
As we explore these frozen wastes, misfortune strikes once again. Through the fierce blizzard, a flare lights the sky, followed by a cry for help over the radio - broken, dying... No one else can come to their rescue. Can we make it back - together?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.71/day in the week to Aug 26 → 4.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Embark on a puzzle solving adventure in which you and a partner must prove you can communicate and work together to escape the haunted Castle Rock.
It all begins with an emergency flare lighting up the sky and a distress call waking you from uneasy dreams. Your fellow Antarctic explorers are in trouble, and the two of you left at base camp must work together to launch a rescue mission. If only you knew what you were getting into…
From the research base camp you’ll need to figure out a way to get to the source of the distress flare. Once you’re through the frozen Antarctic wastes, you'll find yourselves separated inside a medieval castle, facing puzzles, secrets, and dangers! You and your partner start out with nothing but your wits and a walkie-talkie each. Observation, smart communication and teamwork will be the only way to escape from the sinister Castle Rock.
Spine-tingling story: uncover a dark history, and become closer acquainted with the malevolent being known only as ‘the Jester’. Who, or what, is he?
Walkie-talkie: you must communicate to progress – find out just how good you are at describing and explaining your surroundings
Puzzle packed: work together to solve this captivating digital escape room
Mysterious locales: explore the expedition base camp, frozen Antarctic valleys, and the sinister Castle Rock itself
NOTE: This game is co-op only. It requires both players to have a working PC-compatible microphone and an internet connection.
Your voice will have to lead the way.
You and your expedition partner must traverse the Antarctic wasteland and infiltrate an ominous medieval castle. All you start with is a pair of walkie-talkies – will you be able to work together on the same wavelength?
Two minds will have to think alike.
Immerse yourself in an intriguing cooperative experience as you and your partner puzzle your way through a series of thrilling situations. Discover brand new environments and mysteries, together.
We were not alone...
Darkness has engulfed the once magnificent Castle Rock and its surroundings. Can you discover the truth behind the grim fate of the fallen citadel and make it out alive... or will the original inhabitants catch you on your way out?
For returning fans of the We Were Here series, this time you can expect even more puzzles, longer play time, new mechanics, and discover more of the story behind the Antarctic expedition and Castle Rock itself...
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $12.99 | 17.8Kreviews | 82% | — | $3.1M |
| $12.99 | 877ratings | 80% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 819 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Huge change in tone, arbitrarily difficult puzzles, and not informative enough. I have five big frustrations, but TLDR: skip this one. A) Not enough feedback from puzzles to support puzzling through them (or confusing feedback, like similar/same audio cues for pass/fail attempts). B) Unrewarding to travel through sets. There is very little lore (aside from that overly-long cutscene when you initially boot up the game) and very little environmental storytelling. Goodbye, atmospheric horror. I have a long list of lost or changed design that makes this game less effective than its predecessors: > how doors support horror-tone, > sound effects, > soundtrack [relaxing guitar?], > logbook [just ignore it], > the jester/marionette's character design > player death (no hints, horror, or lore) C) Timers in puzzles are mishandled. Some puzzles have so many elements that you do not have time to trade information within the time limit provided (leading to some interesting strategies to peak into rooms and around corners so as to not trigger the timer and get all the data). D) The game will not intuitively provide you with instructions on how to complete puzzles. Which means (and leads to much irritation when playing) you are often experimenting with set pieces just to figure out what the puzzle even is, before you can even start solving the puzzle. (Some of these puzzles also require leaps in logic that the devs should not have assumed players can make—if you play this game, you will likely need to reference a walkthrough, breaking what little immersion you have.) E) Unbalanced between players. Often, the information or the devices necessary to complete a puzzle is biased towards one player. This was especially apparent during the bridge puzzle. One player experiments with the device to solve the puzzle, the other has very little to do but wait for them to solve it. Often, one player is bored while the other is burdened.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese, Dutch, Italian +10 more
| $12.99 |
| 238ratings |
| 74% |
| — |
| not modelled |
| $12.99 | — | 81% | #88 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 822 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I played the first two parts with my gf and we really liked them and passed them without any outside help. We played this game for 7 hours it was painful and we tried, we really tried to play through it without any hints or guides but we just couldn't get through all the puzzles. It was just an overall bad experience, some parts were interesting some were just bad. Honestly I feel like it would have been better to skip this part and hopefully the next one will be better. But judging by the reviews on that one it should be much better.
