
Lost & Found is a standalone, short story game taking place aboard a 1960s transatlantic ship. Play as Sophie Roy in her new job as a stewardess, and help solve a curious series of thefts in this narrative-driven mystery set after the events of This Bed We Made.
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About
Lost & Found: A This Bed We Made Story is a standalone 1–2 hour DLC that expands on the events of This Bed We Made. Playing the main game first is recommended, but optional.

We are now in 1964. Sophie has taken a new posting aboard the Orpheus, a transatlantic ship, a few years after the events at the Clarington Hotel. What was meant to be a fresh start is disrupted when colleagues and passengers begin reporting missing personal belongings…
Set entirely indoors within a small section of the ship, Lost & Found builds on the investigative gameplay of This Bed We Made through an intimate, self-contained narrative experience. Everyday tasks once again become part of the investigation, bringing back more of the cleaning and snooping players wanted more of!
A focused narrative mystery set aboard a 1960s transatlantic ship, where small details carry unexpected weight.
Make the beds, tidy up, and tend to each cabin… where small details rarely stay hidden.
Snoop through cabins and shared spaces, inspecting personal items in 360° to uncover hidden details.
Converse with colleagues and passengers as secrets surface in unexpected ways.
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Languages: English*, French**languages with full audio support
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Reviews
[b]“After you’ve worked in a hotel, there’s nothing about human nature you don’t know.” – Jennifer Clement[/b] [h3]Overview[/h3] Lost and Found: A This Bed We Made Story is a standalone sequel to This Bed We Made, this time following the familiar protagonist Sophie Roy as she works as a stewardess aboard a transatlantic ship sometime during the 1960s. [h3]Narrative[/h3] Lost and Found: A This Bed We Made Story is set some years after the original game, and this time Sophie Roy is working as a stewardess on a large boat. Players are allowed to input any major decisions they made in the previous game (or have choices made for them), and this will impact some aspects of the wider narrative, such as Sophie’s love life. Early in the game, Sophie is approached by her manager and asked to use her position on the crew to allow her to do some undetected snooping, as it is suspected that there is a thief on board. This is highly reminiscent of the first game; however, this time she has permission and the stakes do not feel as high. This is not to the game’s detriment; it merely provides a slightly more casual take on the original experience. New characters are introduced and, as in the earlier game, they all have distinct personalities and backstories that make for a colourful and believable cast. The narrative is generally told through the gameplay, such as via found items and documents, but also through conversations with the people who reside on the ship. [h3]Gameplay[/h3] The game plays like a cross between a walking simulator and a choose-your-own-adventure novel. There are several decisions to be made, often having a distinct impact on the game and story. These include dialogue choices and actions, and a lack of input can also have a noticeable impact. There are five rooms available to clean and explore, and players must decide how to balance their duties as a stewardess with their investigation; it is easy to miss things that should be tidied away or cleaned when distracted by a juicy find that leads one closer to finding the thief! There is also a selection of puzzles, such as reassembling torn-up notes or deducing key codes. These are minimal but add an extra layer of interaction and are very satisfying to solve. A key part of the game is exploring and finding items and documents and holding conversations that assist the player in getting to know different characters, their individual situations, and ultimately, piece together the bigger picture regarding the recent events on the ship. A journal of sorts is available to the player, showing progress, details of the different characters they have encountered, as well as all of the clues that have been found. This is very useful in keeping track of all the information, helps inform future decisions and minimises backtracking. The player inventory is also shown on the screen at all times as part of the minimal but functional UI. [h3]Styling[/h3] Lost and Found: A This Bed We Made Story utilises a pleasing, realistic art style that makes use of vibrant but slightly muted colours, giving a suitably vintage feel to the visuals, aided by highly atmospheric lighting. There is a good level of detail in the cruise ship environment and objects within it, which really helps bring the world to life and immerse the player in the experience. The soundtrack consists mostly of piano and strings to create a pleasantly meandering audio backdrop whilst not neglecting dramatic moments of the game. The music could be considered a little sparse, but this helps emphasise the solitude of the protagonist as she works and is actually very effective in subtly creating a mysterious atmosphere. The sound effects are also minimal but help immerse players in their exploration of the ship and their interactions with its guests. [h3]Summary[/h3] Lost and Found: A This Bed We Made Story is a wonderful addition to the original game and story. It offers an engaging but somewhat lighter narrative filled with unique and intriguing characters, the same detailed visuals and vintage environments, a relaxing and nostalgic soundtrack, and satisfying gameplay. The game will take a couple of hours to complete; it was a pleasure to spend that time stepping back into the role of Sophie Roy, and I can’t wait to see what’s in store next for this loveable maid ♥♥♥ detective! Whilst it is not necessary to play the first game before Lost and Found, which contains its own standalone story, it does provide some context and pleasant familiarity with the protagonist, so I would wholeheartedly recommend playing both games if possible. [b]LOOKING FOR MORE INDIE GAME REVIEW?[/b] This review along with hundreds of others plus developer interviews, is available on my website [url=https://indie-hive.com]Indie Hive[/url].
