We Were Here Tomorrow Patch Notes: 1.1.2 Fixes Explained
We Were Here Tomorrow patch notes cover update 1.1.2, including softlock fixes, voice chat repairs, faster shaders, and chapter changes. See what changed.
Jump to
Latest verified facts — Checked October 23, 2026 against the official store listings: Steam
We Were Here Tomorrow was released on October 20, 2026.
Platforms: Steam, Windows.
What Do the We Were Here Tomorrow Patch Notes Change?
A black loading screen or broken puzzle can bring your session to a sudden stop, and the We Were Here Tomorrow patch notes address both in Patch 1.1.2. Released October 23, 2026, this update fixes checkpoint loading, voice chat recovery, disappearing items, and several chapter-specific softlocks. These We Were Here Tomorrow patch notes also bring lighter shader compilation and a DX11 launch option, making the update relevant before you even reach your next puzzle.
The changes cover problems across Chapters 1, 2, 3, 4, 5, and 7. Some involve clear technical failures, such as missing world geometry. Others affect interactions that could look like a puzzle mistake: a door refusing to open under high latency, a fuse vanishing after failure, or a plant combination breaking the final pot.
If one of those problems interrupted your run, check the matching section below before returning. Knowing which interaction changed helps you recognize the difference between a puzzle you still need to solve and a technical obstacle the patch addresses.
The We Were Here Tomorrow patch notes are especially useful for partners returning to a previously blocked section. Match the chapter and object involved, then focus your next attempt on that interaction.
Loading, Voice Chat, and Inventory Fixes
Several global changes target interruptions that can affect your session regardless of chapter. Checkpoint loading, world loading, communication, and inventory interactions all receive fixes.
Affected system
Previous problem
Patch 1.1.2 change
Checkpoint loading
Players could remain on a black screen
Fixes the loading issue
World loading
Parts of the environment could fail to appear correctly
Fixes incomplete world loading
Voice chat
Chat could stop working or fail to reconnect after Vivox downtime
Fixes the outage-related connection problem
Walkie-talkie
The device could disappear intermittently
Fixes its unexpected disappearance
Inventory
Emoting or interacting could leave items permanently blocked
Fixes the interaction-related item lock
The checkpoint fix addresses a particularly disruptive failure: loading into a black screen instead of returning to play. The world-loading change tackles a separate issue where sections of the environment failed to load correctly. Reinstalling had previously resolved that particular problem; Patch 1.1.2 includes a fix for it.
Voice chat receives a targeted repair tied to Vivox service interruptions. Previously, communication could fail during an outage and then fail to reconnect. That recovery behavior is now addressed, alongside the separate bug that sometimes made the walkie-talkie disappear.
Before resuming a communication-heavy puzzle, exchange a short message with your partner and check that you can hear each other. That gives you a clear starting point after an earlier voice interruption.
The inventory fix matters when an item appears unusable after an emote or another interaction. This patch addresses the condition that could leave those items blocked permanently.
For returning players, this part of the We Were Here Tomorrow patch notes covers several reasons a session could stop before either partner had made a puzzle error.
Shader Compilation and the New DX11 Option
Patch 1.1.2 also changes startup behavior and expands graphics compatibility. These updates sit alongside the gameplay fixes, but they address a different part of getting into a session.
Startup or graphics feature
Change in Patch 1.1.2
What to keep in mind
Shader compilation
Startup compilation is quicker and lighter
The compilation process has been improved
Shader warmup
No new warmup is needed for this patch
This update does not require another warmup
Graphics launch options
DX11 is now available
The added option expands compatibility
The shader change makes the compilation work at startup quicker and lighter. The update also explicitly requires no new shader warmup, which is useful to know before launching after installation.
DX11 is a separate addition. It gives players another graphics launch option intended to broaden compatibility. If graphics compatibility has been blocking your attempts to play, try the newly added DX11 option.
Keep the purpose of each change clear when troubleshooting. Shader compilation improvements concern startup work, while the DX11 option concerns compatibility. A checkpoint black screen and missing world sections have their own fixes elsewhere in the update.
These We Were Here Tomorrow patch notes therefore give you several distinct changes to check against an earlier problem, rather than treating every launch or loading interruption as the same issue.
Chapters 1–4: Doors, Fuses, Movement, and Elevators
The earlier chapter fixes cover visual errors, object placement, missing puzzle items, and movement problems. High-latency door interactions also receive attention in multiple locations.
Chapter
Location or interaction
Patch 1.1.2 change
Chapter 1
Death in the arctic
Fixes incorrect character visuals afterward
Chapter 1
Double doors
Fixes failure to open under high latency
Chapter 2
Battery and pull bar slot
Makes placing the battery easier
Chapters 2 and 4
Door operated by two pull bars
Fixes failure to open under high latency
Chapter 2
Daphne’s Lab
Fixes fuses disappearing after puzzle failure
Chapter 3
Red magnetic spiral floor
Fixes jittering and getting stuck
Chapter 4
Two elevators toward the server room puzzle
Adds respawn points
Chapter 4
Data tape pickup
Improves the pickup flow before the elevator
Chapter 1: Arctic Visuals and Double Doors
Dying in the arctic could leave the wrong character visuals active. Patch 1.1.2 corrects that visual-state issue.
