
A horror game about claustrophobia. During a storm your service dog is forced down a broken sewer drain. You find the nearest sewer entrance and run in after it. Along the way you will meet others that are also stricken by abnormal or psychological fear.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 99 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Not fully polished, unfinished pile of concepts. Overall, ugly and boring. *Lunacid is much better, btw!
[h3]Игра уникально передает чувство когда долго и муторно давишь из прямой кишки какашку на унитазе.[/h3]
прикольная игрушечка такая, атмосферненькая, очень рекомендую настоятельно поиграть в неё!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 100 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
я.. обосрался.😱 рекомендую. а яеще сюжет непонятный в какомто ужасе находимся, а под конец все норм становится ну кароче клас страшно + атмосфера давящая непонятная ииии эффект неожиданости очень пугает в некоторых моментах. мне очень понравилось советую к прохождению👍
GAMEPLAY 3/10 THEME AND EXECUTION 6.5/10 Although it has a (unnecessarily) slow start, I was quite hooked on hooked on the theme it presented. The protagonist goes through a hellish descent battling her body dysmorphia, eating disorder, toxic relationship and an unwanted pregnancy leading to an abortion. However, mid game all these topics change to something completely unrelated and become a hodgepodge of horror cliches. As one Steam reviewer put it "Lost in Vivo is a love letter to all horror", as the player goes through many fears ranging from claustrophobia to an experiment-gone-wrong situation. But, the protagonist doesn't change nor does the reason you are in this situation (to find your dog) so it made no sense why the narrative shifted so wildly. The evil doc is foreshadowed during the opening scene, and later tied to this SCP-like segment of the game, but again they switched the narrative and alinated the story from the protagonist's main struggles. The spatial audio adds a lot, and is well made, although oftentimes it's overused. There is tension music in a corridor where nothing happens, or something happened previously but I already killed that enemy so there's no danger but the sounds are still blaring in my ears which just makes it annoying and not scary. There is a specific sound which I though was linked to a specific enemy, which you know is good design, but then it just... wasn't? Expecting to see that guy I aimed high but then got hit by a bunch of cockroaches on the ground so like...okay. There were several mega frustrating times during the gameplay; some enemies spawn behind you or around the corners giving you atleast one free hit, so unless you have played already you can't expect it. This is something many games do, and it's equally annoying if you don't give a proper heads up to the player like a sound queue or an animation of the enemy spawning instead of just appearing out of nowhere (pointed at those maggots which I couldn't even see the first time). There are many weapons at your disposal, but most of them are actually useless. Many enemies either hit faster than your melee speed, or have more HP than you, and since you don't regen over time using melee is basically useless as there is never just one enemy in the level. The visual semiotics don't make any sense, I thought hitting the mirror with a sledgehammer would kill it faster, in the end everything should be dealt with a firearm. The designer was imo way too generous with the weapon variety. If there is no actual versatility in your arsenal, there is no point in making 5 different weapons. Up next the most infuriating segment, the "endless corridor - apple eating" scene. [spoiler]I got so annoyed that I gave up and looked at a gameplay. This whole segment makes zero sense. The first time I died to an unkillable oversized fetus I though "okay guess I did something wrong, let me look at the space better". Following the paintings on the wall, the initial "pretty" one being faux and leading you the bad way, and the true one. Eventually it all leads to the apple part of this story. Eat the apple, vomit, do it 5 times again, get killed. Then I though "okay, I'm doing something wrong again, I'll just not eat the apple and take a stance against bulimia that way". Nah, what you're supposed to do is actually eat the apple then understand the iron bars which close in until you vomit are actually fake! It'S a MeTapHor! Well your metaphor sucks. There are certain affordances in each game and this was just horribly communicated. The bars should have been more clearly an illusion, it's not the metaphor which is so bad here, it's the execution of it.[/spoiler] Afterwards we reach the part I have already slightly touched upon, the SCP-like experiments which was a very forgettable experience. The only thing I did like there was the [spoiler]fake ending in the elevator[/spoiler]. Finally the last portion of the game. Oh my god. [spoiler]Back to the mention of the toxic ex which was lost somewhere along the way, idk if the dev tried getting back on track with that or what. Endless circles to kill the final "boss". The space can be confusing to navigate, luckily you have a map! But opening the map pauses the game, meaning the big scary thing chasing you is boiled down to a nuisance because of the constant breaking of the flow. I wound up in the wrong corridor many times, admittedly my poor navigational skills, but then I could just squeeze past this huge enemy without taking any damage. This isn't the first time an enemy got stuck in its attack animation, making it just awkwardly stand there. Really not a thing you want in a horror game.[/spoiler] The ending feels really underwhelming and rushed, it's just so sudden. I looked up how to get the bad endings, 'cuz really I just played it through with little effort and got the best one possible. Which is maybe fine? IDK, usually in the survival horror genre you need to make some nonsensical moves to get the "true" ending, maybe I am a victim of conditioned awful design choices and just got surprised at the simplicity of Vivo's climax. I get the feeling it wants to be Cry of Fear so bad, but then it gets greedy and wants to be Silent Hill, and Texas Chainsaw Massacre, and SCP and..... To sum it all up, Lost in Vivo has a strong start and deals with the fears and trauma presented really well, but then it all falls apart. The gameplay was more infuriating and boring than scary and immersive. The music and sound design was good, the textures and models were nice for the vibe it was going for. Unfortunately I would have dropped it, had I not been obligated to finish the game.
