
It's winter, 1980. Szymon, a boy raised in a post-apocalyptic wasteland, finds an abandoned Nazi bunker. Will he find what he’s looking for? Play Paradise Lost and explore an underground world, where Slavic mythology mixes with retrofuturistic technology. Discover the last story on Earth.
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Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 1.5Kreviews | 68% | — | $425.3K |
| $14.99 | 327ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A beautiful and unique game! Yes, the walk speed is slow, and the sprint function doesn't actually seem to.. Function. Yes, there is a bug that locks you in place after loading a saved game, which requires you to turn off the head bobbing effect in settings. However, I don't think those two issues are enough to justify the negative reviews. If you enjoy atmospheric walking simulators - definitely give this one a go!
Vary slow start, and a bit underwhelming "Walking simulator" - very accurate tag It's just not for me
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Polish, French, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
| $14.99 |
| 231ratings |
| 76% |
| — |
| not modelled |
| $14.99 | 116ratings | 64% | — | not modelled |
| $14.99 | — | — | — | not modelled |
| $14.99 | — | 67%* | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A unforgettable game with a truly unique and powerful atmosphere. An abandoned, gigantic German World War II bunker. A fully sustainable underground facility. Built in huge underground salt caves near Kraków, Poland. Luxury residences, shops, apartments, a promenade, a café, and a recreational area. Stunning visuals, beautiful design with careful attention to detail. The project was developed by a small, modest game studio from Poland. Main credit goes to the mostly female team of game designers, who turned the game into a true visual gem. The game is still a feast for the eyes, even in 2026. The locations feel spacious, realistic and breathtaking. Paradise lost is primarily an atmospheric walking simulator. And I really did spend most of my time admiring the visuals. Anyone who loves the faded retro beauty of old times will find this game enjoyable. Just get comfy on your couch, grab your game controller, turn on your big screen, and enjoy the show. There are absolutely no cheap jump scares in the gameplay. Neither horror elements, enemies, guns, fighting, stress or violence. No rush, no immediate danger. This is not a Horror Game. You probably won't feel scared at any point during the gameplay. It's all about creating atmosphere, which is rather melancholic, slow-paced, and even bittersweet. There are even touching, emotional moments, and those players who make the right decisions might even shed a tear towards the end. In general, a well-executed project with an unforgettable, unique atmosphere.
Primeira vez que eu jogo um walking game. O jogo te prende de modo surpreendente com o desenrolar da história e com os cenários. Ele tem finais alternativos de acordo com suas escolhas finais. Bem interessante e intrigante.
Unfortunately "stuck in the ground" each time you exit game and after that is reloaded on last checkpoint on each new game opening to continue it. To pass level where you at in this move you must redo all implied level. Also "running" mode is no running at al, just same walk. Until major checkpoint bug is not fixed I'll not recomment at all. Otherwise game have a lot of potential in future if DevOps team fixe those bugs. An optional Save/Load feature on each point would be nice too.
Paradise Lost, developed by PolyAmorous and published by Walkabout, is a narrative-focused first-person exploration game that builds its identity around atmosphere, speculative history, and quiet emotional storytelling. Set in an alternate version of post-World War II Europe—where the conflict stretched far longer and ended in nuclear devastation—it presents a world that feels both familiar and deeply unsettling. You play as Szymon, a young boy wandering through a frozen wasteland who discovers a vast, abandoned bunker hidden beneath the surface. From there, the experience shifts into a slow, introspective journey through a place that was once meant to preserve a vision of the future, but now stands as a relic of failure. The story is the central pillar of the game, unfolding gradually as Szymon explores deeper into the bunker. Rather than delivering its narrative in a direct or linear fashion, the game relies on environmental storytelling, scattered documents, and interactions with a mysterious voice that accompanies the player throughout the journey. The bunker itself tells much of the story—its architecture, its abandoned systems, and the remnants of those who lived within it all contribute to a broader picture of what this place once represented. Themes of loss, control, ideology, and human fragility are woven into the experience, giving it a reflective tone that lingers long after the game ends. Gameplay is intentionally minimal, aligning with the structure of a walking simulator. Players move through the environment, interact with objects, and occasionally solve simple puzzles that serve primarily to maintain pacing rather than challenge. There is no combat or traditional fail state, and progression is driven entirely by exploration and discovery. This design allows the narrative and atmosphere to take center stage, but it also means that the experience lacks mechanical depth. For players who value interaction and challenge, this can make the game feel limited, while others may appreciate the focused, uninterrupted storytelling. The bunker itself is one of the game’s strongest elements. It is not just a backdrop, but a carefully constructed space that evolves as the player moves through it. Different areas introduce new visual themes, from cold, industrial corridors to more elaborate sections that reflect the ambitions of those who built it. This variety keeps the environment engaging and reinforces the sense of uncovering something layered and complex. The design balances realism with subtle surrealism, creating a world that feels grounded yet slightly distorted, as if shaped by the ideologies