The double-door fix addresses a separate problem tied to high latency. A door that failed to open could interrupt progress even while you were working through the intended interaction.
If that doorway previously blocked your session, revisit it after updating. Keep communicating with your partner about what each of you sees as you repeat the interaction.
Chapter 2: Battery Placement and Missing Fuses
Placing the battery pickup into the pull bar slot is now easier. This change concerns the placement interaction itself, so focus on positioning the battery in its intended slot when you return.
Daphne’s Lab receives a more substantial reliability fix. Fuses could disappear when the puzzle failed, leaving the next attempt disrupted by missing items. The patch addresses that disappearance.
The door involving two pull bars also receives a high-latency fix in both Chapters 2 and 4. When reviewing the We Were Here Tomorrow patch notes for a door problem, match the specific door to its chapter: the Chapter 1 double doors and the shared pull-bar issue are separate entries.
Chapters 3 and 4: Movement and Pickup Flow
Chapter 3’s red magnetic spiral floor could make the character jitter and become stuck. The fix targets movement across that surface, addressing a physical obstacle during the sequence.
In Chapter 4, respawn points have been added in the two elevators leading toward the server room puzzle. The data tape pickup flow has also been improved to address players heading to the elevator without collecting it.
Check for the data tape before moving toward the elevator. That keeps your attention on the exact handoff this change addresses, without turning the patch description into a puzzle solution.
Chapters 5–7: Softlocks and Push-Block Repairs
The later fixes concentrate on Chapter 5’s traversal and plant puzzle problems, followed by several issues involving Chapter 7’s push block with ears.
Chapter
Affected interaction
Patch 1.1.2 change
Chapter 5
Hook player traveling through vents
Fixes a softlock involving access to goop block player areas
Chapter 5
Hole in the floor
Fixes falling through, becoming stuck, and encountering intense white light
Chapter 5
Final plant pot
Fixes puzzle breakage from the wrong plant with the correct colors
Chapter 7
Push block with ears
Fixes the block becoming stuck while remaining interactive
Chapter 7
Player interacting with that block
Fixes players becoming trapped inside it
Chapter 7
Block animation
Fixes missing dance behavior
Chapter 7
Previously visited test room doorway
Fixes players becoming locked in
Chapter 5: Vent Routing, Floor Geometry, and Plants
The hook player could quick zip through vents into areas intended for the goop block player, producing a softlock. Patch 1.1.2 closes that route-related failure.
Keep each player focused on the areas intended for their role when returning to this section. The repaired interaction specifically concerns the hook player reaching the other role’s spaces.
A separate floor hole could drop players into a stuck state accompanied by bright white light. That geometry problem is also fixed.
The final plant pot receives another important correction. Using the wrong plant with the correct colors could break the puzzle. The patch addresses that failure state.
Check both plant identity and color when making your selection. Correct colors were part of the combination that triggered the bug, so color alone does not describe the whole interaction.
Chapter 7: The Push Block With Ears
Several Chapter 7 changes involve the same object, but they fix different failures. The push block with ears could become stuck while still allowing interaction. Players could also become trapped inside it during an interaction.
Patch 1.1.2 addresses both conditions. It separately repairs the block’s dance animation when that behavior should occur.
The distinction matters when matching your previous problem to the update: an immobile block, a trapped player, and missing animation each receive their own fix.
Chapter 7 also fixes players becoming locked in a doorway associated with a previously visited test room. Together, these We Were Here Tomorrow patch notes address both object interactions and a return-visit doorway problem in the chapter.
FAQ
When was We Were Here Tomorrow Patch 1.1.2 released?
Patch 1.1.2 was released on October 23, 2026. It includes global loading and communication fixes, startup improvements, a DX11 launch option, and chapter-specific repairs across Chapters 1, 2, 3, 4, 5, and 7.
Do the We Were Here Tomorrow patch notes address voice chat?
Yes. Patch 1.1.2 fixes voice chat failing to work or reconnect following Vivox server downtime. It also fixes a separate issue that could make the walkie-talkie disappear. Check communication with your partner before resuming a puzzle after an earlier interruption.
Does Patch 1.1.2 require another shader warmup?
No. Patch 1.1.2 requires no new shader warmup. It also improves startup shader compilation to make the process quicker and lighter. The newly added DX11 launch option is a separate change intended to expand compatibility.
Which puzzle softlocks does Patch 1.1.2 fix?
The update addresses the Chapter 5 vent route that let the hook player reach areas intended for the goop block player. It also repairs the final plant-pot failure, disappearing fuses in Daphne’s Lab, several Chapter 7 push-block problems, and other chapter-specific obstacles detailed above.