NORČEK INDUSTRIES // FACILITY 04 · ANTARCTIC DIVISION // CLEARANCE: EXPLORER
We Were Here Tomorrow
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Patch 1.1.2: every fix, chapter by chapter

Quick answer

Patch 1.1.2 (23 October 2026) is the first patch since launch. It clears the checkpoint black screen, the world that failed to load, voice chat dying with the Vivox servers, the vanishing walkie-talkie and inventory items stuck after an emote — then repairs rooms in Chapters 1, 2, 3, 4, 5 and 7.

SEC. 00Version 1.1.2

Patch 1.1.2 landed on 23 October 2026, three days after launch, and it is the first patch Total Mayhem Games has published notes for. It is not a balance patch. Almost everything in it is a softlock, a black screen or a door that would not open — the class of bug that strands a pair mid-puzzle and makes them blame each other.

Facility systems room

Pairs with: Walkthrough hub · Puzzle mechanics

The two fixes worth updating for

The checkpoint black screen. Reloading a checkpoint could leave both players staring at black with no way out — the session was alive, the game simply never finished loading. If you lost an evening to that, it was the game, not your connection.

The world that would not load. Parts of the facility could fail to stream in, and the community workaround was reinstalling the whole thing. The notes are explicit that the bug is fixed, which means the reinstall advice on old forum threads is now obsolete.

What else changed globally

  • Voice chat now reconnects if the Vivox servers drop while you are playing, instead of staying dead for the rest of the session.
  • The walkie-talkie can no longer "take a break and disappear".
  • Inventory items are no longer blocked forever after an emote or an interaction — the bug where a carried item became unusable until a restart.
  • Shader compilation at startup is quicker and lighter. No new warm-up is needed because of this patch.
  • DX11 was added as a launch option for hardware that struggles on the default renderer.

Chapter by chapter

The notes name chapters rather than rooms, which makes them unusually useful: this is the first official document that numbers the campaign at all. Reading the repairs against our sector pages gives the mapping below.

ChapterWhat 1.1.2 repairsOur page
1wrong character visuals after dying in the arctic; the double doors that refused to open on a high-latency connectionSector 1 · Norček Facility
2the battery pickup is easier to seat in the pull-bar slot; the pull-bars door no longer fails at high latency; fuses in Daphne's Lab no longer vanish when the puzzle failsSector 2 · Cargo Elevator
3the character no longer goes jittery or sticks while walking the red magnetic spiral floorSector 3 · Gravitonics
4respawn points added inside the two elevators that lead to the server room puzzle; the data-tape pickup flow now stops you reaching the elevator without itSector 4 · R&D Headquarters
5the vent softlock where a hook player could zip into areas meant for the goop player; a floor hole that dropped you into blinding white light; the final plant pot breaking when the wrong plants went in with the right coloursSector 5 · Temporal Research Centre
6no fixes listed — the notes step from 5 to 7inside Sector 6 · Rift Zero
7the push block with ears getting stuck, swallowing players mid-interaction and refusing to dance; players locked inside a door of a previously visited test roomSector 6 · Rift Zero

What the repairs tell you about the late chapters

Three things are visible between the lines, and all three are useful if you are heading into the second half.

Chapter 5's vents are role-gated. The patch stops the hook player from quick-zipping through vents into areas "only meant for the goop block player". So the vent network is not a shortcut for whoever has the grappling tool — it is split by role on purpose, and a pair that treated it as a shortcut was breaking the intended order of the room.

Chapter 7 has a test-room sequence. "A previously visited test room door" and a push block that "should" dance both point at a finale stretch built out of test chambers rather than facility corridors. Our Rift Zero page covers that stretch as the last movement of the sector.

Chapter 2 has a named lab. Daphne's Lab is the only room named in the whole patch, and the fuse bug attached to it confirms the room is a puzzle-failure state rather than a corridor: fuses appeared, a puzzle failed, fuses disappeared.

If you were stuck before the patch

Reload the checkpoint rather than restarting the chapter. Every fix above is a state bug, and a state bug is cleared by a fresh load on the patched build — including the two that used to require quitting out entirely.

If a room still will not move after a reload, it is a puzzle problem, not a patch problem. Run the five-step rescue: stop touching things, re-describe the room instead of the puzzle, swap who is describing, fire your tool at something, then walk back one checkpoint.

Version history

DateBuildWhat it was
2026-10-201.0launch build, 37 achievements, $17.99 for the first two weeks
2026-10-231.1.2this page — softlocks, voice chat, shader warm-up, DX11 option

The public announcement feed jumps from launch straight to 1.1.2. If 1.1.0 or 1.1.1 shipped, they did so without notes; treat 1.1.2 as the first patched build you can read about.

Next: back to the walkthrough hub, or the sector page for whichever room you are standing in.