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Lost Rift key art: two survivors on a storm-lashed beach with weapons as lightning strikes offshore; large “LOST RIFT” logo over wreckage.

Lost Rift — Smooth Frames, Rough First Hours

Posted on October 22, 2025October 29, 2025 By Fix Gaming Team

Early Access survival-extraction with great visuals, clunky onboarding, and PvPvE pressure.

Lost Rift blends survival-crafting with PvPvE extraction runs. The world looks great and solo performance is strong—but onboarding, building flow, and basic QoL leave rough edges that newcomers will feel fast.

Gameplay Video

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Official Trailer

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Performance

On an RX 7800 + Ryzen 5800X, 32 GB RAM at 1080p with FSR 4 Quality and a mix of Super/High settings, performance sits around 80–100 FPS. Solo play feels smooth.

Visuals & Feel

Art direction and world design are strong—lush islands, moody lighting, striking horizons. Movement and combat animations feel behind the curve for the genre.

Onboarding & Quests

Early guidance is thin. Expeditions are under-explained (no gear tips, no danger hints). A “Communications Tower” main quest dropped me into geared NPCs and a lethal monster while I still thought I was in a tutorial.

Lost Rift

Release: September 25, 2025 (Early Access)

Genre: First-Person Survival Adventure, Extraction, PvPvE

Developer / Publisher: People Can Fly

Platforms: PC — Steam

User Experience Pain Points

  • Connection handling: Brief internet loss forces a full reboot (logos, Unity splash, epilepsy warning). Auth failures can hard-close the game.
  • Pickup UI: Tooltips can mislead (e.g., “Feather 10” displays, but you pick up one).
  • Inventory QoL: No sort; can’t craft from nearby chest mats.
  • Building friction: Place → hammer to finish; dismantle → extra steps → loot parts again. Rust/Conan Exiles flow is far smoother.
  • Tooltips/quest help: Too vague; weak first impression.

POV & Comfort

Locked first-person led to motion sickness after nearly two hours of wandering with little direction.

Core Loop Fit

PvPvE expeditions feel mandatory for key materials. If you prefer pure PvE or chill solo progression, expect friction early.

How It Stacks

  • Rust / DayZ: Similar survival DNA, but building and animation polish trail Rust.
  • Escape from Tarkov: Shares the gear-up/extract loop, but Tarkov telegraphs difficulty and teaches loadouts earlier. Lost Rift throws beginners in hard.
  • Conan Exiles: Building/combat feel more polished in Conan; Lost Rift’s edge is visuals.
  • Far Cry vibes: Tropical exploration and FPS gunplay echoes, but gunfeel/movement need work.

Suggestions

  • Add a third-person camera or comfort options for motion sickness.
  • Clarify tutorial beats: map use, expedition flow, recommended gear, threat levels.
  • Inventory QoL: sorting, crafting from nearby chests.
  • Streamline building placement/teardown.
  • Support quick reconnect to session after disconnects instead of a full reboot.

Verdict (Early Access)

Lost Rift shows promise if you want a Rust-meets-Tarkov loop—home-base safety with high-risk expeditions—and you’re fine with Early Access roughness. Solo/PvE-leaning players should expect weak onboarding, forced expeditions, and first-person-only discomfort. Right now it lags behind Rust, Tarkov, and Conan Exiles in polish and usability.


Written by Frank, Fix Gaming Channel.

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New Games, Reviews Tags:Building, Early Access, Extraction, impressions, Lost Rift, Motion sickness, Onboarding, PC, People Can Fly, Performance, PvPvE, review, Survival, UI

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