
Naau: The Lost Eye is a VR action, adventure, and easy puzzle game with physics based mechanics. Explore ancient ruins, sky cities, and canyons.You will have bow, crossbow, various weapons and too many enemies.This game is created exclusively for VR.
Modeled estimate, not a reported figure. How we estimate →
Media

About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Spanish - Spain*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Naau: The Lost Eye is a stable and very comprehensive adventure game for virtual reality, the game offers players hours of VR adventure spread over 16 levels. You will encounter many nice creatures throughout the journey, both hostile and 'less hostile' So don't be fooled when you see some for the very first time. You will have to fight hostile creatures and they will regularly drop useful items that you will need later on. In addition to the usual creatures you encounter throughout the levels, you will also have to beat bigger and more difficult ones near the end of a level. The items they drop can include arrows for the bow or, for example, energy items for creating weapons, Creating weapons is not difficult, you will regularly see a machine with which this is possible. The reason why you will encounter this machine regularly in every level is because your weapons break down as you use them and you have to create new ones. That is why it is also important to always look around for certain objects that can replace weapons when you fall without them. These objects can be, for example, a shovel or a pickaxe, it is also possible to store them in your inventory. You will also encounter certain plants that contain useful items such as explosives or extra ammo. The weapons you can make need a number of energy points, this number differs from weapon to weapon, you have to put these points in the machine and then you can create the weapon. I didn't make all the weapons but the ones I made were the staff, the bow and the boomerang. The boomerang is also something that makes the game unique because of all the games that I have played in VR, this is the first one that has a boomerang, and one that flies back nicely. The physics in the game are also very accurate and this is very useful here for throwing explosives. This is also beneficial for climbing and for solving puzzles where you have to move certain objects or point them in a different direction and of course also for combat. The environments of the levels are also very well done, the fantasy worlds 'floating' above the clouds give a very good field of depth effect and despite the game is not an open world, the levels are often very extensive in both the environment and the required time to finish the level. Early Access footage: https://www.youtube.com/watch?v=jIAS5g98ICw
Another game that I think has potential but as is I cannot recommend it. First off, breakable weapons. I almost never like this mechanic and like it even less in a game with limited crafting resources. I actually soft locked myself because of this. I was saving my crafting resource so I only had one weapon. Walked into a room, door closed behind me. Saved at the save point(no saving anytime, only at certain spots). A horde of enemies spawned and my only weapon broke part way through the fight. There was no way to advance without killing enemies and you can't deal damage without a weapon. I couldn't go back to craft one because the crafting station was behind a locked door. I was trapped in a room with no way forward and no way back. Second point, very buggy. I had to close and restart the game several times due to bugs which just really breaks the flow. I may come back to the game in the future but in its current state, you're probably better off passing on this one.
