Game review
When We Arrive Review
4.9 / 10
- Developer
- Two Pixels UG
- Publisher
- Two Pixels UG
- Released
- 9 September 2026
- Platforms
- ["Windows"]
- Genre
- Adventure
A Co-op Wandering Game About Bad Decisions, Not Heroics
When We Arrive is a small co-op adventure from two-person studio Two Pixels UG, built around a premise its own marketing is refreshingly upfront about: no combat, no heroes, "just bad decisions, stolen rations, goblin kidnappings and the faint hope that your friends won't simply leave you behind." The god Auran has vanished, and up to four players set out alone or together to find the missing deity's temple, journeying through forests, swamps, and other landscapes while managing supplies, making choices at scripted events, and, just as often, sabotaging each other for laughs. Loot collected along the way doubles as experience, feeding a character progression system one enthusiastic reviewer summarizes bluntly as "who doesn't loot, can't level, and will never reach the goal." It priced at $9.99 through a long public early access period before exiting into a full "Version 1.0.0" release on September 9, 2026, a transition that, per the review pool, did not go entirely smoothly.
An Early Access Darling With a Rockier Full-Release Landing
When We Arrive launched, or rather relaunched, to 30 total reviews across languages, 26 of them positive, landing at a "Positive" score with a strongly German-skewing audience; the storefront's English-only subset shows 18 out of 22 positive, an even higher rate. Reading through the pool by recency reveals a clear and important split: the large majority of positive reviews describe the game's earlier public alpha, demo, and early access stretches, praising an unusually communicative two-person team who shipped frequent patches and visibly acted on player feedback, while the small cluster of the most recent reviews, several in English, are notably harsher, specifically criticizing the state of the "full release" version itself. That timing gap, between a well-loved development period and a rougher full-release exit, is the central story of this launch.
Genuine Charm, Real Chaos, and a Community That Clearly Loved the Journey
The praise for When We Arrive, accumulated steadily across its long early access run, is remarkably consistent and specific. Reviewers repeatedly single out the multiplayer chaos as the game's real draw, with one German reviewer writing that after five hours with friends, "rarely has a game convinced me so effectively that my friends would probably steal my food, push me around, and feed me to a goblin in a real emergency," before noting the group quickly learned cooperation paid off better than sabotage. Another calls it "exactly the kind of co-op game you find far too rarely," praising how the shared journey itself, rather than combat, is the focus, with supply management, consequential decisions, and treasure discovery creating tension and comedy in equal measure. English-language reviewers echo the same notes, calling it a "very beautiful and chill game" full of small charming details, and praising how "chaotic with friends" it gets, in a good way, through mutual trolling. Several reviewers highlight the small, human-scale interactions the game builds its comedy around, being able to steal a friend's items, push them off a ledge, or simply outpace them, alongside consistent praise for the world's charm, art style, and a genuinely responsive two-developer team who added new content and fixed bugs quickly in response to community requests, including adding a long-requested spectator mode for players who die early in a run.
A Full Release That Multiple Reviewers Say Feels Emptier Than the Demo
The most recent reviews in the pool, arriving after the September 9 "full release," tell a noticeably different story. One reviewer writes plainly that "the game is in full release, but is not at all finished, after about 20 minutes you are just done with the game." A second is blunter still, warning that "half of the game is not implemented and they stopped supporting or developing it," explicitly advising against buying. A third describes the contrast directly, saying the demo was "very promising," but that on full release "the early game feels incredibly punishing to exploration," citing bugs including falling through the map as an added source of frustration. A Russian-language reviewer strikes a more measured but still pointed note, saying they understand why the developers apparently stopped support, since the core roguelike loop only sustains interest for around five to seven hours before its pattern becomes fully legible and the sense of discovery evaporates. None of this necessarily contradicts the earlier praise; taken together, the pool describes a game whose early access period built real, earned goodwill around its charm and its promise, but whose eventual full release seems to have landed with less content and support than the community that carried it through development was expecting.
Verdict
When We Arrive has a genuinely likeable hook, a co-op journey built around mundane cooperation and betrayal rather than combat, and its long early access period earned real, specific affection from a community that praised its charm, its art, and an unusually responsive two-person team. But the transition into a full 1.0 release appears to have been rockier than that history would suggest, with the most recent reviews describing a short, at-times-punishing, occasionally bug-ridden experience and, more worryingly, pointing to development support that seems to have quieted down right when the game needed it most. At $9.99, this is a real recommendation for players chasing a specific short, chaotic co-op evening with friends who can shrug off rough edges, but the gap between its warmly regarded development period and its uneven full-release reviews is worth going in with eyes open about.
Screenshots
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Much of the journey plays out across open countryside, with side paths and supply runs tempting players away from the main routeImage: Two Pixels UG via Steam -
Up to four players can travel together, with village stops offering a break from the road and a chance for the group to regroupImage: Two Pixels UG via Steam -
A glowing portal marks one of the journey's scripted waypoints, the kind of event reviewers say invites both cooperation and mischiefImage: Two Pixels UG via Steam