
We Were Here
Lost and separated in an abandoned castle set in a frozen wasteland. Your only possession left is a walkie-talkie, with a familiar voice on the other end. Can the both of you find your way out in time?
What it feels like
An enigmatic abandoned castle in a frozen wasteland with secrets to uncover creates an air of unanswered questions. Time pressure to escape and the peril of separation maintain sustained edge-of-seat pressure throughout. Separation, abandonment, and the time pressure of escape create slow-building anticipatory fear of failure.
What it's about
Unraveling the mystery of how you arrived at the castle and finding your way out structures the core narrative. Being lost, separated from your partner, and trapped in an abandoned frozen wasteland emphasizes solitude and disconnection. Horror is listed as a genre and theme, though the primary focus is puzzle-solving and escape rather than fear itself.
How it plays
Players solve puzzles embedded in the castle environment, relying on observation and communication to progress through rooms. Communication and potentially choice-based dialogue via walkie-talkie interaction structure how players coordinate and interact with each other. Puzzle games of this type often feature lock-picking and access-gating minigames as puzzle elements.
How it looks and sounds
The game is played from a first-person perspective inside the castle, seeing the environment directly through the player character's eyes.
How it's structured
The core mechanic is two players separated in an abandoned castle communicating via walkie-talkie to solve puzzles and escape together, with no single-player option. A bounded narrative of escaping a frozen castle designed as a full cooperative experience from start to finish, with multiple endings. Steam tags and description hint at multiple endings depending on player choices and outcomes during escape.
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