Naau: The Lost Eye ist das Erstlingswerk des kleinen Studio Studio Gamebit. Es ist ein Erkundungsabenteuer, das mit Physikrätseln und für das Action-Adventure-Genre typischen Nah- und Fernkämpfen daherkommt. In der Geschichte von Naau: The Lost Eye, soweit ich sie verstanden habe, sind wir die einzige Überlebende einer sonderbaren Welt. Eine plötzliche Epidemie versteinert oder verholzt plötzlich den Großteil der Bevölkerung. Fiese Kreaturen tauchen daraufhin überall auf und wir müssen diese nun bekämpfen, um unsere Heimat zu retten. Tja, soweit so naja. Aber ein Spiel lebt ja nicht nur von der Story... https://steamcommunity.com/sharedfiles/filedetails/?id=2496591526 Das Spieldesign von Naau: The Lost Eye ist gut durchdacht. Es gibt ein bisschen von allem. Es gibt Physikrätsel, Kletterpassagen, Arenen mit vielen Gegnern aber auch dungeonartige Bereiche. Dabei sind auch Nah- und Fernkampf mit unterschiedlichen Waffen und einiges zu entdecken und benutzen. Das hört sich in erster Linie super an und man merkt im Spiel schnell wie intuitiv Die Steuerung funktioniert, wenn sie denn funktioniert. Die gröbsten Schnitzer sind allerdings mit dem letzten großen Patch behoben worden. Man merkt auch schnell, an welchem großen VR-Spiel die Entwickler ihre Inspiration holten. Valves Knuckles werden voll unterstützt und alle Finger getrackt. Übrigens lässt sich das Spiel auch hervorragend als Linkshänder steuern. Leider ist der Anspruch ein so umfangreiches Spiel zu schreiben für ein kleine Studio doch schwer, und somit sind die vielen Welten in Naau zwar umfangreich, aber oft kahl und repetitiv, das Kampfsystem ist abwechslungsreich, aber sehr unpräzise, die Grafik ist okay, aber leider mit Abstrichen, es ist cartoony. Kurz gesagt, es funktioniert alles, aber nie so hundertprozentig, auch wenn das große Update viel Performance verbessert hat. https://steamcommunity.com/sharedfiles/filedetails/?id=2496590492 Die Gegner in Naau sind niedlich bis lustig aber meist keine große Gefahr. Die Animationen der Charaktere und auch der anderen Objekte im Spiel ist meist gut gelungen. Es ist schon spaßig die Steinbeißer zu zerlegen oder die „besoffenen Holzmänner“ auseinander zu prügeln. Die Variationen der Gegner und vor allem der Objekte könnten etwas größer sein. Immer die selben Särge in jeder Welt … https://steamcommunity.com/sharedfiles/filedetails/?id=2496589424 Der Sound könnte auch noch etwas verbessert werden. Auch hier fehlt es an Vriationen. Oft ist die Musik unpassend gruselig zur gespielten Szene. Die Laufgeräusche unserer Figur sind aber sehr niedlich, ein leises Platschen nackter Füße. Das soll nicht heißen, dass Naau: The Lost Eye ein schlechtes Spiel ist, ganz im Gegenteil. Etwas mehr Story hätte mir für ein Adventure schon gefallen. Aber in Hinsicht auf die Spieldauer mit etwa acht, neun Stunden ist es schon ordentlich und genau richtig dosiert, um nicht zu langweilig zu werden. Naau: The Lost Eye ist ein wunderschönes Abenteuer. Es hat tolle Designelemente, bietet Rätsel und ein Kampfsystem, das einfach zu benutzen ist. Nach dem Patch ist es nun auch gut spielbar. Bugfrei ist es noch nicht. Ich gebe nun einen Daumen rauf, weil Naau jetzt endlich spielbar ist. Adventurefans können nun zuschlagen. 👀[url=https://store.steampowered.com/curator/32170554/]Mehr Abenteuer in anderen Welten[/url] auf meiner Kurator Seite. 👑 Powered by HoI 4 Deu Curators group in German / English 👑⠀⠀⠀[list][*] [url=https://store.steampowered.com/curator/30388691/] Follow Main group [/url][*] [url=https://store.steampowered.com/curator/40282064/] Follow Second group [/url][/list] [u]English:[/u] ------------------------------------------------> Naau: The Lost Eye is the debut work of the small studio Gamebit. It is an exploration adventure that comes with physics puzzles and close and long range combat typical of the action-adventure genre. In the story of Naau: The Lost Eye, as far as I understand it, we are the sole survivors of a strange world. A sudden epidemic suddenly petrifies or lignifies most of the population. Nasty creatures then appear everywhere and we now have to fight them to save our home. Well, so far so good. But a game is not only about the story... The game design of Naau: The Lost Eye is well thought out. There is a bit of everything. There are physics puzzles, climbing passages, arenas with many enemies but also dungeon-like areas. There is also melee and ranged combat with different weapons and a lot to discover and use. This sounds great in the first place and you quickly notice in the game how intuitively the controls work, if they work at all. The most serious mistakes have been corrected in the last major patch. You also quickly notice which big VR game inspired the developers. Valve's Knuckles are fully supported and all fingers are tracked. Incidentally, the game