You're on your own in the most advanced and complex survival game to date. Discover the cluster based endless world and face the most challenging weather system taken from the real Pacific! Master the realistic sailing and navigate using triangulation and a Sextant. Protect your fire. Fight for your life.
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Release Date:
Feb 23, 2018

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access is a great opportunity for us and for the players to help each other to build Lost in Pacific in a way the players will like and love it at most.
Our game engine offers almost endless combination of survival situations (latitude, season, weather, player stats) so it is needed to allow the community to check it out and give feedback about their thoughts and ideas already in this early development stages.”

Approximately how long will this game be in Early Access?

“We plan to complete the game to its fully playable state by the end of 2017. However, if the community will ask for more additional features added to the base game, not to the extensions in the future, the release date can be shifted to the 2018.”

How is the full version planned to differ from the Early Access version?

“The full game will have the game engine polished and balanced. All the content and feature that is missing yet in the current state will be added. We want to replace actual 3d models and animations with more detailed, higher quality ones.

After the full game is released we plan to start adding more extra fauna/flora and gameplay elements incrementally to expand the base game to a fully detailed huge world.”

What is the current state of the Early Access version?

“The game has all the main functionality implemented and working. All the objects and items needed to play the game in its current state are in place. Some extended features (f.e. storyline, environmental disasters, ...) are not implemented yet. In this early state of development, the alpha builds can have bugs, malfunctions. We are continuously working on optimalizations and game balancing.”

Will the game be priced differently during and after Early Access?

“We want to compensate the Early Access players with a lower price for the less content and possible bugs. The full version will be priced slightly higher to reflect the added content and features during the Early Access.”

How are you planning on involving the Community in your development process?

“The community has been already involved in the development from the very beginning when we have published our first article about Lost in Pacific. In that manner we will continue to publish articles and content about new game features and our progress to allow the community to give their valuable feedback. It is essential to know what the community thinks about the game and what could be improved.”
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Available: February 23, 2018

This game will unlock in approximately 2 months


Recent updates View all (8)

December 6

Devlog #5: Foliage, Animations, Sleeping, Postponed release

Hi there,

another month has passed, so we are bringing some new information how the development goes.

We have finished our WaterWorld system (stage 1). It still has not the quality we want to see in the final product, but in its actual state (in our opinion) already tops many other island based survival games' ocean systems.

We are working also on our island vegetation. We want to have all the vegetation reacting to the wind (underwater plants to the streams). Plus, we are adding touch bending for them also.

Dynamic rain covering is under development also. The ocean, island ground, vegetation leaves all have customized shaders for getting wet and reacting to rain droplets.

We have made a bigger step towards the final quality in our Ligthing system. We are utilizing tesselation on the terrain. We will see, how the people will like it.

All of the above mentioned features needs a lot of work to do yet, but in their actual state they are good enough to put in the first EA release.

We have made many optimizations in our game engine, some additional FPS is always a good thing. :-)

We started to replace our temporary character animations with real MoCap data. When all the animations will be there and we will be happy with it, we will enable also the Third Person player mode. The First and Third person mode will be switchable anytime in the game.

Connecting the player stats system to inventory and to movement engine is also underway.

We are planning to work some time again on our save system, because we want to save all the things the player ever touched (the smallest moveable rocks, shells also ...) and for the future, the weather system will have to "act" also on the islands many 100 km away from the player.

The Sleep System also needs some work on it. Our game system allows the player to sleep everywhere, also on rafts. With other words, the game forces the player to go to sleep. Imagine the situation: the player sails somewhere on the ocean for 2 days already without spotting an island, no way he can do that without (at least) a short rest. During the sleep, the weather and underwater streams are working too, so the player can wake up on totally different geolocation (mainly in case of a strong wind) as he was before. Besides of the sleep, there will be some other forms of "passing the time" or "speed the things up": taking a nap, or 'meditating' ...

At next, we have one not so good information. Due to some unavoidable events (some were predictable some were not) we are forced to delay the EA release a little. The USA IRS also messed the things up (lost fax applications and letters on their side, responding lately or not responding at all) so we are pushing the EA release to january or february of 2018. We are truly sorry of this, but on the other side, we will have a little more time to work on some features yet.

For more information about our development plans you can check out our interview in English and German language.

It must be mentioned, that in the above interview there are many features described, whose will be implemented/completed in later development cycles and won't be available at the EA release.

Some more screenshots:

That's all for now, we will bring some new information in our next devlog, stay tuned!


For the details about other features of the game not showed here please see:

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November 3

Devlog #4: Completing Systems, Small Features, Tweaking

Hi guys,

after a while, we would like to share some new information with you.

First of all we are continuing on our work to make the base functionalities work together. All of them are already in place and have only minor issues and tweaks needed to complete. We must mention, tsunami and typhoon systems will be implemented later.

The inventory system with the craftable and equipable Backpacks, Sidebags and Toolbelts is complete.

The customizable fireplace with variable 'baking places' is also completed.

Main Menu with the possibility of regeneration the game world and checking the starting island. Of course, the player can start a game totally blindly, without seeing the starting island.

We have added another interesting feature: the 'Custom' difficulty. It is needed mainly (in our opinion) due to the fact, that the sailing mechanic in 'Survival' difficulty might be very challenging for most of the players. However, they want to play with other settings set to 'Survival' difficulty. The list of the customizable difficulty parameters will be expanded continually. Moreover, the difficulty 'Hash' number will allow the players to exchange their custom difficulty settings.

To ease the players' work, we have added also a Quick Build/Craft menu to select the desired recipe from those were marked as favorite in the Main Build/Craft menu.

