Game: We Are So Cooked
Developer: Dwarven Brothers
Publisher: 1312 Interactive
Genre: Co-Op Physics-Stealth
Release Date: October 15, 2026
Platform: PC (Steam) first
Later: Switch 1 & 2 · PS5 · Xbox Series
Players: 1–4 co-op
🪦 We Are So Cooked arrives on Steam October 15. Dwarven Brothers and 1312 Interactive’s 1–4 player co-op physics-stealth game has one objective — get the body to the exit — and an enormous number of ways for that to go wrong.
⚖️ The Whole Game Runs on One Rule
Everything chaotic about We Are So Cooked comes from a single line in its feature list:
“You can hold an item, OR you can drag the body. You can’t do both.”
That one constraint does all the work. Someone has to be carrying, which means someone else has to be solving — holding the mop, throwing the distraction, opening the door. Alone it’s a constant cycle of putting the corpse down and picking it back up. With friends it forces genuine division of labour under pressure, which is exactly where co-op comedy comes from.
It’s an elegantly minimal rule, and it’s the reason this looks like more than a physics gag.
Get the body to the exit
Ride or die. Well — maybe just ride. Someone else already did the dying.
Things have gone badly. There’s a body, it’s your problem, and the only reasonable response is to call some friends and make it everyone’s problem. We Are So Cooked is a 1–4 player co-op physics-stealth game about discreetly disposing of a corpse, and it lands on October 15.
The objective never changes. Onlookers, obstacles, ragdoll physics and simple miscommunication are what change, and any one of them will turn a small mistake into an escalating disaster.
The Shortcut Creates More Work
🩸 Drag It Alone and You Leave a Trail
This is the second-best design decision here. A body is heavy and floppy, and one person can move it — but doing so is slow, and it leaves a bloody trail behind you.
So the lazy option doesn’t fail outright. It generates a second problem: now there’s evidence on the floor, and someone needs to find a mop and go clean it up while everyone else stands around being suspicious.
Punishing impatience by creating chores rather than instant failure is a genuinely good way to teach coordination. You’re never told off; you’re just quietly given more to do.
🚪 The Body Is an Obstacle You Are Also Carrying
Moving it as a group is faster, but coordination is its own hazard — one wrong move and you drop it. And the corpse itself snags on doorframes, vases and anything else in the room.
That’s the crucial distinction from every other “carry the awkward object” co-op game. The body isn’t cargo you’re transporting through a level. It’s a physics object actively fighting the geometry, and it will find the one doorway you didn’t account for.
Everything in the Room Is Watching
👀 Onlookers
Anyone who sees you carrying the body will scream. Then security arrives and busts you.
📹 Cameras
Security cameras cover the routes you’d most like to take.
🐕 Guard Dogs
Harder to sneak past, and considerably harder to reason with.
🤝 Your Friends
Not officially listed as a threat. Realistically the leading cause of failure.
🧰 Improvise Your Escape
The environment is your toolkit, and the examples Dwarven Brothers give are the right kind of specific:
• Find a wheelchair and roll the body straight past reception
• Grab a mop and clean up the blood trail you just made
• Throw a squeaky toy to pull a guard away
Each of those requires holding an item — which means each of them requires somebody else to have the body. The toolkit and the constraint are the same system.
Two Very Different Places to Be Caught
🏨 Luxury Hotel
Sneak through the lobby and balance dead weight on top-heavy luggage carts. Plenty of witnesses, plenty of vases.
❄️ Guarded Bunker
Freezing, heavily guarded, and getting caught means the firing squad. A rather firmer fail state than hotel security.
Each environment brings its own physics hazards and AI threats, which is the right way to build variety into a game with a single unchanging objective. The luggage cart is a particularly good touch — a solution that’s also a new problem, since top-heavy plus ragdoll plus marble lobby floor is not a stable combination.
🎮 PC First, Consoles Later
We Are So Cooked launches on Windows PC via Steam on October 15. Nintendo Switch 1 and 2, PlayStation 5 and Xbox Series X|S versions are confirmed to follow, but no dates have been given for them yet.
Worth knowing if you were planning to play this on a couch — the console versions are coming, just not on day one.
🤝 Co-Op
🕵️ Stealth
🧩 Physics
😂 Comedy
🪦 Crime
👥 1–4 Players
Who’s Making It
⛏️ Dwarven Brothers
The development team behind We Are So Cooked, building a co-op physics game around a single very committed premise.
🏢 1312 Interactive
Publishing the game across PC and, later, console.
We Are So Cooked arrives on Steam October 15, 2026, with console versions to follow.
Hi there! I’m Marie, also known as CtrlQueen. I’m passionate about keeping up with the latest in gaming news and sharing my insights. RPGs steal my heart with their rich narratives and immersive worlds, but I also love unwinding with fun, casual games. Whether you’re here for deep dives into game mechanics or just to chat about your favorite casual game, you’ve found the right place! Let’s game and explore together.