can also be controlled excellently by left-handed players. Unfortunately, writing such an extensive game is difficult for a small studio, and so the many worlds in Naau are extensive, but often bare and repetitive, the battle system is varied, but very imprecise, the graphics are okay, but unfortunately with cutbacks, it's cartoony. In short, it all works, but never as one hundred percent, even if the big update has improved a lot of performance. The enemies in Naau are cute to funny but mostly not a big threat. The animations of the characters and also the other objects in the game are mostly well done. It's fun to dismantle the stone-biters or to beat the "drunken woodmen" apart. The variations of the enemies and especially the objects could be a bit bigger. Always the same coffins in every world ... The sound could also be improved a little. Here, too, there is a lack of vriation. The music is often inappropriately creepy for the scene being played. The walking sounds of our character, however, are very cute, a soft splashing of bare feet. This is not to say that Naau: The Lost Eye is a bad game, quite the opposite. I would have liked a bit more story for an adventure game. But in view of the game's duration of about eight or nine hours, it's a decent game and just the right amount so as not to become too boring. Naau: The Lost Eye is a beautiful adventure. It has great design elements, offers puzzles and a combat system that is easy to use. After the patch it is now also well playable. It's not bug-free yet. I give it a thumbs up now because Naau is finally playable. Adventure fans can now grab it. 👀[url=https://store.steampowered.com/curator/32170554/]More adventures in other worlds[/url] on my curator page. 👑 Powered by HoI 4 Deu Curators group in German / English 👑⠀⠀⠀[list][*] [url=https://store.steampowered.com/curator/30388691/] Follow Main group [/url][*] [url=https://store.steampowered.com/curator/40282064/] Follow Second group [/url][/list]
[h1]Introduction[/h1] Naau: The Lost Eye is a VR adventure game with light rpg elements, which involves traversing "dungeons" with a mix of combat, climbing and puzzle solving (adding up to somewhat of a "VR Zelda" vibe). You play as one of the last of an alien race, stranded on a strange and dangerous planet, searching for the power to return home. It is the first VR game developed by Studio Gamebit, and as such Naau seems like an indie passion project, as many VR games tend to be. What drew me into accepting the game for review was the rich art style in the trailer, as well as my own inexperience with VR adventure games (and VR in general). Ultimately the art of the game does live up to the trailer, but the more important goal of being a fun game is thwarted by a lack of polish. [h1]Gameplay[/h1] Firstly, the combat of the game is clunky. Weapons don't behave the way you exactly want: you'll find yourself with two weapons in one hand if you accidently unholster one while picking another up, sometimes arrows will simply phase through enemies, and you'll find that the weapons (and your hands) don't go exactly where they should, especially the melee weapons like shovels and pickaxes. For melee it was often more effective to break immersion and wiimote wiggle your controller around, than to try to treat the weapon in your hand as if it was real. As will be clear with the other aspects of the game, the combat has potential. Playing around with the weapons in the dev test room is genuinely fun for a few minutes, and the weapons do show off some unique ideas (such as the way that the crossbow is charged, with a large lever on the side). But in the campaign it rarely creates a seamless experience of fighting off creatures - the real fight was often between your controllers and your character's hands. Movement too, was clunky. I was only ever 80% sure I was gripping something, even if the game made the gripping noise, so climbing things was fraught with annoying falls and occasional deaths. And the emulation of your hands into the game often contorted them into nonsensical and painful poses (I know that coding such things elegantly into VR is difficult, this game shows how difficult it can be). The puzzles were alright. Nothing particularly awe-inspiring. Mostly run-of-the-mill if you've played