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"We Were Here: Tomorrow" TGS Demo Report: You Describe, I Guess

Thanks for the invitation. We were on-site at Tokyo Game Show 2026, where we got to try out the latest entry in the "We Were Here" series—We Were Here Tomorrow.

《我们曾到此:明日遗踪》TGS试玩报告:你说我猜

On the page for the series' short spin-off, We Were Here Expeditions: The Friendship, the developer Total Mayhem Games summarized the game's core content as follows:

"Communication, cooperation, and trust."

These words fit almost any game centered on cooperative gameplay. However, among multiplayer co-op games, few titles interpret these concepts as effectively as the "We Were Here" series.

《我们曾到此:明日遗踪》TGS试玩报告:你说我猜

Since the series' debut in 2017, although the themes, stories, and specific content have changed significantly, the core gameplay design supporting the "We Were Here" series has always been the walkie-talkies held by the two players.

In our understanding, most two-player games design their cooperative mechanics based on the premise of "equal information access." Players see the same mechanisms, find the same clues, exchange strategies based on equal information, and cooperate to clear levels—this is the most common way co-op games operate.

But the "We Were Here" series does the opposite.

It doesn't follow the premise of "equal information access." In fact, its core gameplay is built precisely on "asymmetric information access."

In the first game of the series, players were divided into two different roles: "Explorer" and "Librarian." The "Explorer" faced various puzzles within the castle, while the clues needed to solve these puzzles were scattered in the small room where the "Librarian" was located. The "Explorer" and "Librarian" were in separate locations, unable to see what was in front of the other, so all information had to be transmitted via the walkie-talkies held by the characters.

《我们曾到此:明日遗踪》TGS试玩报告:你说我猜

This mode established the foundational gameplay for the entire series: having both players cooperate through verbal communication under conditions of information asymmetry.

For example, Player A faces a row of buttons that need to be pressed in the correct order, while Player B cannot see these buttons and only holds a paper with various symbols. A must describe what they see, and B must find the corresponding relationships based on their information. Both sides constantly confirm and correct until they finally complete the deduction.

Its format isn't "two people cooperating to solve one puzzle," but rather each person holding half of the puzzle. They must strive to understand what the other half looks like through communication, eventually piecing together the answer like a jigsaw puzzle.

Consequently, this series has the most unique requirement for two-player co-op games: players should ideally not see each other's screens. The gameplay only works if neither player reveals their half of the puzzle to the other.

《我们曾到此:明日遗踪》TGS试玩报告:你说我猜

So during this demo, the staff deliberately separated me and my colleague, placing us in front of two devices where we couldn't see each other's screens before letting us start the game. As a two-player game that discourages playing together on the living room sofa, this is certainly one of the series' quirks.

The game we demoed this time, We Were Here Tomorrow, is the sixth entry in the series. In the previous five titles, aside from the short spin-off We Were Here Expeditions: The Friendship, the mainline games all revolved around an abandoned castle. We Were Here Tomorrow marks the first time the setting moves away from the castle to a mysterious experimental facility.

《我们曾到此:明日遗踪》TGS试玩报告:你说我猜

The change in setting directly leads to changes in puzzle design.

Compared to previous entries, this installment introduces more high-tech mechanisms and facilities, with many puzzles revolving around the unique functions of these devices. One level we experienced during the demo exemplified this: my colleague was shrunk by a shrink ray, allowing him to squeeze into a small room with no normal entrance and retrieve an item needed for the mission from inside.

《我们曾到此:明日遗踪》TGS试玩报告:你说我猜

In this level, we solved a very iconic puzzle that embodies the characteristics of the "We Were Here" series.

The shrunken colleague entered an experimental box containing electronic components and circuit boards. The box walls were made of frosted glass with very poor visibility, so I, standing outside, had no idea what was happening inside. The only things I could see were a sheet of paper stating that components must match sockets, and a screen nearby displaying symbol combinations.

Both the components and sockets were located in the box where my colleague was. Since he couldn't see the hints on my side, I had to use language to let him know where the components should be plugged in, leading to the following conversation:

"Do you see a pattern with two antennae on its butt?"

"I see it, it's a button that can be lifted."

"Plug it into a socket with a triangle, a Y, and a star."

"There's no socket that meets this condition."

"If it's about circuits, then maybe the upstream and downstream socket symbols need to match this sequence."

"OK, done."

《我们曾到此:明日遗踪》TGS试玩报告:你说我猜

To advance the process, players must constantly engage in dialogues like the one above. Because both sides see different things, these conversations differ from daily interactions—players must not only understand the answer themselves but also find ways to ensure their partner accurately understands the answer they have found.

For instance, in a puzzle requiring a colleague to move cups to load ingredients, I habitually asked him to move the cup to the left output slot, and he immediately replied, "Where is left?"

Thus, the subsequent explanation quickly turned into, "From your current position, push forward one grid."

The most direct problem caused by information asymmetry is how to effectively transmit that information. During this process, players cannot rely on context established in daily life; they must improvise based on their current situation.

In a sense, in the "We Were Here" series, finding the solution to a puzzle isn't particularly difficult; the developers often place the solution right in front of the players. The real challenge lies in how players can make their partners understand exactly what needs to be done.

《我们曾到此:明日遗踪》TGS试玩报告:你说我猜

In co-op games like It Takes Two, verbal communication helps players cooperate more smoothly, but it isn't strictly necessary. Since both players can see the same level and puzzle information, they can clear difficult stages without saying a word, provided they both understand the information and complete the reasoning. In these types of gameplay, communication primarily serves to coordinate actions and enhance fun.

The "We Were Here" series is different.

To solve the puzzle, finding the answer is actually the easiest part. However, if players don't speak, Everythinggj gets stuck. The truly difficult part is communicating what each player has learned after finding the answer, reasoning together, and completing the actions.

Therefore, rather than puzzle-solving or deduction, "completing communication and reaching consensus" is more akin to the core gameplay of this title.

In most co-op games, "communication" is a means to solve puzzles, whereas in "We Were Here," "communication" is the puzzle itself.

《我们曾到此:明日遗踪》TGS试玩报告:你说我猜

Judging from the game trailers and other information released by the developers so far, it seems they are preparing to further expand this design in We Were Here Tomorrow.

This sequel not only changes the setting but also introduces new tools.

In previous "We Were Here" titles, the walkie-talkie was the player's only tool. But in We Were Here Tomorrow, players have access to a richer array of items, such as pistols and ropes. This means puzzle designs will become more diverse, and the task of "making your partner understand what they should do" will consequently become more complex.

Unfortunately, due to limited demo time, we didn't progress far enough to unlock the new tools. Therefore, we'll have to wait until the full game is released to observe this aspect further.

Fortunately, the game launches on October 20th, so the opportunity to ruin friendships with colleagues is just around the corner.