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Hours played at review time, across 436 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Just about PERFECT game 9/10 for story, fun, mystery, etc but I wish it were longer and there were a couple more locations. But overall an amazing game. I hope they don't take so long to come up with another chapter.
[quote][i]• Zaobserwuj mojego [url=http://store.steampowered.com/curator/27231431/]kuratora Steam[/url], jeśli lubisz takie gry. • Każda reakcja daje mi energię do pisania kolejnych recenzji.[/i][/quote] [h1][i]Lost & Found[/i] i historie ukryte za drzwiami kabin[/h1] [b]Jest rok 1964. Amerykę opanowała [i]Beatlemania[/i], modą zaczynają rządzić coraz śmielsze trendy, a luksusowe transatlantyki wciąż zabierają pasażerów w podróż przez ocean. Na pokładzie jednego z nich, [i]Orfeusza[/i], pracę jako stewardessa rozpoczyna Sophie Roy. Sześć lat po wydarzeniach z This Bed We Made ciekawska bohaterka o szlachetnym sercu ponownie musi się zmierzyć z cudzymi sekretami. I tym razem zamiast hotelowych pokoi czekają na nią kabiny zamożniejszych pasażerów.[/b] [h2]Śledztwo na pełnym morzu[/h2] Cztery dni przed wpłynięciem na wody Nowego Jorku Sophie zostaje "osaczona" przez swoich współpracowników: menadżera Gary'ego oraz pianistę Caleba, utalentowanego muzyka umilającego gościom rejs. Mężczyźni donoszą o ostatnich wydarzeniach z sekcji, którą opiekuje się Sophie - obejmuje ona sześć kabin, zaplecze obsługi i niewielki wspólny salon w korytarzu. [b]Caleb mówi o skradzionym błękitnym różańcu,[/b] który zawsze miał pod ręką, na pianinie, z kolei Gary opowiada o innych przedmiotach zgłoszonych przez pasażerów jako zaginione. Zniknął czyjś portfel, czyjś zegarek. Obaj uważają, że któryś z pasażerów ukradł te obiekty i proszą Sophie, aby podczas sprzątania kabin dyskretnie przejrzała ich bagaże. Bohaterka słusznie dopytuje, [b]dlaczego nie podejrzewają o złodziejstwo kogoś z załogi,[/b] jednak Gary ma na to dobrą odpowiedź. Okazuje się, że ostatnio zatrudniona osoba pojawiła się na statku miesiąc wcześniej, a przedmioty zaczęły znikać przed paroma dniami. Stąd przypuszczenie, iż to właśnie pasażer wziął coś, co nie należy do niego… kilkukrotnie. Sophie idzie na dzienną zmianę z ważną, choć niewypowiedzianą na głos myślą. Bardziej zależy jej na odzyskaniu skradzionych rzeczy niż na ukaraniu osoby, która je zabrała. Do obejścia i uprzątnięcia czeka na nią pięć kabin. W szóstej aktualnie nikt nie przebywa, chociaż zamknięte drzwi kuszą - co, jeśli twórcy postanowią w jakiś sposób wykorzystać to pomieszczenie w fabule? Bądź co bądź, Sophie rozpoczyna sprzątające tournée od przygotowania świeżych ręczników i sprawdzenia, czy któryś z gości otrzymał telegram. Rzeczywiście, na jednego z nich czeka nowa wiadomość. Należy ją dostarczyć przy okazji porządkowania kabiny nr 301, jednak [b]Sophie nie musi się tam skierować natychmiast.[/b] Gracz może eksplorować sekcję we własnym tempie i kolejność sprzątania kabin nie ma większego znaczenia poza dwoma sytuacjami, w których pomieszczenia są tymczasowo zajęte przez pasażerów. [b]Mała podróż po kabinach jest niezwykle smaczna wizualnie.