this kind of game before. But at least they were functional. I'll also note here that the game seemed inconsistent with what you could and couldn't interact with. Grenades don't break moveable barrels, and pretty much the only things you can break are jars and crates, and your hands or weapons will just phase through many other features of the environment. This generally meant broken immersion. Together these added up to a stuttery package. The grand, open dungeons provided a lot of atmosphere to the game that really was impressive, but navigating those dungeons only occasionally evolved beyond a low baseline of fun, and just as often dipped into frustration. The openness of the dungeons challenged me to move quickly through them to keep a non-boring pace, but erratic weapons and slippery hands made that an inconsistent experience. [h1]Story[/h1] The story has potential. It was basic, but basic can be functional. But for the most part the story is wound up in the begining, set loose, and not referenced again - it almost doesn't have a story. There is some slight environmental storytelling, such as when you meet cute creatures that reveal menacing expressions as they run away from you, but the enemies in the game don't add up to a coherent reflection of the story, they seem to be just a random smattering of kinda-weird aliens. https://steamcommunity.com/sharedfiles/filedetails/?id=2496591526 [h1]Graphics[/h1] If there is any part of the game that excels, it is this one. As already mentioned, the open chambers of each dungeon are immersive and gives a sense of place that seems to be unique in VR. And each character in the game is well crafted and interesting to look at. I think the devs of Studio Gamebit were formerly 3D artists, so it makes sense that these parts of the game work. But the art doesn't carry the game, because of the problems of clunkyness and incoherence that are present in its other aspects. [h1]Audio[/h1] The music is immersive and appropriate for the game. At the same time, there was a moment where a rock elemental was able to sneak up to me, stomping the whole way, and kill me from behind. I'm still a little salty about that and the audio is to blame - so it too has lack of polish. [h1]Technical Performance & Other[/h1] I didn't get motion sickness during the game, but a few design choices threaten it. For one, the game has fixed areas where you can save, rather than being able to save on a whim. This means that if you want to take a break from the game, you need to push on until the next save point unless you want to lose progress. Additionally, I tried multiple kinds of movement, and the only one that seemed to work with the combat was sliding, so that also increased the likelyhood of motion sickness. I should mention, I played this game on the HP Reverb G2 headset, which I know can have compatibility issues - but the clunkiness I experienced seems unique to this game, having played other VR games with no trouble. Also, I have an RTX 2070 and (as another reflection of unpolishedness) the game lagged uncomfortably during one boss fight with many enemies, in a way that I haven't experienced in other games. [h1]Overall[/h1] Naau has some interesting dungeons and set pieces, and colorful unique art. But its combat and climbing aren't particularly fun, and it doesn't have a particularly compelling story. There is a lot of potential to this game, which could be unearthed with some careful attention, bug hunting and polish, but that seems unlikely with Gamebit working on their second game at this time. [quote][url=https://store.steampowered.com/curator/7871885/]Follow our curator page,[b] OCG-Curations[/b], if you like and want to see more reviews like this one.[/url][/quote]
It starts a bit slow but opens up later. For the first 30 minutes, the game introduces the mechanics but it does it overly simple. And sometimes fails to instruct players what to do which makes that firt 30 minute training quite boring. But after that 30 minutes mark, game opens up and get bigger and deeper with each area. It starts to amaze with its environment and challenges. It starts as a indie game (which is really a indie game, done by only one person if I know correctly) but evolves into much larger than you expect it to be, to an ambitious game.