that once defined it. Atmosphere plays a crucial role in maintaining immersion. The game uses lighting, sound, and pacing to create a persistent sense of unease. Even without traditional horror elements, there is a constant tension in exploring spaces that feel abandoned but not entirely empty. The slow movement speed contributes to this, encouraging players to take in their surroundings, though it can also make traversal feel sluggish at times. This deliberate pacing is effective in building mood, but it may test the patience of players looking for a more dynamic experience. Narratively, the game offers a layered but sometimes fragmented experience. Much of the story is optional, requiring players to actively seek out details to fully understand what happened. This approach rewards careful exploration, but it can also result in a narrative that feels incomplete if certain elements are missed. Additionally, the delivery of dialogue and voice acting is uneven, with some moments carrying emotional weight while others fall short of their intended impact. The game’s relatively short length works in its favor, allowing it to maintain focus without overstaying its welcome. The experience can be completed in a few hours, making it well-suited for a single, uninterrupted session. Multiple endings provide some incentive for replay, though the overall structure remains largely the same, limiting how much the experience changes on subsequent playthroughs. Despite its limitations, Paradise Lost succeeds in creating a memorable and thought-provoking journey. Its strength lies in its ability to build a compelling world and invite players to explore it at their own pace. While it does not offer the depth or interactivity of more traditional games, it delivers a focused narrative experience that stands out through its setting and themes. Ultimately, Paradise Lost is best appreciated as an atmospheric story rather than a gameplay-driven title. It offers a unique perspective on history and human ambition, presented through a carefully constructed environment and a reflective narrative. For players who enjoy slow-paced, exploration-heavy experiences, it provides a compelling and immersive journey. For those seeking more active or mechanically complex gameplay, it may feel too restrained to fully engage. Rating: 7/10
If your just here for the atmosphere and to slowly uncover the backstory of our main character, this is the game for you. If you want some gameplay or challenges, you're completely wrong here. You mainly just walk (or walk a bit faster) through the story, flipping a few switches, getting some hints what happened here, and what happened with the main char's mom. And after some time playing I got stuck in her grave and had to restart.
[h1] A Slavic Mystery [/h1] Honestly, I did not expect to like this game as much as I did. The previous reviews on Steam made it seem like this game and the voice acting were going to be atrocious, but that was incorrect. The voice acting sounds like Polish people living in the moment. Not only that, but the actors did really well. You could hear the inflections in their voices and their curiosities with each line. Maybe the actors could have added more emotion, but I didn't feel like this was bad at all. Far from it, in fact. The story was interesting, and I was happy to see a very interesting alternative history world. I am curious if the devs and publisher will ever revisit this game or a sequel, because we do have some unanswered questions. The sound design, and the graphics are pretty good! Don't get me wrong, the assets can clip through each other, creating a weird design, but it is okay. I really enjoyed this and though that it could have been slightly better with the game play part. This was a true walking sim. There were no puzzles, and no platforming. Still the atmosphere really made this game.
Would I recommend playing Paradise Lost? Possibly, depending on what you're looking for. It's okay if you're not expecting much. I enjoyed the game sufficiently to play it through. Parts of it were aesthetically pleasing enough to keep me exploring the environment. Elements of the storyline were rather touching, though verged on saccharine with repetition. The vocal acting of the female lead was quite good - she's what kept me engaged through to the end. I didn't have any crashes or any technical issues; all worked as it should in that regard. The autosave feature, which I normally do not care for, engaged often enough to not cause me any concerns. For a game that is only five years old, the graphics seemed rather dated. The game play was basically nonexistent, and decisions had little or no consequence. You were essentially moving through a linear track with no real possibility for variation. The big reveal at the end of the game became obvious far earlier than it should have and failed to have any real impact. Overall, it was an interesting concept and a nice ride for a few hours, but not much else. It you're up for a low stress exploration walk through, you might enjoy it. I was expecting a little more. Speaking of the endings, all of them were rather unsatisfying. I was not willing to play through the game again so I watched the four different endings online. You would think they could at least have a different cut scene for each of the four endings. They don't. There are two, and they are each just a pan shot that provides very little information. They could have provided four different ending shots. Not much to ask. If the game's setting is interesting to you and you'd like to explore it, it may be worth a couple hours of your time. It's nice for what it is.
I'm sorry, i really didn't want to put this as negative. but when it's so buggy that loading a checkpoint makes the character stuck and sometimes gets stuck on geometry, too, leaving the only way to get unstuck is restarting the chapter, which can undo almost an hour of walking if it happens near the end of the chapter, it's just frustrating, but if it ever gets fixed i will change this review because the story is somewhat interesting, it's just impossible to enjoy it fully with all these bugs
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