We Were Here Tomorrow known issues, triaged
The official known-issues list was re-edited on 27 October 2026, four days after patch 1.1.2, and no entry on it is marked fixed: 22 entries, five of which can stop a session. A launch black screen is not the checkpoint black screen - the first is media packs, driver or file integrity, the second was fixed in 1.1.2. Softlocks anywhere are cleared by the host reloading the last checkpoint.
Total Mayhem Games keeps one support article for this game, and it was rewritten on 27 October 2026 — four days after patch 1.1.2 — so it is the freshest official statement on what is still broken. It sorts 22 entries under six labels, opens by telling softlocked pairs to reload their last checkpoint, and marks every single entry as waiting for an upcoming patch. Nothing on it is ticked off.
That list is the source. It never says which of the 22 can end your evening, which four are deliberate, or which three resemble bugs the patch already closed. That sorting is below. Checked 1 November 2026 against that article and the 1.1.2 notes; nothing here comes from reviews or forums.

Official screenshot, Total Mayhem Games.
Pairs with: Checkpoints and reloads · Patch 1.1.3 notes · Puzzle mechanics
What 1.1.3 closed after this article was written
The article was last edited on 27 October, three days before 1.1.3. The 30 October notes close the empty-hand icon entry outright ("the Empty Hands inventory item could disappear at certain progression points") and fix "random meshes disappearing for some players" — the same class as the missing-walls entry, without promising the fall-through variant is gone. Two repairs there are not on the list at all: a wrong resume percentage, and an interaction lock after frame-perfect item switching. Routing Power is still open: the notes never mention it.
Which of the five failures is yours
| What you are looking at | What it actually is | Do this |
|---|---|---|
| Black screen at launch, the menu never appears | a start-up failure, not a game-state failure: media packs, GPU, corrupt files | verify Steam file integrity, then the GPU driver, then cap FPS at 60 |
| Black screen after you press load on a checkpoint | the pre-1.1.2 checkpoint load bug: the session is alive, the world never streams in | update to 1.1.2, then have the host reselect the checkpoint |
| Screen goes white, or you drop through the floor mid-chapter | streaming or collision failure; the Chapter 5 floor hole was repaired in 1.1.2 | reload the last checkpoint; if it repeats in the same spot, verify files before anything drastic |
| You are inside geometry — a plant, a lift, a pushed crate | collision bug; five entries in the list can do this | reload from the last checkpoint, then approach the same object from a different angle |
| The room will not open and nothing is glitching | usually a puzzle, not a bug | run the five-step rescue, then check the feature-not-bug list further down |
Two numbers frame the list: five of the 22 entries can stop a session, one can cost you an unlock, and the other sixteen cost you a retry at most. Only the first and third rows above are things a reinstall could change.
Start-up: the black screen that is not the checkpoint bug
The launch black screen gets a paragraph of its own and four suspects: Windows Media Packs not installed, a GPU below what the game expects, broken game files, and — for some players — an uncapped frame rate. The article points to a separate support page for the full checklist and mentions that capping FPS at 60 helped some players.
It is the most misdiagnosed entry of the 22. Patch 1.1.2 fixed a checkpoint load black screen and nothing for this one, and from the chair they feel identical. If the menu never appears, you are in the start-up bucket and reloading your save cannot help.
