We Were Here Tomorrow Beginner Tips for Your First Session
First-session tips for We Were Here Tomorrow: microphone checks, how to describe what you see, puzzle leadership, hint order and how long to play.

Table of Contents
The short answer: before your first puzzle, make sure both microphones actually work and both of you are on headsets; inside a puzzle, say out loud what is on your screen instead of assuming your partner can see any of it. We Were Here Tomorrow is built so that the two of you never share a view — the official Steam page describes asymmetrical co-op where the pair is "often separated" and relies "solely on your walkie-talkies," with each player holding a different high-tech tool. Skill at puzzles matters less than the quality of your describing.
Your first session at a glance
| Moment | What to do | Why it matters |
|---|---|---|
| Before you launch | Both players on a working microphone, headsets on, connection stable | The Steam page labels the game co-op only and lists a working PC-compatible microphone for both players |
| Before puzzle one | Two-way audio check, agree on names for symbols and objects, pick who leads the first puzzle | Debugging sound mid-puzzle is the most common way an opening night stalls |
| Inside a puzzle | Describe, read symbols one character at a time, repeat instructions back before acting | Most mistakes are transmission errors, not logic errors |
| When stuck | Re-describe both screens, change one variable, then take a hint | Full solutions end the puzzle; hints keep it yours |
| End of night | Plan around two to three hours with a break in the middle | Long sessions blur exactly the attention these puzzles need |
What the game asks of two beginners
The Steam store page is unusually explicit about prerequisites, so there is little to guess:
- Two players, no solo option. The page states the game is co-op only and requires an internet connection.
- A microphone each. A working PC-compatible microphone appears in both the minimum and recommended system requirements, and the store note asks for one from each player.
- Different views, different tools. No two Explorers see the facility the same way, and each role gets its own piece of equipment to use creatively.
- A long ride. Total Mayhem Games' 2026-09-20 announcement puts the game at "around 15 hours of content," its biggest entry so far.
- Platforms. The same announcement lists Steam, PlayStation 5 and Xbox Series X|S, with crossplay between them, so a PC-and-console pair is a supported setup.
If you want a spoiler-light preview of the tone and the kind of communication the puzzles demand, the release-date trailer linked from that announcement (youtu.be/JaB-nrBJFYo) shows the retro-futuristic facility, the new tools and the characters without walking through solutions.
Language is worth sorting out early too. The Steam page lists 16 supported languages and marks full audio for a subset of them, so a pair who prefers to play in different languages can check the table before the first session rather than mid-puzzle.
Talking so the puzzles actually get solved
The fan guide at wewereheretomorrow.wiki (last updated 2026-09-26) makes the same argument this page does — that procedure beats cleverness — and the habits below follow that community advice, reworded and organized for use at the table.
| Habit | What it sounds like | Why it helps |
|---|---|---|
| Describe before interpreting | "Four dials, each with a symbol above it, and a lever on the left" | Your partner can only work with what you say, not what you assume it means |
| Spell symbols phonetically | "B as in Bravo, then four, then seven" | Similar-sounding letters and compressed voice audio corrupt more answers than hard puzzles do |
| Read numbers digit by digit | "Four — seven — two," not "four hundred seventy-two" | Fewer misheard digits, fewer wrong dial settings |
| Repeat instructions back | "Setting circle, triangle, square — confirm?" | The acting player confirms before touching anything |
| One director per puzzle | Decide who calls the shots, then swap roles next puzzle | Two people directing creates cross-talk; nobody directing creates drift |
A related discipline the community guide stresses: don't watch your partner's stream, screenshots or shoulder. The information gap is the game. The same applies to reading a walkthrough aloud while your partner is still exploring — you remove the only thing the two of you were supposed to do together.
Pacing, breaks and how long to play
There is no official session-length recommendation on the Steam page, so treat this as player experience rather than a rule. The fan guide suggests roughly two to three hours for a first sitting with a pause in the middle, and a break about every 90 minutes for longer runs. Against the studio's own "around 15 hours" figure, that means Tomorrow is a multi-evening game, not a single-night one — plan the first session as a taste of the loop rather than a push for progress.
When you are stuck: an order to try
The community guide recommends hints before answers, and that ordering is easy to follow:
- Re-describe from scratch. Both players narrate their own room again, slowly, including things you dismissed as decoration.
- Re-check the specific values. Symbols, colours and digits, read one character at a time, in the order the other player needs them.
- Change one variable. Reset or adjust a single element, watch what happens, and report the result before touching anything else.
- Take a hint, not a solution. One player reads a nudge while the other keeps their hands off the controls, so the solving stays shared.
- Open a full walkthrough last. Our walkthrough hub is there for the step you genuinely cannot recover, not for the first wall you hit.
If something breaks technically
Total Mayhem's launch post on 2026-10-20 asks players to check the studio's support page and Known Issues page before filing a report, and offers the website and Discord as reporting routes. That is the first place to look for connection or audio problems.
One older, clearly bounded note: the demo's 2026-04-10 patch notes (version 0.9.1) list a DX11 Safe Mode launch option added on Steam to work around AMD-related crashes during the demo period, along with VSync being disabled by default. That was demo-build guidance; the full release's own support pages are the place to confirm whether it still applies.
Next steps
- Two-player co-op setup — invites, platform pairing and the checklist to finish before puzzle one.
- Roles explained — why your partner's tool behaves differently from yours, which changes how you describe results.
- Walkthrough — keep it bookmarked for step five of the stuck order, not step one.
FAQ
What are the best beginner tips for We Were Here Tomorrow?
Get both microphones working and both players on headsets first, agree who directs each puzzle, and describe your screen out loud in detail. Read symbols and digits one character at a time, repeat instructions back before acting, and treat a disagreement as a signal to re-describe rather than to argue.
Do both players need a microphone?
Yes. The official Steam page marks the game as co-op only, requires an internet connection, and lists a working PC-compatible microphone in both the minimum and recommended system requirements, with a store note asking for one from each player.
How long should our first session be?
Player experience, not official guidance: the community guide at wewereheretomorrow.wiki suggests about two to three hours with a break in the middle. Since Total Mayhem describes the game as around 15 hours of content, expect to spread it over several evenings.
Should beginners use a walkthrough on their first run?
Use it last. The community advice is to re-survey, test one change and take a hint before reaching for full answers, with one player reading and the other staying off the controls so the puzzle still belongs to both of you.
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