NORČEK INDUSTRIES // FACILITY 04 · ANTARCTIC DIVISION // CLEARANCE: EXPLORER
We Were Here Tomorrow
EN

Checkpoints, reloads and what a rewind costs

Quick answer

Progress saves automatically, and most puzzles write a checkpoint once finished and you enter the next room. Lost one? The host opens the main menu, chooses change, starts a new journey and reselects the last checkpoint - greyed-out checkpoints mean the wrong player is hosting.

SEC. 00Continuity

Progress in We Were Here Tomorrow is saved automatically, and a checkpoint is written when a puzzle is finished and the pair walks into the next room. There is no save-slot screen to manage — but there is a manual checkpoint reselect, and it is the tool that rescues a lost or softlocked session: the host opens the main menu, chooses change, starts a new journey and picks the last checkpoint. If the checkpoints are greyed out, the wrong person is hosting.

That is the developer's own wording, not ours, and the rest of this page is what it means in practice: when the game actually saves, what a rewind costs in each chapter, and which failures are repaired by a reload rather than by a restart.

Facility instrument panel with a read-out

Official screenshot, Total Mayhem Games.

Pairs with: Walkthrough hub · Puzzle mechanics · Patch 1.1.2 notes

The four sentences that answer it

You want to knowAnswer
Does the game save on its own?Yes. Progress is automatically saved; most puzzles checkpoint once the whole puzzle is done and you enter the next room
Can I save whenever I like?No. There is no manual save, but there is a manual checkpoint reselect from the main menu
Who does the reselect?The host. If the checkpoint list will not respond, the host is the wrong one — swap hosts and try again
Is reloading risky?No. It is the official recovery route, quoted at the top of the studio's known-issues page

How to reselect a checkpoint

The path is short and the studio publishes it verbatim, because losing an evening to a checkpoint is more common than any puzzle. The host does it:

  1. Return to the main menu.
  2. Under your journey, select change.
  3. Choose Start New Journey.
  4. Select the last checkpoint you both recognise.

Two rules sit behind those four steps, and both explain most reports of "the list is broken":

  • The host must be the one doing it. If the checkpoints are unclickable, the studio's own answer is that the wrong player is hosting — swap hosts and repeat the list.
  • Both players then load that checkpoint. It is a reselect, not a fork: you resume the same run, with every achievement you have already unlocked intact.

What actually loses progress

The developer names two causes, and neither of them is a puzzle: closing the game incorrectly, or losing power or internet while you were in the middle of a puzzle. Everything else that looks like lost progress is usually one of these:

What you sawWhat happenedWhat to do
You finished a puzzle and the next room still shows the old statethe checkpoint is written on entering the next room, not on the last interaction of the puzzlewalk through the door before assuming anything saved
Both of you black-screened while loading a checkpointthe pre-1.1.2 checkpoint load bugupdate to 1.1.2, then reselect the checkpoint
One of you is in a room the other has not reachedthe pair desynchronised, the save did notboth reselect the same checkpoint and re-enter together
The checkpoint list is greyed outthe non-hosting player is trying to use itswap hosts
An item or the empty-hand icon vanished from your inventorya known inventory display bugreload the checkpoint — the studio's listed workaround

Checkpoints are not the achievement list

This is where most guides go wrong, ours included until we checked the support pages. The game has 37 achievements and they double as a progression spine — sector pages here use them as milestones — but the checkpoint count is not the achievement count. The two overlap without being the same list, and the studio names checkpoints by room function rather than by trophy: the known-issues page refers to a "Routing Power" checkpoint that appears nowhere in the achievement list.

Practical consequence: an achievement firing proves you passed a milestone, not that the game wrote a checkpoint. If you have to leave, finish the room and walk into the next one before you close the game. That single habit prevents almost every progress complaint in the game.

