We Gotta Go (PC)

Technical Information

Developer: FuzzyBot
Publisher: Mad Mushroom
Release Date: April 14, 2026

We Gotta Go has a simple objective: escape a haunted mansion before you shit your pants!

The entrance to the haunted mansion in We Gotta Go Gameplay footage from We Gotta Go The main character about to shit their pants in We Gotta Go Gameplay footage from We Gotta Go A fight against an enemy in We Gotta Go Available weapons in We Gotta Go

Final Thoughts – Analyzing the Game as a Whole

Graphics and UI

The art uses a cel-shaded style, and all the characters have funny and exaggerated expressions.
There are lots of accessories to customize your character, making the experience feel more personal.

The maps don’t feature many distinct styles from room to room, but the changes are enough to keep the game feeling dynamic and create a sense of progression.

I loved the Buc-ee’s reference at the beginning of the game! 😀

Soundtrack and Sound Effects

This game doesn’t include music and instead focuses more on sound effects. I didn’t even notice that until I started writing this review.

I’m not sure whether the silence is intentional to keep players focused, but thinking about it now, I think it would be nice to have some background tracks.

Gameplay

The objective is simple: you must explore the map and fight enemies until you find the mansion’s exit. It’s similar to a roguelike game, the concept is basically the same.

The gameplay is very creative, and the focus on playing with friends makes the experience even more fun. However, to be fair, I don’t think the idea was implemented very well.
At first glance, the game feels a little confusing, but after exploring the lobby, I understood the concepts behind the cosmetics and weapons.

You can buy weapons and items or collect them throughout the stage. They all occupy the same inventory space. Each weapon has a durability bar, and with every hit you land, it decreases until the weapon eventually becomes unusable.

When you enter the van, you can choose the difficulty. I selected the easiest one to learn how to play, but everything still felt confusing.

There are a few scattered explanations at the beginning of the stage, as well as a book containing additional information, but it doesn’t feel like a proper tutorial.
A tutorial that explains the mechanics and requires players to actively use them would work much better than an opening stage where you’re expected to figure everything out on your own while randomly searching for the key.

Even on the easiest difficulty, the game is quite challenging. I played with my husband, and we only managed to clear the first section.
Maybe I’m not part of the target audience, and that’s perfectly fine. However, I believe there’s space for players who want to gain experience gradually.
Smaller maps with fewer enemies could provide that opportunity, or perhaps stages that focus more on puzzles, since some people just want to play casually with friends and have a few laughs.

One important aspect worth mentioning is that although it can be played alone, this game was clearly designed to be experienced in multiplayer.

Replayability and Game Retention

I think We Gotta Go has a lot of potential. With some improvements to the level design and a more beginner-friendly experience, it could appeal to a much wider audience.
But considering the game’s current state at the time I’m writing this review, I don’t recommend it, and I’m not interested in playing it again.

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