What Was Lost is a two-player co-op puzzle game about memory and time. Playing together online, one player explores the past while the other explores the present. Communicate, solve together, and decide which memories to carry forward.

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Prochainement en accès anticipé

L'équipe de développement a l'intention de sortir ce jeu tout en continuant à travailler dessus, afin d'incorporer les retours de la communauté dans son développement.

Remarque : les jeux en accès anticipé ne sont pas terminés, ils peuvent changer de façon significative. Si ce jeu ne vous intéresse pas dans son état actuel, vous devriez attendre pour voir s'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« What Was Lost is a cooperative story game for two players, and its co-op design can only be finished with real pairs playing it. Two people move through the puzzles at different speeds, read the story differently, and get stuck in places our small testing group never did, and those moments are exactly what we want to reshape during Early Access.

We are releasing in Early Access so players can directly influence how the game develops: which puzzles get re-tuned or redesigned, where hint and accessibility systems are needed, how co-op pacing should flow so neither partner is left waiting, and which emotional beats to deepen. We expect the game to change meaningfully in response to this feedback, not just get bug-fixed. We will also use this period to expand language support and improve online co-op against real-world network conditions. »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« We plan to be in Early Access for approximately six to nine months. The full release will happen when we feel confident the pacing, polish, and accessibility match the experience we set out to make - not before.
 »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« The full version will grow out of the Early Access release, shaped by what we learn from players. Depending on that feedback we plan to:

- Redesign or re-tune puzzles that pairs find unclear or poorly paced
- Add and refine hint, accessibility, and onboarding systems based on where players struggle
- Rework co-op pacing and interactions so both partners stay engaged
- Expand localization to additional languages based on community interest
- Improve online co-op stability and matchmaking quality-of-life
- Deepen environmental detail and ambient storytelling, and possibly add a bonus epilogue if feedback supports it

Every chapter is playable from the first day of Early Access. What changes for the full release is how well the game is shaped around how real pairs actually play it. »

Quel est l'état actuel de la version en accès anticipé ?

« All seven chapters are playable start to finish in online co-op, with voiced narration, the memory-fragment collection system, and the five-ending choice system in place, plus accessibility options (subtitles, text scaling, colorblind support, reduced motion) and controller support.

It is a complete, playable experience today, but it is not yet finished. Early Access is where we actively develop it further with the community: re-tuning and in some cases redesigning puzzles, building out hint and accessibility systems where players get stuck, reworking co-op pacing, and expanding language support. We expect player feedback to change parts of the game in meaningful ways before the 1.0 release. »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« We plan to keep the price the same when leaving Early Access. Players who purchase during Early Access will not pay more than players who purchase after the full release.
 »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« We plan to listen actively to the Steam Community Hub and discussion forums throughout Early Access. We're particularly interested in feedback on:

- Co-op puzzle pacing and where pairs feel stuck or rushed
- Accessibility needs we haven't yet addressed
- Language and localization requests
- Online co-op connection quality across regions

We plan to post regular development updates outlining what we've heard and what we're working on next, and to credit playtesters and community contributors who help shape the final release.
 »
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À propos de ce jeu

Two timelines. One story. Played together.


What Was Lost is a cooperative first-person puzzle game about memory, time, and the people we share both with. One player walks through the past - a home as it once was, lived-in and warm. The other walks through the present - the same home, years later, quieter and changed. You see what your partner cannot. They see what you cannot. The only way through is together.

A house remembered in two voices


Across seven chapters, you'll move through an entryway, a pantry, a study, a workshop, an attic, a conservatory, and finally a place that exists outside of time. Each room is rendered twice - past and present - and the differences between them are the puzzles. A photograph faded in one timeline still hangs crisp in the other. A locked drawer in the present is open in the past. A song someone hummed in this kitchen long ago is the only thing that will move the next door.

Features


  • Two-player cooperative play - online via Steam
  • Seven chapters of hand-built rooms, each with its own atmosphere and puzzle rhythm
  • Cross-timeline puzzles - share information your partner can't see, and act on what they tell you
  • Twenty-seven memory fragments to discover, plus a hidden seventh-chapter collection
  • Push-to-talk voice chat built in for online co-op
  • A final chapter about choice - together, decide which memories to keep and which to release. Five different endings depending on what you carry forward.
  • No combat. No timers. No fail states. Take the time you need.

Designed for two people who want to talk


This is a game that asks you to describe what you're seeing. To read a letter aloud. To say "the third book from the left" and trust that your partner is reaching for it. The puzzles are not hard in the way puzzles are usually hard - they're hard because two people have to build the same picture out of two different sets of pieces.

It works with someone in the room. It works with someone across the country. It is built for the kind of conversation you only get when you're solving something together.

Accessibility


  • Adjustable subtitles and text scaling
  • Colorblind-friendly visual cues
  • Reduced-motion option for camera effects, screen shake, and head bob
  • Partial controller support
  • Auto-save at chapter checkpoints

A note from the developer


What Was Lost was built by one person, with the help of a Godot Engine community that has been generous with its tools and time. It is a small game about a big feeling. I hope you'll play it with someone you'd like to spend a few quiet evenings with.

Divulgation de contenu généré par IA

L'équipe de développement décrit l'utilisation de contenu généré par IA dans le jeu comme suit.

This game uses generative AI in the following way: Some background music and ambient audio tracks were generated locally using ACE-Step-1.5, an open-source music generation model run on the developer's own hardware. No third-party copyrighted audio was used as input or reference material. All generated tracks were reviewed, edited, and mastered by the developer before inclusion in the game. The developer holds all rights to use and distribute the resulting audio under the model's permissive license. No generative AI is used at runtime - all in-game text, dialogue, narrative, voice lines, and game behavior is hand-authored and deterministic. The shipped game does not connect to any external AI service.

Description du contenu pour adultes

Voici la description de l'équipe de développement à propos du contenu du produit :

What Was Lost is a narrative co-op puzzle game about grief, memory, and the people we leave behind. Chapter 4 contains material exploring depression and suicidal ideation, including a scene in which a character contemplates an overdose of prescription medication. These themes are conveyed through implication, written reflection, and audio fragments rather than graphic depiction, but they may still be distressing to some players. The game shows a content warning before Chapter 4 begins and points players toward real-world mental-health support resources. There is no on-screen violence, gore, sexual content, or strong language at any point in the game.

Configuration requise

    Minimale :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 10 64-bit
    • Processeur : Intel Core i5-4xxx / AMD Ryzen 3 1200 or equivalent
    • Mémoire vive : 4 GB de mémoire
    • Graphiques : NVIDIA GTX 1050 / AMD RX 560 / Intel UHD 630 (Vulkan-capable)
    • Espace disque : 2 GB d'espace disque disponible
    Recommandée :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 10/11 64-bit
    • Processeur : Intel Core i5-8xxx / AMD Ryzen 5 2600 or better
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : NVIDIA GTX 1660 / AMD RX 5600 XT or better
    • Espace disque : 2 GB d'espace disque disponible
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