[/b] Klimat z przełomu pierwszej i drugiej połowy XX wieku czuć na każdym kroku i w każdym dodatku zdobiącym przestrzeń. Ciężkie drewniane meble, paskowane tapety, zasłony w kratę, widoczne zamiłowanie do ciemnych i mdłych kolorów, ciepłe oświetlenie, starannie zaprojektowane etykiety, gazety, stare kufry, puzderka i elementy tamtejszej mody. [b]Te detale w Lost & Found doskonale podtrzymują atmosferę, jaką wypracowano na potrzeby This Bed We Made.[/b] Pragnie się je chłonąć poprzez dokładne oglądanie, ponadto każda z kabin różni się nieco układem i wyglądem, aby stanowiły dla odbiorcy ciekawszy kąsek i niejako dopełniły charakter ich mieszkańców. Dlatego w najmniejszej kabinie włoskiego małżeństwa, zbierającego różne akcesoria w dużych ilościach, odczuwa się strach przed brakiem dostępu do podstawowych rzeczy, a kabina dojrzałej kobiety w żałobie jest niezwykle duszna i wypełniona osobistymi wspomnieniami. Do zadań Sophie należą takie podstawowe czynności jak opróżnianie śmieci, zaściełanie łóżek, mycie toalet i wanien, zbieranie brudnych naczyń i nieświeżych ręczników, a także szorowanie ubrudzonych dywanów. Poza tym, co znamy już z This Bed We Made, pojawia się [b]stacja do przygotowywania ciepłych napojów[/b], z której Sophie kilkukrotnie skorzysta. Te pozostałe akcje, zapewne niezbyt pożądane przez mieszkańców kabin, dotyczą podglądania ich życia - przeszukiwania bagaży i czytania prywatnej korespondencji. Większość obiektów można obrócić w dłoniach. To sposób na poznanie pasażerów, wyłonienie podejrzanych i... autentycznie zasmucenie się [b]historiami związanymi z wojną, stratą najbliższych osób, konfliktami rodzinnymi i zdradami.[/b] Z dwoma pasażerkami mamy okazję porozmawiać twarzą w twarz, co jest ciekawym urozmaiceniem tej niedługiej produkcji. Dlaczego warto być wnikliwym, mając do czynienia z Lost & Found? Jest to związane z ostatnim aktem gry. Odnaleźliśmy już skradzione przedmioty, ale nie wiadomo, do kogo one należały, nie licząc różańca Caleba. Sophie musi zwrócić obiekty właściwym pasażerom, co może się udać tylko po dokładnym przestudiowaniu kabin. Powodzenie lub niepowodzenie tej misji będzie miało swoje konsekwencje, natomiast warto zaznaczyć, że wszystkie wskazówki, postacie i progres ich osobistych historii jest automatycznie zapisywany [b]w notatkach dostępnych pod klawiszem TAB,[/b] co bardzo ułatwia dedukcję. Dzięki temu nie trzeba wielokrotnie powracać do tych samych kabin. Jeśli chodzi o losy Sophie, one również odnajdują w tym niewielkim dodatku swoją kontynuację. Dowiadujemy się więcej o jej rodzinnej sytuacji, a o związku z Beth lub Andrew z hotelu Clarington możemy zadecydować we własnym zakresie, [b]przenosząc wybory z This Bed We Made[/b] lub startując z czystą kartą. Na początku Lost & Found gra pyta nie tylko o status związku, ale i o to, w jaki sposób zakończyła się praca Sophie w Clarington - a może trwała w najlepsze przez następne lata? Najnowszą produkcją Lowbirth Games można cieszyć się także bez znajomości This Bed We Made, choć warto tamtą pozycję nadrobić. [b]Tym bardziej, że Lost & Found zwieńcza tajemniczy telefon i słodka obietnica dalszego ciągu,[/b] a tak dopracowane produkcje, pod kątem fabularnym i audiowizualnym, chce się doceniać jeszcze długo po napisach końcowych.
Way shorter than I was expecting. I finished it within an hour.
