
Play the odds in Lost in Random™, a gothic-fairy-tale-inspired action-adventure where every citizen’s fate is determined by a roll of the dice.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 5.3Kreviews | 89% | — | $3.1M |
| $29.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 813 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Не видела ещё нигде идеи с такой механикой, сюжет интересны, персонажи глубоко раскрываются, цветовая палитра жутковата и мрачна но всё же с классным вайбом ;)
Interessantes Action Adventure mit Herz. Das Spiel hat einige gute Ideen und Konzepte hat aber mindestens genauso viele Probleme. Der Grafikstyle ist eigen und cool, jedoch ist die Weitsicht nicht gut und die Effekte hätten besser sein können. Das Kampfsystem ist recht einzigartig jedoch wird alles nach ein paar Kämpfen sehr langweilig. Story ist solide.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 26: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese*languages with full audio support
Hours played at review time, across 813 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game was amazing! Well done, story and narration.
i've actually been really enjoying this game, but unfortunately i've reached a point in the game where i have to talk to someone to complete a quest, and the game will not allow me to talk to them. assuming user-error, i looked online and found this to be fairly common in several areas of the game. really disappointed that this hasn't been fixed yet. i may try again at a later date and update this review if the bugs are fixed. the other slight annoyance is that, while the game has controller compatibility, the on-screen controls still show as if i'm using a mouse and keyboard so i keep having to look up what the controls are for the controller.
Lost in Random is a game I can tell had quite a lot of passion put into it. It is one of those experiences that has all the makings of something I love (charm, passion, care, a gothic storybook atmosphere, darkish world building), but it just does not land for me personally. That is, in the end, why I give this game a thumbs up—because if someone else can enjoy this game the way I thought I could, that could be a truly beautiful thing. It is a game I wish I loved to play; however, after 3 times separate moments of looking up how much time I had left on HowLongToBeat.com (thank you, Wolf), I came to realize and accept that this game was not the experience I wanted it to be for me. Though the atmosphere, music, parts of the story, and the art style were absolutely enthralling, the bad in my experience ended up outweighing the good. I found the combat repetitive, and any sense of progression I could have felt was relegated to a shopkeeper NPC, who you can buy new cards from. Even this, however, felt hollow. So many elements of games that I usually enjoy, I found myself dreading in this game. I would skip getting new cards because mine were always "good enough" to beat any enemy, and rearranging my deck didn't provide any enjoyment and only the smallest potential of increased efficiency in combat. I would dread the puzzles and combat, as after the first 3 stages of the game, I felt like I was solving the same puzzles and killing the same enemies in the same ways over and over again. Though the story had interesting moments, it is hard when the game tells you how many stages you have left, and it always feels like too much. Nothing truly new gets introduced at each stage, and the best way I can describe the stages is a "series of unfortunate events". We start out in the story where someone we care about is taken, and the rest of the story is us trying to get them back (with some character twists and development at the end). Instead of feeling like a journey to rescue someone I care about, it felt like a journey to rescue someone I met for 4 minutes at the beginning of the game, and then I had to wade through a series of 6 arbitrary misfortunes that happened at 6 arbitrary stages in the game. Each new area felt like a contrived reason that kept me from the person I was supposed to save, while only 10 minutes in between the stages is all I get to develop my relationship with the person I am actually saving. So, that's a lot of negativity regarding the game. Why still give it a "recommend"? Because despite all these things, I wanted to like this game so SO bad because of the good in it—and even though the good in it didn't give me what I wanted, I see so many people connecting with the game, and I wouldn't want my negative experience to stop someone else from connecting with the game in the way that I see it truly CAN connect with people. Ultimately, I did not finish the game and found it grueling to continue. So, it is with begrudging acceptance that I put this game down, not because of anger or lack of care.
