Compare Lost in Random™ prices across 50+ stores and find the best deal. Developed by Zoink. Published by Electronic Arts. Released on 9/10/2021. Available on PC, Xbox. Genres: Action, Adventure, Indie. Metacritic score: 78/100.

If you have any patience for a world that feels hand-carved out of nightmare and wonder, Lost in Random will get under your skin in the best way. A gothic fairy tale with combat smarter than it first appears - and a story that actually earns its ending.

I went into Lost in Random half-expecting a pretty-but-shallow EA Originals curio, and came out the other side genuinely moved. The world Zoink built here is one of the more distinctive environments I have spent time in: six shadowy realms named after the faces of a die, each with its own flavour and population, all rendered in a stop-motion-adjacent art style that sits somewhere between Coraline and a particularly bleak board game. Domino pieces line cobblestone streets, giant pawns block doorways, and playing cards mark enemy spawn points. The whole place feels like a physical object someone lovingly assembled, and that handcrafted density is rare. The story follows Even, a girl from Onecroft - Random's poorest slum - whose sister Odd is taken by the tyrannical Queen after rolling a fateful six. Even's quest across the kingdom is written by Ryan North, the Eisner Award-winning writer behind Adventure Time, and that pedigree shows. Characters like the merchant Mannie Dex and the pipe-fixer Seemore are funny, strange, and occasionally heartbreaking in equal measure. The central theme - free will versus a fate dictated by forces beyond your control - is worn honestly and without condescension. It is the kind of story that earns its emotional beats rather than manufacturing them. Combat is where the game gets genuinely inventive, and also where it is most divisive. Even herself cannot directly damage enemies; instead, she uses a slingshot to knock energy crystals loose, which fuel her companion Dicey. Once Dicey is charged, you throw him - time stops - and spend the pips rolled on a hand of up to five cards drawn from your custom deck. Five card types (Weapon, Damage, Defense, Hazard, and Cheat) cover everything from melee weapons and AoE traps to turning Dicey himself into an explosive cube. The stop-start rhythm is closer to a light tactical game than pure action, and it genuinely rewards building your deck around a coherent strategy rather than just grabbing whatever cards look coolest. Board-game arenas that appear mid-campaign add another wrinkle, requiring Even to move a giant game piece via dice rolls while enemies keep spawning - these shift which cards become valuable and are some of the sharpest fights in the whole game. That said, the criticisms are real and worth naming. Combat pacing is the game's biggest friction point: early on, fights drag because Dicey's pip count is low and the crystal-farming loop feels slow. Melee weapons can be input-laggy, the camera is occasionally sticky, and some backtracking quests overstay their welcome. The card pool also thins out in the back half - you will likely stop finding genuinely new cards before the final realms, which blunts the deck-building momentum. None of this kills the experience, but players who need moment-to-moment action to stay engaged will feel the friction more than those willing to settle into the game's deliberate tempo. Completion runs around nine to ten hours on standard pacing, or closer to fifteen to twenty if you engage with every side quest and dialogue thread - and the writing quality makes the longer path genuinely worthwhile. For anyone who responds to dark fairy tales told with craft and intention - who cares about the sound a world makes as much as how it plays - Lost in Random is worth the time. It is not a loud game. It does not chase you. But it trusts you to meet it, and that trust is quietly radical coming from an EA-published title. The soundtrack keeps pace: muted, percussive, slightly off-kilter in exactly the right way. Even when the combat slows to a crawl, the atmosphere holds. That is a hard thing to get right, and Zoink got it right. Kai, Scout Team

Lost in Random™
ActionAdventureIndie

Lost in Random™

Sep 10, 2021ZoinkElectronic Arts
GamerScout Says

If you have any patience for a world that feels hand-carved out of nightmare and wonder, Lost in Random will get under your skin in the best way. A gothic fairy tale with combat smarter than it first appears - and a story that actually earns its ending.