Игра на выживание (отношений) Если вы ищете хардкорную головоломку, чтобы проверить свои нейроны на прочность-это оно. Предупреждаю: НЕ ИГРАЙТЕ в это с теми, с кем потом планируете жить/общаться. Шанс разругаться в хлам, пока вы будете по десятому кругу объяснять друг другу, кто куда должен пойти и чья очередь ошибаться приближается к 100%. Концовка-это боль. Прошла игру 3 раза ради всех ачивок, и каждый раз в конце ревела. Вы проходите такой долгий и сложный путь вместе со своим напарником, становитесь единым целым, а в конце... Разработчики-садисты. Крайне рекомендую!
Почините свои ебучие сервера, почему люди платят вам деньги? Что бы они не смогли поиграть?
[h3]One does not simply release a We Were Here game without bugs. It's inevitable. [/h3] The main menu opens with the main theme. The guitar melody unfolds slow and deliberate, but every note pulls you deeper into the castle. An absolutely gorgeous and atmospheric track. My friend and I encountered several network issues at the start of the game and couldn't progress further for 3-4 sessions in a row, which honestly left a pretty bad impression. Eventually, things improved significantly, and we completed the game the usual way - with pleasure. https://steamcommunity.com/sharedfiles/filedetails/?id=3578157424 This game is larger than the previous entries, and the puzzles are harder - but in a good way. I found the Bridge puzzle particularly interesting, and everything after Chapter 6 was pure joy. The game also introduces an interesting feature: at certain stages, the players are no longer separated. It keeps the experience fresh and creates a completely different dynamic when you solve puzzles together directly. I imagine it also helps newcomers get comfortable with the game more easily. I saw a lot of negative reviews complaining about the difficulty or the supposed "senselessness" of some puzzles, and I strongly disagree. I would recommend playing the first two We Were Here games with the same partner first so that you develop your own communication habits and shorthand. Once you do, this game becomes much easier. Every puzzle here is solvable - and solvable without brute force. Everything makes sense. Just talk, talk, talk. Describe what you see, ask your partner what he/she sees, suggest ideas, ask for ideas and you will manage. For fellow achievement hunters like me: guys, there is a broken achievement called "Mixed Feelings". If you are struggling to unlock it, here is a workaround directly from the developers (yes, seriously): [quote=ChaeriCake] The workaround: In the main menu, let the host of your game manually select the checkpoint: Chapter 8 – Hidden Answers.Then play through this chapter all the way through Chapter 10 without exiting the game in-between your sessions. Not exiting in between will have to do the trick here. [/quote] Anyway, the game is great, the price is good - especially on sale - and my recommendation is simple: BUY. [list] [*][url=https://steamcommunity.com/profiles/76561198075304418/recommended/582500] Review of We Were Here [/url] [*][url=https://steamcommunity.com/profiles/76561198075304418/recommended/677160] Review of We Were Here Too [/url] [*][url=https://store.steampowered.com/curator/45567891] Curator page [/url] [/list]
A perfect game to start an argument. Thank you, I recommend 👍 PS: Especially if you got an angry partner. <3
так и не смогли поиграть в эту игру. пытаемся пригласить друг друга уже 67 минут. просто отвратительно
Vur hançeri kalbime Kalbim kana bulansın Fazla derinlere inme Çünkü orda sen varsın
Игра не стоит своих денег! Игра сама по себе хорошая, но вечное отключение от сервера при подсоединении к другу все испортила. У меня и друга стабильный интернет, сидели 3 часа в попытке подключиться к друг другу...
This game is not your casual everyday puzzle game. It is the most infuriating pile of ♥♥♥♥♥♥ puzzle games there is. There are far better puzzle games out there than this one. Not enough clues/hints are provided, and some puzzles are just confusing and unclear what needs to be done and in what order. After playing Portal, It Takes Two, Split Fiction, Human Fall Flat in CO-OP, i have to say that you should buy this game only if you're a true masochist.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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