really bummed out as i wanted to play this game but this game needs a LOT of optimising. a game with pixel graphics should not be running worse than Outlast. (or at the very least add graphics options)
Хорошая игра, Lost in Vivo. Смартфон Vivo.
Кира мужик наш слон ставлю лося, ещё знаю его по спуки хаусу и вот он решил сделать полноценную страшилку, с которой он справился на все 100 (не добавил русский язык и я проходил не понимая вообще ничего, что-то там беды с башкой у героини и психотерапия через монстров и пугалки НУ КАК В CRY OF FEAR пряма) Завязка игры звучит как обычная бытовая драма: во время шторма вашу служебную собаку (милейшего корги по кличке Коржик / Corgi) затягивает в ливневую канализацию. Вы, как любящий хозяин, прыгаете следом. Но вместо банальных сточных труб вы проваливаетесь в бесконечный, ржавый, сюрреалистический подземный лабиринт, который будто сожрал целый город. И этот лабиринт очень не хочет, чтобы вы вернулись назад.Если вам не хватало атмосферы ранних частей Silent Hill с их гнетущим одиночеством и психоделическим ужасом — эта игра станет вашим личным сортом кошмара. Что понравилось:Первобытный страх и клаустрофобия. Игра мастерски работает со звуком и светом. Узкие, темные коридоры, шорохи за стеной, капающая вода и внезапный скрежет металла пугают сильнее, чем любой заскриптованный монстр. Атмосфера подземного безумия здесь выкручена на максимум.Психологический триллер. Игра постоянно ломает «четвертую стену» и играет с вашим разумом. Локации могут меняться прямо у вас за спиной, а записки и галлюцинации заставляют сомневаться: вы всё еще ищете собаку или это ваш собственный персональный ад?Олдскульный геймплей. Здесь есть нормальное оружие (от кувалды до пистолета), но патронов всегда впритык. Боевка топорная и вязкая, что только добавляет паники, когда на тебя из темноты несется антропоморфная многоножка или существо с коробкой вместо головы. Что может расстроить:Лоу-фай графика «на любителя». Игра стилизована под эпоху первой PlayStation — пиксельные текстуры, «дрожащие» полигоны. Если вы привыкли к современной картинке, глазам поначалу будет больно, хотя именно этот визуал создает половину зловещего шарма.Запутанная структура. Иногда блуждание по одинаковым ржавым коридорам начинает душить. Карта здесь не всегда помогает, и можно знатно заплутать в поисках нужного вентиля или двери. Итог:Lost in Vivo — это скрытый алмаз для фанатов умных и по-настоящему пугающих хорроров. Она берет не банальными скримерами в лицо, а липким, лишающим рассудка чувством безысходности. И да, ради спасения песеля стоит пройти через этот ад. Так-же есть пасхалки, инетересные режимы, некоторые вы так просто не откроете, нужна смекалочка или гугл) в будущем Кира отыграет эти механники по полной в Lunacid
Na mesma medida que esse jogo é aterrorizante, pesado e desesperador, ele também é profundamente lindo. É um Silent Hill 2 só que bem mais otimista. Todas as simbologias por trás dos designs dos monstros e de cada área é simplesmente impecável. Depois que zerei fiquei horas revisitando as cenas e pensando no que cada uma delas poderia significar. Só não dou 10 porque algumas partes são arrastadas e algumas cenas poderiam ter sido ainda melhores do que realmente foram.
Пэс
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $29.5K | 89 | 85% | $12.99 | |
| $3.8K | 21 | 81% | $6.99 | |
| $104.7K | 285 | 87% | $14.99 | |
| $29.1K | 108 | 64% | $14.99 | |
| $16K | 125 | 94% | $5.19 | |
| $3.1K | 12 | 58% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $758.1K | 576 | 60% | $59.99 | |
| $758.1K | 922 | 70% | $24.99 | |
| $758.4K | 6.7K | 89% | $4.99 | |
| $758K | 1K | 77% | $18.99 | |
| $758.4K | 867 | 79% | $39.99 | |
| $757.7K | 1.4K | 80% | $19.99 |