[h1]TL;DR[/h1] [i]Lost in Random[/i] is a well-written story with interesting combat mechanics. It's a little rough around some edges for achievement hunters who like to 100% a game, but it's otherwise an excellent game. [h1]Dice to See You[/h1] [i]Lost in Random[/i] is a very quintessential RPG about a hero going out and seeing the world. Across the board, it's a lovely game that has just enough going for it to keep it interesting across its playtime. The amount of story and writing in the game is absolutely commendable though; there's a lot of world-building for those who seek it out and it's lovely to see even one-off characters have some semblance of a (often humorous) plotline. Where the story kind of folds however, is in the somewhat uneven pacing of the combat. As it stands, it take just a little too long for the combat to get interesting, and then once it does, the final act shoehorns in so many fights that it quickly becomes tiresome. The earlier chapters offer so much exploration, and then the final two chapters are just a linear set of hallways with combat interspersed. Ultimately, this is an enjoyable game that was just a few pips away from being truly marvelous. [h1]Breakdown[/h1] [b]Pros[/b] [olist] [*][b]Flash of Humor:[/b] The writing in this game is top-notch. You meet interesting characters in the side-quests who often have some quite poignant and funny interactions. It's a game where you [i]want[/i] to do all the side-quests just to see all the wacky inhabitants in each realm. [*][b]Board Games:[/b] One of the more interesting uses of the dice mechanic in the game are the "board game" levels that each have their own gimmick. Honestly, I wish there were more of these, since these levels were some of the most fun and unique in regards to combat. [/olist] [b]Cons[/b] [olist] [*][b]Rerolling Chapters:[/b] The fact that the game doesn't allow you to replay chapters to pick up missed achievements is a huge bummer. Especially when it's possible to accidentally trigger checkpoints which end a chapter due to them not being obvious. [*][b]Stacked Deck:[/b] Despite Dice being a huge part of the game, the use of the dice in combat is actually pretty limited. If anything, the cards you collect throughout the game are much more relevant than the dice itself. [*][b]Dream Deferred:[/b] Probably the most disappointing element of the game is that you spend a whole chapter getting your DREAM card, and it's so hyped up to be so powerful, and you don't really get to use it at all in the actual game. It's only seen once in a cutscene and that's it. [/olist] [b]Score[/b]: 7.5/10
Cruza de Tim Burton e Yu-Gi-Oh! e o resultado é um filho viciado em jogo de azar. Se você gosta da estética de O Estranho Mundo de Jack, mas sempre achou que faltava um pouco de vício em apostas e agressão com dados e cubos mágicos, pode comprar sem medo. O que você vai encontrar: Protagonista: Uma menina chamada Even que resolve todos os seus problemas na base da sorte (literalmente). O melhor Pet dos games: Dicey. Ele é um dado com perninhas que faz sons de "bli-blo-blu" numa lingua incompreensível (as vezes você entende mesmo assim ???), tem crises existenciais e carrega o peso do mundo nas costas (literalmente). Combate: É basicamente um "Vou jogar esse dado e ver se o destino quer que eu use uma espada ou uma torta na cara do inimigo". É um lugar onde tirar "1" no dado dói mais que bater o dedinho na quina do móvel. O Loop de Gameplay: Imagine um ARPG que sofre uma mutação para Real-Time Strategy. Você coleta cristais com um estilingue (sim, um estilingue contra robôs gigantes, só confia no processo) para carregar sua mão de cartas. Ao rolar o Dicey, o jogo entra em Pausa Tática. É aqui que o gerenciamento de recursos brilha: você precisa decidir se gasta seus tokens em armas pra uso no curto prazo ou se guarda para aquele combo que só vai funcionar se o universo conspirar a seu favor. Visual: Tão bonito que parece que o Neil Gaiman desenhou enquanto tomava um café amargo em Londres. Em resumo o jogo é incrível, a história é envolvente e os personagens são bizarros do jeito certo. Só não recomendo se você tiver trauma de jogos de tabuleiro ou se o seu azar for tão grande que você consegue tirar 0 em um dado de 6 faces. Nota: 9/10 (Só não é 10 porque o dado não me deu a carta de cura quando eu estava com 1 de HP).