General
| What you may see | What the studio says | What it means in practice |
|---|---|---|
| Odd lighting in a few rooms | general lighting issues in a few areas | cosmetic; do not re-enter the room hunting for a hidden light puzzle |
| Walking through decorative props | some decorative objects have no collision | harmless, and it never blocks a route the game intends |
| An achievement did not unlock at a power-restore checkpoint | under rare circumstances an achievement tied to the Routing Power checkpoint is not awarded properly | the only entry on this list that touches progress rather than presentation — see the section below |
Visual bugs
| What you may see | What the studio says | What to do |
|---|---|---|
| Walls or the scene missing, or you fall through the ground | verify integrity, update drivers; if that fails, delete the game folder in D:/SteamLibrary/steamapps/common/We Were Here Tomorrow and reinstall | work down the ladder two sections below before the reinstall step |
| The empty-hand icon vanishes from your inventory | a known display bug | reload the checkpoint — the article's own workaround |
| Your partner disappears behind certain effects | partners can be invisible through certain VFX | cosmetic; ask them to step clear rather than assuming they quit |
| The torso twists too far when you turn the camera | a known animation bug | cosmetic |
| Props not rendering, or rendering then reappearing | known decorative-object bug | cosmetic |
Sound and voice
| What you may see | What the studio says | What to do |
|---|---|---|
| Some sounds or voice lines are too quiet | the volume of certain effects and lines may be too low | raise master volume; the mix is at fault, not your headset |
| Your microphone is forgotten between sessions | audio input settings are not always saved when you leave the menu | re-pick the device at the start of every session, before the first puzzle |
| Voice lines with no subtitles | some lines have missing on-screen subtitles | nothing to do; it is a localisation gap, not a missing trigger |
| Subtitles out of step with the audio | timing mismatches, worst when subtitles and spoken language differ | set both to the same language in the options |
Gameplay
| What you may see | What the studio says | What to do |
|---|---|---|
| Climbing that refuses to work in one spot | climbing may be inconsistent but should never block progression | try another side of the platform, block or terrain — this is the closest thing to a promise in the article |
| Stuck after jumping on plants in Chapter 6 | it should trigger a respawn | if it does not, reload the last checkpoint; the pots are not a platform |
| One player leaves a lift too early and the pair desyncs | players with higher than usual ping can exit before the doors lock | reload, then ride again without stepping out early |
| Jumping inside a moving lift breaks something | a known issue with jumping in certain lifts while in motion | stay still for the ride |
| Pushing a movable object puts you through the terrain | a known clipping bug with certain pushes | reload; push from the face you did not use last time |
Feature, not bug: the four false alarms
This half of the article is the part nobody quotes, and it settles more arguments than the bug list does.
- Every challenge has more than one solution. The article states that you can reach a platform with your tools, by climbing and jumping, or by solving a smaller challenge that builds you a platform. If your partner found a route you did not, that is the design.
- Temporal anomalies need you to stand in front of them. Proximity alone is not enough, which is the whole "cannot interact" complaint in one line.
- A goop-block stack you cannot climb is usually a spacing problem. With no gap between you and the side you are trying, the opposite side will work.
- Walkie-talkies only appear when you are out of earshot. So "my walkie-talkie disappeared" is normally the opposite of bad news: it means you are standing next to each other. Real walkie-talkie loss was a 1.1.2 fix — the voice chat page covers that failure.
Where 1.1.2 and this list look alike, and where they do not
Four entries read like things the patch already fixed. Side by side, only one is plausibly the same bug — and even that one was left on the list.
| Known-issues entry | The 1.1.2 fix that sounds similar | Verdict |
|---|---|---|
| The empty-hand icon may disappear from your inventory | inventory items no longer stay blocked after an emote or an interaction | different bugs. The patch closed items that became unusable; the list still describes an icon that disappears, and still recommends a reload |
| Audio input settings are not always saved | voice chat now reconnects when the Vivox servers drop | different bugs. A dead session versus a forgotten microphone device |
| The walkie-talkie can vanish | the walkie-talkie could "take a break and disappear" | same object, opposite symptom. Vanishing while you stand together was never a bug — that is the proximity rule above |
| The scene or walls may not load | parts of the world failed to stream in, and reinstalling used to be the workaround | probably the same bug, kept on the list. The one real contradiction — see below |
The two official documents disagree about reinstalling
The patch notes say the world-loading failure is fixed, and that the old advice to reinstall the whole game is obsolete. The known-issues article, edited four days later, still ends that entry with delete the folder and reinstall. Both are first-party, and they were never reconciled.
