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We wanted to release the first commercial We Were Here title before all the excitement had faded away. So we got quite a bit of streamer coverage of We Were Here, and we had loads of people playing the game because it was free. It’s great fun to watch people banter as they try to solve puzzles, or see how people react when they realize they’re trapped with the jester while their partner is oblivious to the danger. #We were here together platforms plusOne advantage of our games is that they’re attractive to streamers in a similar way to today’s hit Among Us they’re social experiences with moments of tension and excitement, plus a healthy dose of humour. This rapid development process was important because we wanted to build on the hype generated by people playing We Were Here. We made sure to release our first commercial title within a year - a lot of work! That company has experience working with indie studios and making the most of tight budgets, and by taking some of the weight off our own shoulders, it allowed us to focus more on our game. Apart from paying studio rental and some other basics, we invested in a marketing partner close to the release of We Were Here Too. #We were here together platforms freeWe secured an investment after releasing We Were Here, because as a free game it obviously wasn’t earning us anything, and we needed something to get us started as a real studio so we could work on We Were Here Too. ![]() When people liked it (over 5 million of them to date in fact), we felt there might be an audience there, and decided to try releasing a commercial version. #We were here together platforms for freeWe couldn’t release a school project commercially, so we released it for free to see what people thought. But it’s essential to the next thing we want to discuss… The short version is that We Were Here Too did well enough to justify another sequel, which was We Were Here Together! That would be released a year and a half later - these are short cycles for building games and it took a lot of work and planning. ![]() Let’s just say that releasing a game aiming to make money is a very different business to putting out a free game! We did some things right and some things wrong, and we’ll get into the details later. ![]() We released it in 2018, almost exactly a year after we published We Were Here on Steam. It all started with We Were Here Too, the sequel to We Were Here and our first commercial title. How did we evolve from a group of game students to being a successful, sustainable company with a Rotterdam office and 21 full-time staff? #We were here together platforms fullWe often hear people referring to us as ‘that student group’, when we’ve actually been running a professional indie studio for more than four years now - we definitely aren’t students anymore! It’s a big jump to go into indie game development full time, and we thought that people might be interested in our experiences. The three games of the We Were Here series have been downloaded and played by over 5 million people so far.Ī screenshot from the original We Were Here. The response was so positive that we decided to form a company and develop a sequel. We released it on Steam for free, and it was a hit. We’re the developers behind the three We Were Here games, originally released on Steam and now also available on Xbox One and PlayStation.Ī little history: Total Mayhem Games started out as a team of game dev students at the Dutch University of Applied Sciences, working on a co-op puzzle adventure project that would become We Were Here. The end of the year is a good time for reflection, and as a team we’ve had a lot to reflect on over the last five years here at Total Mayhem Games. ![]() The start of a series: the We Were Here Series Student Team to Successful Indie Dev ![]()
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