Lost in Random is a fun game. I'm about to criticize it quite heavily, but no matter what you read here, do not forget that I DO recommend it. With several significant caveats. Let's start with the gameplay, it being the main point of... not quite "contention," but it's what I most want to discuss. LiR's gameplay is largely bisected into two segments, which I'll term Exploration and Combat. Exploration is probably the weaker of these two aspects, as it consists largely of walking around twisty, windy, confusingly laid-out corridors with an absolutely abyssmal draw distance that makes the whole game feel as though it takes place in Silent Hill. Good atmosphere for a horror game, but LiR is generally going for a more Tim Burton-y esque whimsy that I don't feel jives with the oppressive fog. If one were of a cynical bent, one might suspect this fog was used so liberally so that the art team wouldn't have to make any skyboxes. Exploration is also used for finding collectibles, such as pages, currency, and cards. I find the collectible-hunting somewhat frustrating; LiR has no built-in method for indicating where these collectibles may be located, meaning it's VERY easy to miss them completely, especially with the aforementioned confusing layouts. The provided "maps" offer little assistance in this matter, as they take a largely interpretive approach to the areas they ostensibly represent, and are occasionally not provided at all. I just gave up at finding all the pages when I got to Sixtopolis; the lack of a map, heavy fog, and windy passageways made navigation difficult enough without trying to also parse what was meant to be the main progression path versus an optional side path. Combat in LiR follows a certain rhythm; you use Even's slingshot to shoot these little blue crystals that form on an enemy's surface and occasionally throughout the environment. These dispense blue cubes that fuel her Die, Dicey; the more you gain, the more cards you draw from your battle deck. Once you have a full hand, throw Dicey, and he'll give you a number of points to spend on those cards equal to the amount rolled. The cards on offer speak, I feel, to a lack of creativity on the developers' behalf, with several cards in my inventory so esoteric as to be effectively useless. Attempting to draw an enemy towards a beam of light in between yourself and your Die is a tricky situation, as is ensuring that Dicey is within combustible distance of an enemy when he's set to explode. I wound up finding like 7 cards I liked and just using those the whole game, and I frequently found myself wishing for certain capabilities that the game never offered. Why not include a card that increases your base move speed, or that allows you to snap to an enemy, or that increases your maximum hand size? Maybe a "keep-away" card that forcefully repels anyone who gets too close to you? Or how about this: there's a card in the game that makes a tile where, if you stand on it, Dicey automatically rolls a six! What if there was a cheaper card that you could unlock earlier, that makes a tile that guarantees you DON'T roll a one? The most frustrating thing about the combat system, however, is how little I'm able to get into it. Lost in Random has no special modes of any sort that allow one to experiment; I'd have gladly paid an extra fifteen dollars or so for an optional mode where I could play more of that chess piece minigame, where you have to face enemies while moving a piece across a board game. Perhaps an "endless mode," where you have to hold out for as long as you can, while the enemies get stronger and more numerous, and the piece just moves in a circle over and over? The only thing I can't think of is how one would be rewarded for participation in such a mode; perhaps with alternate cosmetics for Even or Dicey? The point is, if you enjoy the combat, you better hope you extract all the enjoyment you can from the game itself. And frankly, I was left wanting. You can't even unlock all the cards in the game until the penultimate boss fight! Well, okay, technically there's TWO boss fights after your final unlock, but that's still most certainly not enough! This combat system also grinds against the story in several strange ways. Every time Manny Decks showed up in some place where he wasn't supposed to be, it took me right out of the fiction. "Ah, the developers wanted me to have one last chance to buy some cards, which is why he has shown up in this esoteric realm that the plot says is LITERALLY IMPOSSIBLE to get to normally." Then there's Chapter 5, which revolves around getting Even's "Dream Card," a card which is supposed to offer a significant edge in her quest... only it does absolutely nothing in gameplay whatsoever! Literally, I'd have forgiven it if there'd been even one instance where Even had to use it to break some shield the Queen had put up or something. There's only like a dozen fights between when you get it and the end of the game anyhow; it can't have been THAT game-breaking to implement properly. I mean, the story has a lot of issues, too. The themes occasionally seem forced without proper set-up, and the characters, while endearing for the most part, tend to switch personalities on a dime. This is most egregiously felt with Even's sister, Odd, and [spoiler] the Queen [/spoiler], both of whom, without wishing to spoil, undergo a change so fast and dramatic it almost gave me whiplash. The whole thing puts me in mind of a painter trying to paint too broad a canvas with too little paint, forced to put in a bunch of unfinished details and large swaths of white that he decided to call "fog" after the fact. Again, Lost in Random is a good game. But it was clearly striving for greatness, and I just don't think it was able to get there. Play it if you want a good time, but never forget, as I probably won't, what might have been.
prikol'naya igrulya
This is a pretty solid game with a lot of heart in it and is worth getting especially on sale. Then again I am into weird vibes this gives as the character design feels particularly strange and they use like the same two or thirty models for everyone but I didn't mind. As for gameplay it is a quaint thing with a bit of depth to the deck builder as you have to build around the rolls you get on the Die and since you have to work your way up to being able to roll higher than a 2 the early game you have to really be careful of what you stack your deck with.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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