Lost Mind is a psychological roguelite set inside Ashley’s fractured mind. Explore procedural worlds, collect stars, escape collapsing maps, and face symbolic enemies born from trauma, paranoia, and depression. Every death means she got lost again.
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开发者Sleepy Pixels发行商Sleepy Pixels类型独立
—成就1DLC4754380App ID
关于这款游戏
玩家数更新于 — · 商店数据更新于 9月23日 02:13 UTC · 来源:SteamWebAPI
Warning
Lost Mind contains flashing lights, themes that may be sensitive to some players (depression, mild mentions of suicide), and movement/distortion of objects and camera.
If ANY of these cause discomfort, please do not play.
What is Lost Mind?
The world you're playing in is not real. It never was.
Every platform, every void, every enemy — they all exist inside the mind of a girl named Ashley, fighting battles no one else can see. Her story is yours to piece together. We won't tell you what happened. We think you already know.
Lost Mind is a collectathon-based roguelite set across procedurally generated maps of floating glass platforms suspended in a cosmic void. Each run is a new attempt. Each death means one thing:
She got lost again.
How it plays
Collect all the stars scattered across the map. When the last one is picked up, a door of light appears at the main platform — your way out, your next step forward.
But the moment that door opens, the world starts to collapse. Platforms fall. The map crumbles. You have seconds to reach safety before everything she built falls apart beneath her feet.
As you progress:
- Maps grow larger through procedural generation
- More platforms, more stars, more chaos
Between levels — intermissions
Between each level, the game pauses for a moment of choice. These Intermissions cycle in a pattern:
- 1st: Choose a new enemy to add to your run
- 2nd: Choose an enemy + a Curse + an Upgrade
- 3rd: Choose an enemy + 3 Upgrades
Every choice you make shapes the run — and shapes how hard she has to fight.
Upgrades
Upgrades improve Ashley's survivability, mobility, or unlock entirely new mechanics. Some examples:
- Extra hits — absorb more damage before going down
- Mobility upgrades — move faster, jump farther, react quicker
- The Bible — removes a random Curse from your inventory every 6 levels. A small mercy in a merciless run.
The enemies
They are not monsters. They are her.
- Laziness — The comfort of giving up.
- Gloob — Shame.
- Robson — Running from her problems.
- Train — Time passing. Childhood fading.
- Paranoia — What if. What if. What if.
- Maskarada — The smile she wore for everyone.
- Violence — Bullying. Verbal, physical, virtual...
- And more!
Curses
Curses make the world harder — or make her harder to control. They're tied to the enemies that inspired them, and to the parts of herself she's still fighting.
- Low Self-Esteem — Tied to Doppel. She laughs at you. You start believing her.
- Fitness / Greediness / Sleepiness / Halfness — Tied to Laziness. Four ways to slow you down... or... speed you up?
- Quick Blur — Tied to Paranoia. "Is it... Following me? Is it running faster!?"
- Slippery — Some platforms lose all friction. Momentum becomes your enemy.
- Faster Chaos — The collapse accelerates the moment the door opens. No grace period.
- Hot Stuff — Using your ability fills a heat meter. Max heat kills you instantly.
- Console — Your field of vision shrinks to a tiny portable screen. Nostalgia has a price.
- Inclined Platforms — Nothing stays flat. Nothing stays still.
- And much much more!
Did you know?
- The stars represent fragments of hope. They don't come to her — she has to find every single one before anything changes.
- The door of light collapsing the world around it isn't just a difficulty mechanic. The moment she finds a way out, everything gets harder. That's intentional.
- The soundtrack was designed to feel detached from the lore on purpose — so players who just want to run can vibe. But listen carefully as the levels stack up.
- Curses exist because sometimes we choose our own burdens, convinced they make us stronger.
Lost Mind is currently a work in progress. The mind is still being built and rebuilt.