One of the 'action' elements of the game will be the situation, when the player is paddling on the open ocean during a storm. When the big waves are gonna hit the raft, the player must lay down and hold on to his raft otherwise he will fell off. Of course, the raft will float without control till the player sits back and take the paddle into his hands. When the player will be laying on his raft, he will need to move himself against the direction of the incoming waves to prevent falling off the raft. In easy settings the game can display hints to press a movement key, but don't be afraid, there will be no QTE sequences for sure.

We are also working on improving the lighting system a little.

Along working on the water world and the rope system we are starting to work on connecting the player stats system to inventory and movement engine.

That's all for now, we will bring some new information in our next devlog, stay tuned!


For the details about other features of the game not showed here please see:

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About This Game

Play as a lonely adventurer in the most advanced and complex survival game to date.
Discover the cluster based endless world and face the most challenging latitude driven weather system taken from the real Pacific!
The totally recustomizable raft mechanism offers a perfect freedom in designing and building your ideal water vehicle.
Master the realistic sailing and navigate using triangulation and a Sextant.
Experience the advanced dynamic fire and protect it from the wind and the wet.
Immerse yourself in the atmosphere of the early 1800's, search for clues and find a way back to the civilization!

Current features:


Procedural generated map - map generation is driven by a random seed number given by
      the player
Endless or ~5500 x 5500 km (3500 x 3500 miles) map in story mode
Clusters with bigger distances between them - player can spend days on the open ocean
      travelling between island clusters.
      He must have:
         - enough food and water
         - knowledge of sailing (based on wind direction)
         - usage of a Sextant

Navigation and Cartography

Compass - can be used as for navigating between local islands as for navigating between
      island clusters (alone not enough for map making)
Triangulation - used mainly for mapping the islands in the actual cluster
Sextant - used for navigating between island clusters or for finding interesting spots on the
      world map

Weather and Seasons

Real Pacific islands weather data is used in our weather engine
27 different modifications for weather engine - player can set normal (real unchanged)
      weather model or he can alter it by setting the desired combination using the hot, cold,
      wet, dry, windy, calm modifiers. Every weather scenario can result in a totally different
      gameplay, f.e: calm scenario makes problems for sailing, wet scenario makes managing
      the fire a challenge.
Latitude based weather and season - the actual weather is depending not only from the
      actual day of the year, but also from the players actual latitude. This can result in an
      interesting scenario: if the player on the northern latitudes is afraid of a colder
      temperatures  during winter, he can set sail and travel to the southern latitudes where
      the next season will be the summer.
Complex temperature system (sun, shadow, wind, rain …) - the player can sense the
      temperature as in real life: from the sun he must hide to the shade, when he is wet he
      will dry up faster on the wind and on the direct sun, but when it is cold the direct wind
      can make him 'freeze'.

Fire and Wet

Dynamic - the fire engine reacts to the environment and to the used burnable material:
   - Wind - the wind accelerates the burning speed but can also make the igniting much
         harder. In some cases it is needed to shield the fire from the wind.
   - Rain - the rain makes the used material wet and it degrades the fire quality. If the fire is
         not placed under a roof or the trees fronds, it can be extinguished by the rain.
   - Wet - the quality of the fire is depending from the 'wet' property of the used materials.
         All burnable materials can get wet on the rain or under the sea. Of course, they are
         drying up on the sun or in the wind.

Building and Crafting

Blueprints - the game uses three stage building/crafting:
   - place the blueprint
   - insert the needed materials - what the player sees in the placed blueprint, that he must
      'insert' to the blueprint to progress in building
   - finalize the building/crafting - some blueprints are needing certain amount of hits by
      some tool to finalize the process


Realistic sailing mechanic - the traveling was never easy! For traveling the player will need
      wind, knowledge, sail and rudder.
- Sail - makes the raft moving. The force it makes depends on how high it is pulled up
      and how it is rotated compared to the wind direction. There will be available many sail
      types with different wind catching capabilities. In heavy storm it is advisable to lower
      the sail because it can be torn and blown away by the wind.
- Rudder - turns the raft to desired direction


Modular rafts - raft can be anytime modified, dismantled, its components reused to build a
      better, faster, heavier water vehicle
Building on rafts - player can build shelters on his raft or can convert his plain raft to a
      houseboat (used also by native people or indians in that times). When traveling long
      distances it is essential to have shelter on the raft to protect the player from: direct sun,
      rain, wind.


• realistic sun, moon and celestial bodies movement based on latitude and the season -
      can you spot a total eclipse of the Sun or Moon? (achievement)
• different difficulty levels: easy, normal, hard (realistic)
• different time flow constants (real time vs. game 1 day period): 30 min, 1 hour, 2hour, for
      hardcore players 4 hour
• complex player stat and experience system - every stat is dynamically changing over the
      time and eventually levels up. The player can choose which stat he wants to level up and
      use his experience points.
tiredness and 'need for sleep'

What is planned to implement:

story driven or sandbox survival
• material aging
• building repair
• building degradation by weather
• different island biomes: rocky, mixed, “green”, maybe forest
• fauna and flora dependent on actual latitude
• realistic tides based on moon movement
• tsunamis, typhoons and wide variety of atmospheric and oceanographic weather elements
illnesses and craftable cure system
• achievement system
• refined UI
• also 2 player coop mode
• also Third-Person game mode
• VR support

System Requirements

    • OS: Windows 7 or higher (64-bit OS required)
    • Processor: 2GHz Intel dual-core and above
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX460
    • DirectX: Version 11
    • Storage: 1 GB available space
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