Naau: The Lost Eye würde ich als Rätsel-Adventure bezeichnen (getestet mit der Valve Index) Wir sind ein Alien auf einem fremden Planeten, dort rätseln und kämpfen wir uns voran um geheimnisvolle rote Steine zu finden und zwischendurch ein paar Vögel frei zu lassen. Sinn des letzteren hat sich mir noch nicht erschlossen, vielleicht für eine Errungenschaft... Nach einer kurzen Einführung starten wir auch Anfangs ziemlich gemütlich. Die Gegner sind schnell mit ein paar Hieben erledigt und wir lernen nach und nach mit der Umwelt zu Interagieren. Wir können klettern, diverse Hebel bedienen, im späteren Verlauf noch eine Art Telekinesewürfel einsetzen, Gegner greifen und werfen, Kisten zerschlagen... es gibt also einiges an Interaktionsmöglichkeiten. Als Waffen stehen uns von einem "besseren Stock" über Pfeil und Bogen bis hin zu einem Boomerang eine kleine Auswahl zur Verfügung. Die Waffen funktionieren Erwartungsgemäß, der Boomerang war sogar ganz spaßig. Leider besitzen die Waffen Haltbarkeit und mein teurer Boomerang hakte sich schnell mal am Boden fest und war direkt wieder zerstört..."bessere" Waffen können wir gegen Holowürfel eintauschen, die wir im Spiel verteilt finden können. Für spätere Bossgegner auf jeden Fall zu empfehlen. Die Grafik des Spiels geht in Ordnung, mehr aber auch nicht. Lobend sei zu erwähnen, dass man Gegner in ihre Bestandteile zerlegen kann, also erstmal dem bösen Golem die Arme abhauen damit er nicht mehr boxen kann und dann geben wir ihm den Rest. Die Welt an sich ist recht Abwechslungsreich und macht einen guten Eindruck, allerdings teilweise ein wenig trist. Zur Steuerung haben wir die Wahl zwischen freier Bewegung, Teleport oder einer Mischung, das funktioniert auch gut. Auch klettern und hangeln ging problemlos. Durch drücken der "A-Taste" rufen wir unser Inventar auf, dort können wir brauchbare Gegenstände wie "Heilwürfel" oder Waffen und andere Items lagern, allerdings ist es recht begrenzt. Zusätzlich haben wir Slots an der Hüfte für den Schnellzugriff. Fingertracking der Index-Controller wird unterstützt, freut man sich ja auch mal drüber ;) Alles in Allem ist die Steuerung recht gelungen. Zum Speichern müssen wir Speicherpunkte aktivieren, zwischenspeichern ist nicht möglich. Das Alles klingt nun erst mal sehr positiv, allerdings hatte ich immer wieder nervige Momente im Spiel. Mal verschwanden Dinge komplett, dann zielt der Bogen mal in eine absurde Richtung, beim nächsten Mal verliert der teuer erworbene Boomerang seine gesamte Haltbarkeit an einem Gegner (ja das nervte echt ;)). Als dann noch meine eben erspielte "Telekinesebox", die man zwingen braucht, aus dem Inventar verschwunden war hatte ich ehrlich gesagt keine Lust mehr... Da ich mittlerweile auch von dem Ein oder Anderen Spieler mit wieder anderen Bugs gehört habe kann ich das Spiel leider derzeit nicht empfehlen, auch wenn es mir zum Großteil Spaß gemacht hat. Aber in der Summe überwiegt nach über 3 Stunden trotz einiger toller Ansätze doch eher der Frust. Vor Allem, da es nicht unter "Early Access" läuft und auch nicht ganz günstig ist. Ich hoffe es wird noch etwas Arbeit investiert, potential ist auf jeden Fall vorhanden. Zur Gesamtlänge kann ich nichts sagen, aber ich habe nach gut 3 Stunden etwa 35-40% abgeschlossen. Wenn das Review geholfen hat wäre ein Daumen rauf noch nett und natürlich ist jeder weitere Follower auf unserer Kuratorenseite willkommen: https://store.steampowered.com/curator/5837414/ Gruß Ziffi
Played on a Valve Index. Naau is a game that I would recommend to anyone looking for a nice linear singleplayer VR game. The combat is pretty great, the enemies seem to actually react to the damage given to them, like the wooden and rock enemies that actually break as you deal damage or the floating ball enemies that will be knocked around when you hit them. There were some basic puzzles which broke up the combat, and the environments were pretty nice. One thing that could've been improved is some more enemy variety. Even if the enemies were mostly the same, I would've preferred if some enemies matched the environments more instead of the same wooden enemies in every area. The devs being a small team means Naau isn't bug free. I encountered a couple myself, one was game breaking but the devs promptly fixed it. Other bugs are more just on the annoying side, but the devs are at least listening to the bug reports. Some other maybe information: [list] [*]I'm left handed and experienced no issues playing like a lefty. [*]Played on an Index, had no issues and the game has finger tracking which is always nice. [*]Took me just 9.4 hours to beat the game. I notice I'm often a bit faster than most people in other VR games, so it may be longer depending. [/list]
