
Lost Crew
Thirty-two possible endings and a six-hour countdown make this micro-budget text adventure more mechanically layered than its price tag suggests. Worth a look if you can forgive rough edges and a near-silent community.
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About Lost Crew
I went into Lost Crew expecting a throwaway idle clicker dressed up in a space suit. What I found instead is a dialogue-driven rescue coordinator sim that actually asks you to juggle five independent characters at once, each on their own trajectory toward survival or a fiery re-entry death. That premise has more structural ambition than most $2 games dare to attempt. The core loop works like this: you are the radio relay, the only line of communication linking five stranded astronauts to any hope of getting home before their orbital station burns down in six hours. Each crew member has their own backstory, their own personality, and their own chain of decisions that ripple outward and affect the others. Unlocking new dialogue branches requires finding the right pieces of knowledge in the right order, which gives the whole thing a puzzle-box quality. The locations range from the expected (the orbital station itself) to the genuinely strange (a dead planet, what the game calls a giant's belly, a star's surface), and that tonal mix of hard sci-fi setup with surreal detours is the most interesting creative choice Gamecosm made. Whether it lands depends entirely on your patience for understated, text-heavy storytelling. The branching architecture is the headline mechanic: 32 distinct ending states graded from total crew loss to a clean rescue, essentially creating a completion percentage system built out of choices and timing. For a certain kind of player, that structure is a legitimate replayability engine. You finish one run, mentally map where you went wrong coordinating crew members, and go again with a tighter plan. For players who want clear feedback loops and a responsive AI opponent to push back against, Lost Crew offers neither. The time-stop mechanic (the game pauses whenever a crew member needs your attention) removes most of the real-time pressure the premise promises, which flattens what could have been a tense dispatching challenge into something closer to a careful read-and-respond exercise. The community around this game is essentially silent. The Steam forum has a single support thread opened by the developer in 2017, and at least one player noted that some puzzle segments required improvised walkthroughs because no guides existed. That absence of community scaffolding is a real practical problem for a game where puzzle solutions are not always telegraphed clearly. No mod ecosystem, no wiki, no active player base to crowdsource answers from. If you hit a wall, you are largely on your own. The historical Steam user score sat around 84%, which for a game this obscure probably reflects a small sample of fans who found something to appreciate in the quiet and in the oddness of it, rather than a broad cross-section of players. Lost Crew is a game I would recommend cautiously and specifically. If your tolerance for rough localization is high, if you enjoy untangling multi-character dependency chains, and if the idea of mapping 32 ending states across repeated short sessions sounds appealing rather than exhausting, there is a real puzzle structure under the low-fi presentation. Strategy and sim players who normally need an AI opponent or a resource graph to stay engaged will probably find the feedback too sparse to hold their attention. Everyone else should download the demo before committing. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Winndows XP
- Memory
- 1024 MB RAM
- DirectX
- Version 9.0
- Processor
- Intel Celeron
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Game Info
- Developer
- Gamecosm
- Publisher
- Gamecosm
- Release Date
- Sep 15, 2016