PCXbox
Best Price Available
0.00
at N/A
Historical low: $

Compare Prices(0 stores)

Loading prices...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Screenshots & Media

Screenshot

About Lost in Random™

I went into Lost in Random half-expecting a pretty-but-shallow EA Originals curio, and came out the other side genuinely moved. The world Zoink built here is one of the more distinctive environments I have spent time in: six shadowy realms named after the faces of a die, each with its own flavour and population, all rendered in a stop-motion-adjacent art style that sits somewhere between Coraline and a particularly bleak board game. Domino pieces line cobblestone streets, giant pawns block doorways, and playing cards mark enemy spawn points. The whole place feels like a physical object someone lovingly assembled, and that handcrafted density is rare. The story follows Even, a girl from Onecroft - Random's poorest slum - whose sister Odd is taken by the tyrannical Queen after rolling a fateful six. Even's quest across the kingdom is written by Ryan North, the Eisner Award-winning writer behind Adventure Time, and that pedigree shows. Characters like the merchant Mannie Dex and the pipe-fixer Seemore are funny, strange, and occasionally heartbreaking in equal measure. The central theme - free will versus a fate dictated by forces beyond your control - is worn honestly and without condescension. It is the kind of story that earns its emotional beats rather than manufacturing them. Combat is where the game gets genuinely inventive, and also where it is most divisive. Even herself cannot directly damage enemies; instead, she uses a slingshot to knock energy crystals loose, which fuel her companion Dicey. Once Dicey is charged, you throw him - time stops - and spend the pips rolled on a hand of up to five cards drawn from your custom deck. Five card types (Weapon, Damage, Defense, Hazard, and Cheat) cover everything from melee weapons and AoE traps to turning Dicey himself into an explosive cube. The stop-start rhythm is closer to a light tactical game than pure action, and it genuinely rewards building your deck around a coherent strategy rather than just grabbing whatever cards look coolest. Board-game arenas that appear mid-campaign add another wrinkle, requiring Even to move a giant game piece via dice rolls while enemies keep spawning - these shift which cards become valuable and are some of the sharpest fights in the whole game. That said, the criticisms are real and worth naming. Combat pacing is the game's biggest friction point: early on, fights drag because Dicey's pip count is low and the crystal-farming loop feels slow. Melee weapons can be input-laggy, the camera is occasionally sticky, and some backtracking quests overstay their welcome. The card pool also thins out in the back half - you will likely stop finding genuinely new cards before the final realms, which blunts the deck-building momentum. None of this kills the experience, but players who need moment-to-moment action to stay engaged will feel the friction more than those willing to settle into the game's deliberate tempo. Completion runs around nine to ten hours on standard pacing, or closer to fifteen to twenty if you engage with every side quest and dialogue thread - and the writing quality makes the longer path genuinely worthwhile. For anyone who responds to dark fairy tales told with craft and intention - who cares about the sound a world makes as much as how it plays - Lost in Random is worth the time. It is not a loud game. It does not chase you. But it trusts you to meet it, and that trust is quietly radical coming from an EA-published title. The soundtrack keeps pace: muted, percussive, slightly off-kilter in exactly the right way. Even when the combat slows to a crawl, the atmosphere holds. That is a hard thing to get right, and Zoink got it right. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardstier:aaaDark Fairy TaleDeck-Building CombatStop-Motion AestheticNarrative-DrivenCard CollectionBoard Game ArenasGothic WorldSingle-Player StoryDialogue WheelPaced Combat

System Requirements

Minimum

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
20 GB available space
Graphics
Radeon R9 270X , Nvidia GTX 750
Processor
AMD FX 6100, Intel i3 6300

Recommended

OS
Windows 10
Memory
16 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
20 GB available space
Graphics
Radeon RX Vega 56, Nvidia GTX 1070
Processor
Intel i7 7700K , AMD Ryzen 7 2700X

Reviews & Ratings

Metacritic
78

Game Info

Developer
Zoink
Publisher
Electronic Arts
Release Date
Sep 10, 2021

Price Alert

Get notified when the price drops below your target!

Create Alert