Compare The Land Of Lamia prices across 50+ stores and find the best deal. Developed by Eddy Games. Published by Eddy Games. Released on 11/23/2015. Available on PC, Mac, Linux. Genres: Adventure, Indie.

A spooky fairy-tale puzzle from a solo developer that asks you to read the book, trust the atmosphere, and wrangle two kids through a world that genuinely wants them petrified - literally.

I have a soft spot for solo-dev projects that bet everything on a single weird idea, and The Land of Lamia bets on two: a dual-protagonist control scheme where you pilot brother Thomas and sister Lily simultaneously using a single input, and a literal in-game storybook that serves as your puzzle guide. Both ideas are ambitious for a one-person operation, and the fact that either of them works at all is quietly remarkable. The control scheme is the centerpiece and the fault line. Lily moves faster than Thomas by default - hold Shift and Thomas speeds up, releasing it drops him back again. Keeping both kids alive on a path where straying even slightly turns them to stone means you are constantly managing a speed differential while also reading the terrain ahead. That friction is intentional and, if you can tolerate it, the design is genuinely clever. Some players love it. Others find it so aggravating that no amount of fairy-tale atmosphere rescues the experience. Know which type you are before you commit. The camera compounds things: it is fixed and cinematic, meaning you sometimes have to wait for it to swing into position before you can safely move - and on a couple of puzzles, the camera angle itself is part of the solution, which is a neat trick once you notice it. The storybook mechanic is where the craft really shows. Each of the three levels - fog-choked Gimbels Maze, the sun-washed ruins of The Gate of Lamia, and the kanji-adorned machinery of Machine Island Helona - opens with an illuminated page of lore that hides the solution inside its prose and illustrations. You are expected to read carefully, and the writing rewards you for it. The book itself has the visual weight of an old fairy tale printed for children who were meant to be frightened by it: illuminated lettering, dark illustrations, a shadow lurking in the margins. It is the most confident piece of handcraft in the whole package. The soundscape deserves mention too. There is no voice acting, and the score is sparse - mostly restrained piano that surfaces in the second level and then retreats. What the audio does brilliantly is use contrast: the moment you step off the safe path, the piano drops out and a horror-register violin stab replaces it. It is an immediate, physical signal that something is wrong, and it works. The quiet stretches between those cues give the world a contemplative quality that suits the fairy-tale register. The petrification sound effect in the first level is unsettling in exactly the right key. The honest criticism is brevity and narrative thinness. Three levels is not a lot of world to disappear into, and the story - two kids trapped in Lamia, a mysterious dark presence, margin notes from unknown helpers - raises more questions than it answers. The ending gestures at continuation without delivering resolution. For players who invest in the lore, that incompleteness stings. The mixed Steam reception reflects a real split: the control scheme converts roughly half the people who try it, and the short runtime leaves almost everyone wanting a second chapter that has not arrived. What is here, though, is built with visible care by a person who had a genuinely strange vision and followed it through to the end. Kai, Scout Team

The Land Of Lamia
AdventureIndie

The Land Of Lamia

Nov 23, 2015Eddy Games
GamerScout Says

A spooky fairy-tale puzzle from a solo developer that asks you to read the book, trust the atmosphere, and wrangle two kids through a world that genuinely wants them petrified - literally.

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About The Land Of Lamia

I have a soft spot for solo-dev projects that bet everything on a single weird idea, and The Land of Lamia bets on two: a dual-protagonist control scheme where you pilot brother Thomas and sister Lily simultaneously using a single input, and a literal in-game storybook that serves as your puzzle guide. Both ideas are ambitious for a one-person operation, and the fact that either of them works at all is quietly remarkable. The control scheme is the centerpiece and the fault line. Lily moves faster than Thomas by default - hold Shift and Thomas speeds up, releasing it drops him back again. Keeping both kids alive on a path where straying even slightly turns them to stone means you are constantly managing a speed differential while also reading the terrain ahead. That friction is intentional and, if you can tolerate it, the design is genuinely clever. Some players love it. Others find it so aggravating that no amount of fairy-tale atmosphere rescues the experience. Know which type you are before you commit. The camera compounds things: it is fixed and cinematic, meaning you sometimes have to wait for it to swing into position before you can safely move - and on a couple of puzzles, the camera angle itself is part of the solution, which is a neat trick once you notice it. The storybook mechanic is where the craft really shows. Each of the three levels - fog-choked Gimbels Maze, the sun-washed ruins of The Gate of Lamia, and the kanji-adorned machinery of Machine Island Helona - opens with an illuminated page of lore that hides the solution inside its prose and illustrations. You are expected to read carefully, and the writing rewards you for it. The book itself has the visual weight of an old fairy tale printed for children who were meant to be frightened by it: illuminated lettering, dark illustrations, a shadow lurking in the margins. It is the most confident piece of handcraft in the whole package. The soundscape deserves mention too. There is no voice acting, and the score is sparse - mostly restrained piano that surfaces in the second level and then retreats. What the audio does brilliantly is use contrast: the moment you step off the safe path, the piano drops out and a horror-register violin stab replaces it. It is an immediate, physical signal that something is wrong, and it works. The quiet stretches between those cues give the world a contemplative quality that suits the fairy-tale register. The petrification sound effect in the first level is unsettling in exactly the right key. The honest criticism is brevity and narrative thinness. Three levels is not a lot of world to disappear into, and the story - two kids trapped in Lamia, a mysterious dark presence, margin notes from unknown helpers - raises more questions than it answers. The ending gestures at continuation without delivering resolution. For players who invest in the lore, that incompleteness stings. The mixed Steam reception reflects a real split: the control scheme converts roughly half the people who try it, and the short runtime leaves almost everyone wanting a second chapter that has not arrived. What is here, though, is built with visible care by a person who had a genuinely strange vision and followed it through to the end. Kai, Scout Team

Tags

singleplayertrading-cardstier:sub-5Dual-Protagonist ControlsStorybook PuzzlesDark Fairy TaleFixed CameraSolo DeveloperSpeed ManagementMinimalist ScoreShort-Form Adventure

System Requirements

Minimum

OS
Windows 7 and later
Storage
700 MB available space

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Game Info

Developer
Eddy Games
Publisher
Eddy Games
Release Date
Nov 23, 2015

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2026-06-071.13(lowest)

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What platforms is The Land Of Lamia available on?

The Land Of Lamia is available on PC, Mac, Linux.

When was The Land Of Lamia released?

The Land Of Lamia was released on 23 November 2015.

Who developed The Land Of Lamia?

The Land Of Lamia was developed by Eddy Games.