What a rewind costs, chapter by chapter

Reloads land on a completed puzzle, so the cost of a rewind is the room you were in plus anything you had done since the checkpoint. Our own run times, so you can see why a rewind beats a restart:

ChapterFull runReselect lands you atWhat you repeat
Norček Facility1.5–2 hthe last completed puzzle, often before the access card or the prototypeone physical task: print the card, or fetch the prototype
Cargo Elevator2–2.5 hbefore the elevator, the terminus or the magnetsthe sub-system you were mid-way through, in sequence
Gravitonics1–1.5 hbefore the gate, the staircases or the acceleratorone room of role-swapping
R&D Headquarters2.5–3 hbefore the second floor, the power restore or the upgradethe server room; 1.1.2 added respawn points inside the two elevators that lead to it
Temporal Research Centre3–3.5 hbefore the arrival, the power restore, the site or the bulbthe longest rewind in the game, especially in the final pot sequence
Beyond the Rift2–2.5 h, shared with the finalebefore the crossing or the first contactthe stretch of test rooms between them
Rift Zerothe same runbefore the outpost, the Theta Splice repair or the project completionone room — and the ending verb is not stored as a choice, so the other ending stays available

Reload first: the failures the studio tells you to rewind

Two documents overlap here — the 1.1.2 patch notes, which fix things, and the known-issues list, which tells you to reload around the rest. Read together they form a repair table nobody else keeps in one place.

SymptomSourceFirst move
Exited the elevator before the doors locked (high ping)known issues, still openreload from the last checkpoint, then ride it again without stepping out early
Jumped onto certain plants in Chapter 6 and got stuck in collisionknown issues, still openit should trigger a respawn; if it does not, reselect the checkpoint
A movable object pushed you through the terrainknown issues, still openreselect the checkpoint; do not push from that angle again
Empty-hand icon disappearedknown issues, still openreload the checkpoint
Black screen while a checkpoint loadedfixed in 1.1.2update, then reselect
Fuses gone in Daphne's Lab after a failed puzzlefixed in 1.1.2on the patched build they stay; on an older build, reselect
Final plant pot broke with the right coloursfixed in 1.1.2update, then reselect the pot sequence
Push block with ears refused to move, or a door locked behind youfixed in 1.1.2reload; if it repeats on the patched build, it is a puzzle problem
An achievement in the Routing Power checkpoint never appearedknown issues, still openthe studio acknowledges it; nothing you can do in the room fixes an award that failed

The pattern is the useful part: almost every save-shaped problem in this game is a state problem, and a state problem clears on a fresh load. That is why both official documents end up saying the same sentence in different words.

When it is not a save problem

Reloading is cheap but not free, so check for the puzzle failure first. Three signs say the game is fine and the room is not:

  • Inputs produce sound but no state change, in a room where the same action worked a minute ago — that is the desync case; reload as a pair.
  • A checkpoint fires twice, or an achievement appears that your partner did not get — also desync.
  • Nothing responds anywhere, including the menu — that is a client problem, not a checkpoint problem.

If none of those fit, the room simply is not solved, and the five-step rescue costs less than a rewind.

What this page could not confirm

Three things are still outside the public record, and we would rather mark them than guess: whether a partially solved room is preserved inside a checkpoint, whether a mid-puzzle quit and a rewind land on exactly the same state, and whether collectibles survive a reselect. The studio documents the reselect route but not the internals. If you can show a case that contradicts the table above, the contact page takes corrections.

Does We Were Here Tomorrow autosave?

Yes. The studio's support article says progress is automatically saved, and most puzzles write a checkpoint once the puzzle is complete and the pair has entered the next room. There is no save button to press and nothing to remember to do.

How do I reload a checkpoint?

The host goes to the main menu, selects change under the journey, chooses Start New Journey and picks the last checkpoint both players recognise. If the list will not respond, the wrong player is hosting — swap hosts and repeat the steps.

Why are my checkpoints greyed out?

Almost always because the player who is not hosting is trying to select them. The checkpoint list belongs to the host, and the studio's own fix is to swap who hosts the session.

Do I lose achievements if I reselect a checkpoint?

No. A reselect resumes the same run, and achievements already unlocked stay on the profile. Only the room state is restored, so the trophy list is the safe record of what you have actually completed.

Is it safe to quit in the middle of a puzzle?

Not ideal, and the studio names it as a cause of lost progress: closing the game incorrectly, or losing power or internet mid-puzzle. Finish the room, walk into the next one, and then close the game if you have to stop.