
Be prepared to be transported to a reality of dreams and nightmares. What will you discover about yourself in this journey through the subconscious?
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1]★☆☆☆☆☆☆☆☆☆ [1/10][/h1] Ein schönes Design mit unterschiedlichen Leveln und einem eher uneindeutigen Hauptziel, doch leider viel zu viele Bugs und teilweise fragwürdige Gameplay- & Level-Elemente, die das Spiel im Allgemeinen nicht spielbar erscheinen lässt.
I really enjoyed this game, and I'd definefly would recommend it to surreal game-lovers. Only, could you please fix the graphical bugs in level 8 (herehuis doolfhof). Also, is there ever going to be something like "'n verlore verstand" again? I would really enjoy " 'n verlore verstand 2".
Couldn't finish scene 8 due to graphic bugs on my RTX 4080. However, the game is in general worth it I'd say. It's playable for a few hours.
'n Verlore Verstand, developed by Skobbejak Games and Skermunkel and published by Conglomerate 5, presents itself less as a conventional game and more as a slow, introspective journey through fragmented thought and surreal imagery. The title, which loosely translates to “a lost mind,” sets the tone for what follows—a sequence of abstract environments that feel like pieces of a dream rather than parts of a structured narrative. From the beginning, it’s clear that the experience is designed to be interpreted rather than explained, asking players to find their own meaning in its quiet, often ambiguous progression. Each level places you in a self-contained environment with a simple objective: reach a distant tree that acts as a symbolic endpoint. There’s no dialogue, no direct storytelling, and very little guidance beyond visual cues. This minimalist approach creates a sense of isolation that can be both intriguing and disorienting. At times, it encourages a kind of meditative exploration, where the lack of direction becomes part of the experience. At other times, it leaves you wandering without purpose, unsure whether you’re missing something or if the ambiguity is intentional. Gameplay blends light puzzle elements with first-person platforming, though neither aspect is particularly complex on its own. Early stages ease you into the mechanics with straightforward navigation, allowing you to focus on absorbing the atmosphere. As the game progresses, however, the difficulty increases noticeably, with more demanding jumps and less forgiving sequences. This shift introduces a reliance on precision that can feel at odds with the otherwise calm and contemplative tone. Mistakes often lead to repeated attempts, and the resulting trial-and-error structure can break the immersion the game works so hard to establish. Where the game truly stands out is in its visual design. The environments are varied and often striking, ranging from dark, enclosed spaces to vast, floating landscapes that feel detached from reality. Lighting plays a significant role in shaping the mood, casting dramatic shadows and highlighting key elements in ways that guide the player without explicit instruction. Combined with a subdued, ambient soundtrack, these elements create a dreamlike quality that is both haunting and memorable. There are moments where simply existing within these spaces feels like the main reward. However, the reliance on atmosphere comes at a cost. Without a strong narrative thread or evolving gameplay systems, the experience can begin to feel repetitive over time. Later levels often revisit earlier ideas with increased difficulty rather than introducing entirely new concepts, which can make progression feel less like discovery and more like persistence. The lack of clear feedback or purpose may also leave some players feeling disconnected, as the game rarely acknowledges progress in a meaningful way beyond reaching the next endpoint. Another aspect that shapes the experience is how well it aligns with virtual reality design principles. The pacing, environmental focus, and emphasis on immersion suggest that it was built with VR in mind, where the sense of presence would likely enhance its strengths. When played outside of VR, the same elements can feel less impactful, as the gameplay alone may not fully sustain engagement without that added layer of immersion. In the end, 'n Verlore Verstand is a deeply atmospheric but uneven experience. It succeeds in creating moments that are visually and emotionally evocative, offering a glimpse into a more abstract form of interactive design. At the same time, its lack of narrative clarity, mechanical depth, and consistent pacing prevents it from fully realizing its potential. It feels like a concept-driven project that prioritizes mood over structure, which will resonate strongly with some players while leaving others disengaged. For those who appreciate slow, interpretive experiences and are willing to embrace ambiguity, it can be a uniquely reflective journey. For players seeking direction, variety, or a more traditional sense of progression, it may struggle to hold attention over its full duration. Rating: 5/10
[h1] [/h1]
🖤
Baking powder on wings, if you're going to oven bake them, is a super important part of cooking them. Nothing to do with the game, which is a bit of a walking sim more than anything. There is some jumping involved. It's worth a go.
'n Verlore Verstand: - Spielspaß (3/10) - Atmosphäre (8/10) - Story (1/10) - Grafik (8/10) - Steuerung (9/10) - Musik (7/10) - Sounds (10/10) - Performance (10/10) - Länge (5/10) - Wiederspielwert (3/10) Bewertung: 6.4/10 (Einzelspieler: Kampagne) (Mehrspieler: /)
You'll consider jumping out the window
Ничего не понял, но было красиво.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek +15 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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