
Inspired by the movie «Maze Runner,» I'm Lost throws the player into the middle of a small forest area surrounded by a large maze. You will need to explore the labyrinth and to find a way out of it.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 24 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm Lost is a first-person maze exploration game that takes a very simple idea and builds nearly the entire experience around it: the player wakes in an unfamiliar environment, enters an enormous labyrinth, and must somehow discover a way out. Developed and published by Donbass Games, the title draws inspiration from the concept of being trapped inside a vast, intimidating maze. It avoids complicated systems and lengthy explanations in favor of immediately placing the player in a situation where observation, memory, and patience are the main tools for survival and progress. The adventure begins near a small lake surrounded by forest, but the enormous walls dominating the landscape quickly establish the real challenge ahead. There is an effective contrast between the comparatively peaceful natural scenery and the restrictive architecture of the maze. Entering it produces an immediate feeling of uncertainty because the player has little knowledge of its overall structure. Corridors, intersections, dead ends, and repeated environmental features gradually make navigation more difficult, turning spatial awareness into the game's primary challenge. One of the more useful mechanics involves orange markers located throughout the labyrinth. Activating these provides a basic method of tracking previously explored locations and reducing unnecessary backtracking. Since many sections can appear similar, these markers function as simple navigational breadcrumbs. They also encourage players to search more thoroughly rather than concentrating exclusively on reaching the exit. Achievement hunters receive additional motivation from the game's 20 Steam achievements, some of which complement this exploration-focused structure. The biggest weakness is that the central concept receives relatively little mechanical development. Most of the experience consists of walking through corridors, checking different paths, remembering intersections, locating markers, and determining which routes have already been explored. There are not enough substantial puzzles, interactive objects, narrative discoveries, enemies, survival mechanics, or evolving challenges to consistently interrupt this routine. Players who genuinely enjoy navigating mazes may appreciate such a focused design, but those expecting a traditional adventure game are likely to find the gameplay repetitive. The visual presentation nevertheless helps establish a convincing sense of scale. Large walls make the player feel small and enclosed, while vegetation, water, trees, lighting, and outdoor scenery provide some contrast to the maze itself. The opening areas are particularly effective because everything is unfamiliar and the player does not yet understand the environment. Once exploration has continued for a while, however, repeated structures become increasingly noticeable. This repetition is partly necessary for a maze to remain disorienting, but it also means the scenery cannot continually provide fresh discoveries. Atmosphere is another area where the minimalist approach produces mixed results. There is a certain tension associated with entering an unknown corridor and realizing that the correct direction is unclear. Finding a recognizable location after wandering through unfamiliar passages can be surprisingly satisfying. The game does not require constant danger to communicate isolation because being genuinely lost is itself the central source of discomfort. Unfortunately, the atmosphere does not evolve substantially enough over time. Greater environmental storytelling, unusual landmarks, hidden areas, changing maze conditions, or additional mysteries could have given the journey a stronger sense of progression. Accessibility is relatively straightforward because the basic controls and objectives are easy to understand. There is little mechanical complexity standing between the player and the core experience, so most of the challenge comes from orientation rather than mastering complicated inputs. Partial controller support is listed, which is worth considering for players who prefer gamepad controls. The simplicity can be welcoming, but it also limits the amount of mechanical mastery available. Success depends far more on patience and navigation than quick reactions. For Steam Deck compatibility, I'm Lost does not have an official Valve Steam Deck compatibility rating displayed as Verified or Playable. Because it is a Windows-focused game with partial controller support, it should therefore be treated as an unverified Steam Deck experience rather than something guaranteed to function perfectly out of the box. Proton may potentially allow it to run, but players should be prepared for possible controller, interface, performance, or configuration issues. Anyone purchasing specifically for Steam Deck should consider the lack of an official compatibility classification before expecting a completely seamless handheld experience. The game's limited scope ultimately defines both its appeal and its shortcomings. There is something refreshing about a title that does not bury its main idea beneath unnecessary systems. The objective is immediately understandable, and escaping a confusing labyrinth can provide a genuine sense of accomplishment. However, simplicity only works for so long when there are few additional mechanics supporting it. More puzzles, distinctive sections, secrets, environmental events, meaningful narrative discoveries, or changing objectives would have substantially improved the experience. I'm Lost is consequently best suited to players who specifically enjoy maze navigation, minimalist exploration, and games that leave them to determine their own route with limited guidance. It delivers the fundamental sensation promised by its premise, but it does not expand that premise enough to become a particularly memorable first-person adventure. The environmental scale, navigational markers, achievements, and sense of isolation provide some worthwhile qualities, while repetition and limited gameplay variety prevent those ideas from reaching their full potential. It is an interesting small-scale experiment that understands how to make players feel directionless, but it needed considerably more depth to make being lost consistently entertaining. Rating: 4/10
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Languages: English, French, German, Spanish - Spain, Russian
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
라벨 1개당 도전 과제 하나를 활성화하기로 되어 있는데, 라벨 20개를 다 모으고 미로를 탈출해도 1번 라벨 도전 과제가 활성화되지 않는 버그가 있음.
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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