
As your final hour approaches, a large structure looms up in the distance, towering above the relentless storm. Discover the truth behind this dark castle in a communication-based, cooperative puzzle adventure.
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): 1.71/day in the week to Sep 9 → 3.43/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo, 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 | $2.49−75% | 11.3Kreviews | 78% | — | $375.4K |
| $9.99 | 428ratings | 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 241 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Was good
What I like in asymmetric coop games is the part where they require good communication in difficult settings and / or good synchronization. There are a few puzzles where, even after understanding the task and sharing pictures of chat the other had to look for, it still took us far too long to get it done - not because it required some specific skills but because some artificial difficulty was involved. Rotating the cubes was insanely sluggish, finding the correct sword took sooo long etc. it all quickly felt like a funless grind. Maybe it's because the first one's difficulty was only in finding out what to do, or because we lack skill, but we liked this one a lot less and we're not going to finish it. I like the concept though and hopefully will enjoy the next ones better !
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $375.4K | 5.6K | 97% | $4.99 | |
| $375.5K | 1.4K | 87% | $9.99 | |
| $375.3K | 970 | 74% | $19.99 | |
| $375.6K | 758 | 67% | $24.99 | |
| $375.6K | 989 | 73% | $11.99 | |
| $375.2K | 495 | 75% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.1M | 17.8K | 82% | $12.99 | |
| $0 | 1.7K | 89% | Free | |
| $4.4M | 18.9K | 90% | $7.19 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Every market we collect.
Reviews, worldwide (the counter carries no country): 564.75/day in the week to Jul 15 → 3.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Italian, Spanish - Spain, French, German, Simplified Chinese, Japanese, Korean, Dutch, Russian, Traditional Chinese, Polish +10 more
| $9.99 |
| 207ratings |
| 78% |
| — |
| not modelled |
| $9.99 | — | — | — | not modelled |
| $9.99 | — | — | — | $0 |
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 243 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
优化一坨,操作手感一坨,bug无数,解谜游戏设计时间限制很正常,但是一个迷宫关卡不允许有一点容错时间是否有些太恶心了?这是一个需要两个人沟通的游戏,我沟通的时间呢?网络的延迟呢?更不用说这个游戏每一代都共有的非常恶心的操作手感,转个身如同航母掉头,画面疯狂卡顿,大家看我的配置不算差吧,玩个这种游戏疯狂闪屏。各种bug更是无力说了,有时候分不清是没解出来还是bug了开不开门真是给我气笑了。游戏玩法和背景还是有意思的,但是优化就是shit!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!操作系统比高中生做的手机游戏还垃圾。
Meh. Carino, ma manca di rifinitura in alcuni enigmi, che sarebbero abbastanza intuitivi, ma almeno due sono resi difficili nell'esecuzione per limitazioni di movimento o visibilità, e non per il ragionamento. In questi casi (che sono pochi, ma molto fastidiosi) si perde un sacco di tempo in tentativi per eseguire la soluzione, più che per trovarla. Esempio: la manipolazione degli oggetti (la lettura di simboli sui cubi, ruotandoli col mouse) per me è stata un incubo, come pure l'enigma del labirinto in cui si fa gran fatica a leggere la mappa e non si distinguono bene i passaggi aperti da quelli chiusi perché troppo scuri (anche aumentando la luminosità il problema non si risolve). Anche il sonoro non è eccellente, la scelta delle musiche a tratti è bizzarra e in generale i suoni importanti (come un timer) non sono ben chiari. Altra mancanza è non poter rigiocare le singole stanze, visto che per il finale segreto bisogna attivare interruttori in tutto il gioco, ma una volta completata l'avventura si può solo ricominciare daccapo, che a spararmi un piede di sicuro mi diverto di più. Comunque bello da giocare in compagnia, ma non ti dà quell'effetto colpo di genio che da titoli come questo mi aspetterei.
老大我们一定要费劲把对方救出来终于见面然后就死一个吗我一直哭 任何限时关的时间都卡得特别死,完全没有给玩家留下任何初见的沟通时间,很恶心不推荐任何人吃这一坨
[b]Frustrating experience due to constant disconnections[/b] The game itself is actually quite fun, but the constant disconnections make it almost unplayable. My partner and I keep getting disconnected from the game repeatedly, often for no apparent reason, forcing us to reconnect and replay sections we had already completed.
I remember the first game feeling a bit slapped together, but this one feels far more so. Very buggy, lots of issues and UI weirdness. Didn't like the puzzle designs all that much. Ending(s) all kinda left something to be desired. Overall just kinda meh?
Fun game if your friend isn't a dumbass
w
Nee nee nee.... Habe mit meinem Partner "We were here" und vorher (leider) "We were here forever" gezockt. Durch "Forever" waren wir Rätsel- und Steuerungs-verwöhnt worden. Das hier ist leider n wirklich ein schlechter Witz. Die Steuerung ist furchtbar, die Rätsel unglaublich schlecht. Außer acht lasse ich die Spielzeit, die dermaßen kurz ist, dass der Vollpreis an Frechheit gleicht. (Sollte erwähnt sein) Es gehört zwar zur Vollständigkeit mit in die "We were here"-Reihe, lohnt sich aber auf keiner Ebene. Die anderen Titel sind einfach besser.
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.