Our reading, ours rather than theirs: take the patch notes as the faster document and the article as the slower one, then work the fixes in cost order.
- Verify Steam file integrity. Minutes, and it is the first step in both documents.
- Update the GPU driver. The article's second step.
- Try the DX11 launch option. Added by 1.1.2 for hardware that struggles on the default renderer, and the known-issues article never mentions it. The cheapest untried fix on this page.
- Cap the frame rate at 60. The article's own stopgap for the start-up black screen.
- Delete the folder and reinstall. Last, not first: it costs a 25 GB download, and on the patch notes' evidence it is no longer the cure for a streaming failure.
Chapter 6 shipped with no listed repairs
The gameplay section names Chapter 6 as the place where jumping onto certain plants traps you in collision. Patch 1.1.2 lists repairs for Chapters 1, 2, 3, 4, 5 and 7 and has no Chapter 6 entry at all. So the chapter between the Temporal Research Centre and the finale is officially numbered, officially contains a collision bug, and got nothing in the first patch.
One wrinkle if you map chapters to rooms: the patch puts a final plant pot repair in Chapter 5 while the list puts plant collisions in Chapter 6, so the planting sequence sits across the boundary. Our mapping is content-based and unpublished: Chapter 5 is the Temporal Research Centre, and what follows belongs to the front of Rift Zero.
The one entry that can cost you an unlock
Everything else on the list is a nuisance you recover from. This one either fires or it does not, and the article admits it can fail.
Two things are worth separating. The article names a checkpoint, not an achievement — Routing Power appears in no achievement name. The game has two restore-power milestones: Turn It Off And On Again (power restored at R&D Headquarters) and Knowledge Transfer (power restored at the Temporal Research Centre). Which of the two that checkpoint belongs to is our inference from the achievement spine, not a studio statement.
The studio publishes no workaround for this one. Ours: when a power-restore room completes, do not walk on until the toast appears — if it does not, the host reselects the checkpoint and you redo that restoration. The room is short and the rewind is one puzzle, so it is the cheapest second attempt you control.
If it is not on this list at all
Then it is a puzzle or an unreported bug, in that order. Reload the last checkpoint first (the reload page has the route and the per-chapter cost of a rewind), run the five-step rescue, and only then report it through the studio's support site. When you report, use the article's own format: chapter number, checkpoint name, your ping, and whether both players saw the same thing.
Frequently asked
Is the launch black screen the same bug as the checkpoint black screen?
No. They are separate entries. A launch black screen is a start-up failure — Windows Media Packs, GPU, corrupt files — answered by verifying Steam files, updating drivers and capping FPS at 60. A black screen when loading a checkpoint was fixed in patch 1.1.2 and is cleared by the host reselecting the checkpoint.
Did patch 1.1.2 fix anything on the known-issues list?
Not officially. The list was re-edited on 27 October 2026, four days after the patch, and no entry was removed or marked fixed. Three entries only look like 1.1.2 fixes; the closest real match is the scene or walls failing to load, which the patch notes call fixed while the article still recommends a reinstall.
Why did our walkie-talkies disappear when we stood next to each other?
That is the proximity rule, not a bug: you hear each other directly when close, and the walkie-talkies reappear on screen once you are out of hearing range. The bug 1.1.2 fixed was different — walkie-talkies that vanished and did not come back at any distance.
Can I still get the achievement if it did not unlock?
Reload the checkpoint and redo that power restoration. The studio confirms the Routing Power checkpoint achievement can fail to award under rare circumstances, so a second attempt on a fresh checkpoint load is the only thing you control. Do not finish the chapter first.
Do I have to reinstall the game if the walls did not load?
Not first. Verify the Steam files, update the GPU driver, try the DX11 launch option that 1.1.2 added, and cap FPS at 60. Delete and reinstall is the official article's last resort, and the patch notes already treat it as obsolete for this failure.
Next: the reload rules, the 1.1.2 repairs chapter by chapter, or the puzzle answer index.

