner sit in different parts of the castle, separated by walls and distance, with only your voices to bridge the gap. One of you describes a strange symbol on a wall; the other searches their own room for the thing that matches it. The puzzles are built so that neither of you holds enough information alone: you act as each other's eyes and ears, describing shapes, rooms and details until something clicks. It turns conversation into the core mechanic, and it is honest about it: you need a working microphone, because there is no way through without talking.
A castle that wants you gone
Castle Rock has been empty a long time, and the game leans into that. Dark halls, an original soundtrack that shifts when something significant happens, and a slow build of dread as you work out what happened to this place. Some puzzles are calm brain-teasers you solve at your own pace. Others put a timer on you, with moving walls or worse waiting if you are too slow, and the tension spikes hard when your partner is counting down while you fumble a mechanism. The story behind the castle's grim fate is there to uncover, and it ends differently depending on what you do.
Puzzles that punish sloppy talking
The challenge here is less logic than vocabulary. The puzzles ask you to describe things that are genuinely hard to put into words, and to understand your partner's half of the picture from a fuzzy description. You will argue about circles versus ovals. You will fail the same puzzle three times because one of you pictured it differently. Then it clicks, and the shared relief is the best part. Come with patience and a friend who does not mind failing and trying again.
Built for exactly two people
This is a game you cannot play alone and cannot crowd with a third voice. Two players, two roles, two different storylines inside one shared adventure, and each of you sees things the other never will. A full run takes a few hours, so it fits neatly into one or two evenings. Because the roles differ, playing it twice means a fresh set of puzzles, and there are secret levers hidden in the castle's corners that unlock an alternate ending if you want a reason to come back. One evening, one friend, one castle.

