感谢船长汉化 b站搜 【汉化补丁】《失物招领:我们铺的这张床》 评论有汉化补丁
short but very good and emotional.
Very disappointing DLC, especially after how much I enjoyed the original game. The biggest problem is that the story goes practically nowhere. If you aren't trying to 100% everything, you could easily finish this in an extremely short amount of time. There’s basically one real puzzle, barely a mystery, no meaningful antagonist, and almost no stakes. When the blood was revealed to actually be from winemaking, I was initially amused because I genuinely expected it to be a double fake out. I thought, “Okay, obviously they aren't going to reveal the answer this early. Something else is going on.” Nope. That's basically it. That's especially disappointing because the appeal of the original game was being a fun, nosy little snoop uncovering a murder mystery and everyone's scandals along the way. This DLC takes away almost everything that made that concept entertaining. There isn't a murder mystery, there aren't really any juicy scandals, and there's no sense that something bigger or more sinister is happening underneath the surface. There's not even a proper antagonist. Everyone is basically nice, and when you finally figure out who the thief is, their reasoning for stealing is pretty lame. There aren't really any serious consequences either. You need some kind of conflict or antagonist to create tension, and this DLC has almost none. I was also disappointed by how little we hear from Andrew and Beth, regardless of whether you chose either of them romantically or neither. They carried a lot of the emotional side of the original game and, in my opinion, are much more interesting characters than Sophie on principle. The only real hint we get is that Beth or Andrew might join Sophie in a future installment. Honestly, they should have already been involved in this DLC. I was really hoping the ending would at least give us some kind of cliffhanger or new mystery setting up a second game. Something that would make you immediately start theorizing about what happens next. Instead, Sophie gets promoted...and that's basically it. There aren't enough stakes for us to connect with any of these new characters or care about seeing them again. Caleb is probably the best example. At the beginning, essentially all we know about him is that he's handsome and teaches us piano. That's not enough to make me care about him. It also doesn't help that his character model looks incredibly unsettling, like a Backrooms version of Billy Dee Williams. By the time I finished, I genuinely couldn't remember the names of most of the characters besides Sophie. The technical and environmental issues make everything worse. The lip syncing is terrible and frequently doesn't match what characters are saying. I also encountered a ton of audio and visual bugs. For a DLC set on a CRUISE SHIP, the explorable area is ridiculously small. You basically get the break room and five guest rooms. Why give us such a fun location and then barely let us see any of it? It would've been much more interesting if we could interview every guest on that floor and explore more of the ship like more of the employee areas, a bar, and maybe one or two additional spaces. Instead, you spend most of the game wandering through the same cramped hallway. Even navigating that space gets frustrating. Doors sometimes won't fully open or close unless you're standing several feet away, and the interaction placement is awful. Sometimes the selectable areas for completely different objects are so close together that you'll be looking directly at the bathtub and somehow pick up a towel three feet away from it. Moving around and investigating should be one of the most polished parts of a game built around snooping, but here it frequently feels clunky. This DLC desperately needed another 2–3 hours of actual content. Give us more rooms to investigate, more suspects to interview, actual scandals to uncover, a stronger mystery, an antagonist, meaningful consequences, more Andrew/Beth, and a storyline that connects directly into a future installment. That's what I wanted from DLC for a game like this: expand the world, give us another substantial mystery, develop the characters, and leave us excited about where the series is going next. Instead, I finished wondering what I had actually paid for. I'm sure the developers worked very hard on this, and I don't want to dismiss the work that went into creating it. I also genuinely hope a second game happens and is much better than this. But waiting this long for a DLC to a game I really enjoyed, only to be greeted by a buggy nothing burger, sucks. The original game made me want more. This DLC somehow gave me more while leaving me feeling like I got almost nothing.
It was fun! I’d say for the price it’s pretty worth it and if you enjoyed the first game, you will like this. I will say that it was very buggy on my steam deck — flashing environments, difficulty selecting options, that sort of thing. But all in all I enjoyed it.
Keep your money, dont buy it... I tried taking my "time" and not rushing however I still completed it within 2 hours.. I was hoping after gameplay that maybe there would be a free roam option to just tidy up. NOPE. I've requested for a refund.
As someone who loved the first game, I actually thoroughly enjoyed the second one too, despite it being a shorter game. Did I wish it was longer? Of course, who wouldn't. But it was short and sweet, and perfect for what it is.
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