Firstly I want to say from such a small team this game is incredible and doubly so that the game universe is a persistant physics based combat enviroment. That doesn't mean it couldn't do with some changes but on the hole I really enjoyed playing it. At the moment there are countless bugs but I'm not going to detail any here as I'm sure they'll be fixed pretty quickly. So . . . being an anonymous internet user and never having used Unity or Unreal in my life so this naturally makes me perfectly qualified to tell 'Studio Gambit' how to make their game and what changed I would make to improve it . . . so here goes. Game length and pacing I didn't rush and played the game at a leasurely pace and it took me 10 hours. I've got to say its the first game in VR that I've really been happy with length. However because I have been exposed to short VR games I found that I expected the game to finish at any moment because I had no referance to where I was in the game. the best way to fix this would be to have some gauge for example "Chapter name" 3 of 10 between levels (also chapter names will also give more context to player about the story) No manual save On gripe I have is the lack of the abiltiy to save when I want. you come across save points with a shrine that you can activate however I would prefer to save when and where I want as i like to save before I try something dodgy or I don't trust the situation. setting and art style I really enjoyed the game all the way through, I love the low-poly art style. Many times throughout the game I stopped and stared at the scenery for a while and enjoyed poking around deep down wishing I could explore an open world. Weapons One of the most unfortunate aspects of the game is the weapons. in fact I only used the mace the Bow and the (and the Crossbow sparingly). I don't even know what the other more expensive weapons were because I loaded up on mace's, and the reason? because your weapons will wear out and brake with use (which I didn't like) and then theres so much ammunition for the bow that I ended up with 400+ arrows at one point . . . my fix for this would be to just get rid of weapons damage all together and just have infinite ammo, then instead of re-buying your weapons constantly over and over again it would be more enjoyable to upgrade them (range, damage ,speed, better sights (needed for the crossbow) I would also like to see a spear and a sword inventory The second desperately needed change would be for the inventory. In the ten hours I played the game I still hated it by the end. the enemies are generally a casual nuisance so you can prepare your weapons before hand and generally avoid it getting in your way, however sometimes you have to switch on the fly while moving (say during a boss battle) and it can get infuriating it stays stationary while you run around. I think a full rethink of how the inventory works is in order . . . the way I would set up the inventory would be to have inventory work like a rucksack that you can select to sort stuff. There should be a quick slot over your left and right shoulder as well as a pair of side pockets containing your pre-selected items (Mace,bow/arrows/shield etc) like on a lot of games. enemies enemies could do with some work but they do fit the casual nature of the game, All in all a great effort and Ill look forward to playing it gain.
Its physical based work very well. It's always exciting to be in different places. I look everywhere at every corner :) I liked the designs of the game very much. If I need to criticize the game, the game can get a little more active. These devs should be supported.
Has really nice graphics, game play is good, puzzles are fun to solve. Would recommend you to play this game.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Steel Vampire | $22K | 98 | 91% | $9.99 |
| Elsewhere | $22K | 77 | 96% | $15.99 |
| Still Not Dead | $22K | 218 | 77% | $4.99 |
| Zombie Watch | $22K | 84 | 42% | $13.99 |
| Furry Reich 🐺 | $22K | 394 | 73% | $3.99 |
| Spiritbound: The Goddess's Quest | $22K | 67 | 94% | $14.99 |
Related
| 7 Days to Die | $425.3M | 403.7K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Palworld | $279.6M | 448.8K | 94% | $20.99 |
| The Forest | $254.8M | 678.6K | 96% | $19.99 |
| Ready or Not | $238.1M | 339.1K | 78% | $49.99 |
| Clair Obscur: Expedition 33 | $233.9M | 273.4K | 95% | $47.99 |