Compara los precios de Lost in Tropics en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Lukas GameLabs. Publicado por SIG Publishing. Lanzado el 22/5/2024. Disponible en PC. Géneros: Action, Adventure, Simulation.

Skip the pitch about paradise islands and check the reception first: Steam sits at 12-13% positive across two dozen reviews, and every critic who played it found the same cracks.

My first instinct when I see a roguelite survival game with per-run character traits and a permanent unlock system is to get a spreadsheet open and start planning build orders. Lost in Tropics has the skeleton of exactly that kind of game. Before each run you pick a character loaded with randomised ailments, things like asthma, venom allergies, or a weak stomach, and the worse the handicap the higher your potential score. Survivors who push through all 21 in-game days unlock starting items such as an axe, torch, rope, fire starter, and bug repellent that carry into future runs. On paper that is a solid roguelite loop: suffer now, accumulate advantages, suffer slightly less next time. The execution, however, is where the design falls apart. The entire game takes place on a single, small island that does not change between difficulty modes. You gather wood, mine black rocks for building material, craft primitive spears to hunt crabs, hydrate from coconuts before you build a rain catcher, and assign tasks to an NPC companion by dragging resources to a generic human outline in the inventory screen. Reviewers across multiple outlets noted that virtually every craftable item can be unlocked in under half an hour, after which the remaining time is pure attrition rather than decision-making. That is the opposite of the deep late-game loop I look for: the complexity ceiling arrives before the first real challenge does. The companion AI compounds the problem. She will sit at camp while you do all the resource work, occasionally helping if conditions align, and her repeated voice lines wear thin fast. The UI is clunky enough that interacting with shared resources feels like fighting the interface as much as the environment. Controls cannot be rebound. There are localisation inconsistencies, including a menu option that ships in Chinese on English builds. One reviewer hit a hard freeze before the first run even loaded. The visuals are genuinely decent, the island lighting and water rendering hold up well, and ambient sound effects like rain and insects are atmospheric, but the movement physics draw consistent criticism for a floaty, unrealistic feel that undercuts any tension the environment tries to build. For strategy and sim players hoping the roguelite framing adds meaningful run-to-run variance: it does not deliver enough of it. The random weather and trait systems are present but too shallow to compensate for the single-map constraint and the thin crafting tree. Stranded Deep, Green Hell, and The Forest all operate in the same broad space and give you substantially more to manage over a comparable time investment. Lost in Tropics reads like an early-access foundation that shipped as a finished product, and the player reception reflects that assessment clearly. Diego, Scout Team

Lost in Tropics

Lost in Tropics

22 may 2024Lukas GameLabsSIG Publishing
GamerScout opina

Skip the pitch about paradise islands and check the reception first: Steam sits at 12-13% positive across two dozen reviews, and every critic who played it found the same cracks.

PC
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My first instinct when I see a roguelite survival game with per-run character traits and a permanent unlock system is to get a spreadsheet open and start planning build orders. Lost in Tropics has the skeleton of exactly that kind of game. Before each run you pick a character loaded with randomised ailments, things like asthma, venom allergies, or a weak stomach, and the worse the handicap the higher your potential score. Survivors who push through all 21 in-game days unlock starting items such as an axe, torch, rope, fire starter, and bug repellent that carry into future runs. On paper that is a solid roguelite loop: suffer now, accumulate advantages, suffer slightly less next time. The execution, however, is where the design falls apart. The entire game takes place on a single, small island that does not change between difficulty modes. You gather wood, mine black rocks for building material, craft primitive spears to hunt crabs, hydrate from coconuts before you build a rain catcher, and assign tasks to an NPC companion by dragging resources to a generic human outline in the inventory screen. Reviewers across multiple outlets noted that virtually every craftable item can be unlocked in under half an hour, after which the remaining time is pure attrition rather than decision-making. That is the opposite of the deep late-game loop I look for: the complexity ceiling arrives before the first real challenge does. The companion AI compounds the problem. She will sit at camp while you do all the resource work, occasionally helping if conditions align, and her repeated voice lines wear thin fast. The UI is clunky enough that interacting with shared resources feels like fighting the interface as much as the environment. Controls cannot be rebound. There are localisation inconsistencies, including a menu option that ships in Chinese on English builds. One reviewer hit a hard freeze before the first run even loaded. The visuals are genuinely decent, the island lighting and water rendering hold up well, and ambient sound effects like rain and insects are atmospheric, but the movement physics draw consistent criticism for a floaty, unrealistic feel that undercuts any tension the environment tries to build. For strategy and sim players hoping the roguelite framing adds meaningful run-to-run variance: it does not deliver enough of it. The random weather and trait systems are present but too shallow to compensate for the single-map constraint and the thin crafting tree. Stranded Deep, Green Hell, and The Forest all operate in the same broad space and give you substantially more to manage over a comparable time investment. Lost in Tropics reads like an early-access foundation that shipped as a finished product, and the player reception reflects that assessment clearly.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayercloud-savestier:sub-5Roguelite-SurvivalPermanent UnlocksRandom TraitsNPC CompanionScore AttackSingle-Map LoopPrimitive Crafting

Requisitos del sistema

Mínimos

OS
Windows 7 (64-bit) or newer
Memory
4 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
GeForce GTX 560 / AMD R7-260X
Processor
3.2 GHz Dual Core Processor
Sound Card
DirectX compatible

Recomendados

OS
Windows 10 64bit
Memory
8 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
GeForce GTX 970 / AMD Radeon RX 580
Processor
Intel Core i5-8400 / AMD Ryzen 5 1600

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Información del juego

Desarrolladora
Lukas GameLabs
Distribuidora
SIG Publishing
Fecha de lanzamiento
22 may 2024

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¿En qué plataformas está disponible Lost in Tropics?

Lost in Tropics está disponible en PC.

¿Cuándo se lanzó Lost in Tropics?

Lost in Tropics se lanzó el 22 de mayo de 2024.

¿Quién desarrolló Lost in Tropics?

Lost in Tropics fue desarrollado por Lukas GameLabs y publicado por SIG Publishing.