- Release Year: 2015
- Platforms: Macintosh, Windows
- Publisher: Big Fish Games, Inc, HH Games
- Developer: Itera Labs
- Genre: Adventure
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Hidden object, Point and select
- Setting: Futuristic, Sci-fi
- Average Score: 53/100

Description
Invasion: Lost in Time is a first-person hidden object adventure set in a science fiction universe where players use alien technology to travel through time and thwart a sinister extraterrestrial invasion plot aiming to conquer Earth. Developed by Itera Labs and published by HH Games and Big Fish Games, the game features point-and-click gameplay, hundreds of hidden objects to find, and intricate mini-g puzzles within a futuristic, story-rich narrative.
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Invasion: Lost in Time: Review
An Archaeological Dig of Time, Space, and Hidden Objects
1. Introduction
In the crowded annals of hidden object adventures, Invasion: Lost in Time (2015) stands as a curious artifact—a time-traveling sci-fi odyssey wrapped in the familiar tropes of point-and-click puzzles. Developed by Itera Laboratories and initially published by Big Fish Games, this title promises a grand interdimensional quest: unraveling an alien invasion across Ancient Egypt, prehistoric eras, and extraterrestrial planets. Yet beneath its glossy veneer of temporal paradoxes and cosmic threats lies a game emblematic of the casual genre’s mid-2010s boom—one that marries ambitious sci-fi concepts with the accessible, mechanics-driven gameplay of its era. This review excavates its legacy, dissecting its narrative ambitions, structural design, and place in the broader ecosystem of digital adventure games.
2. Development History & Context
Emerging from Itera Laboratories (a studio with little documented prior work), Invasion: Lost in Time arrived during a period of explosive growth for the casual game market. Big Fish Games, its initial publisher, dominated the space with low-cost, story-driven hidden object games (HOGs) targeting PC and Mac audiences. The game’s 2015 release coincided with the casual genre’s golden age, where narrative ambition often took a backseat to accessible mechanics and replayable mini-games. Technologically, it utilized the Torque engine—a choice that, while capable of delivering static environments, hampered its ability to create truly dynamic time-travel transitions.
Its sci-fi premise was both a strength and a liability. While most HOGs leaned into historical or supernatural themes (e.g., Mystery Case Files), Itera Laboratories opted for a high-concept blend of archaeology and alien invasions. However, the studio’s limited resources are evident in the game’s execution: static scenes, rudimentary character models, and a reliance on familiar HOG tropes rather than innovative systems. The 2020 Steam re-release by HH Games (with a modest price of $5.99) underscored its niche appeal, positioning it as budget filler rather than a marquee title.
3. Narrative & Thematic Deep Dive
The narrative unfolds as a B-movie sci-fi thriller, beginning with a compelling hook: protagonist Mike stumbles upon a sarcophagus in an Egyptian tomb containing a doppelgänger corpse. This discovery triggers a chain reaction trapping the pair, forcing them into a jury-rigged “time machine” to escape. What follows is a fragmented journey across epochs:
– Ancient Egypt: The starting point, layered with mystery but minimal historical depth.
– Prehistoric Era: A caveman segment emphasizing environmental puzzles over narrative.
– Alien Planets (Shukaras & Torion): The most ambitious locales, featuring sterile, otherworldly landscapes and the game’s core plot twist: an alien invasion scheme spanning millennia.
The dialogue is functional at best—serving as exposition conduits for objectives rather than character development. Thematically, the game explores fate, identity, and temporal causality (“Will you return home safely? Only time will tell…”). Yet these themes remain underdeveloped, sacrificed for puzzle progression. The alien invasion plot, while novel for the genre, lacks cohesion, reducing antagonists to faceless threats and reducing the player’s role to passive puzzle-solving rather than agency.
4. Gameplay Mechanics & Systems
As a hidden object adventure, the gameplay hinges on two core loops:
– Hidden Object Scenes (HOGs): These are “unconventional,” as the Steam description notes, featuring creative lists (e.g., “tools needed for excavation” or “alien artifacts”) rather than simple object-spotting. Skip options alleviate frustration, but scenes often recycle assets, diluting the challenge.
– Mini-Games: Unlocked and replayable, these include jigsaws, pattern-matching, and logic puzzles. They’re competently designed but lack innovation, relying on familiar HOG templates.
Character progression is nonexistent; advancement is strictly linear, dictated by scene completion. The point-and-click interface is clean but dated, with a first-person perspective that immerses players in static tableaus. Notably, achievements for exploring alien planets add a thin layer of replayability, though they feel tacked-on. The game’s greatest flaw, however, is its technical instability. Steam forums cite persistent bugs: random crashes, black screens, and fullscreen failures—issues likely tied to its Torque engine heritage and lack of post-launch patches.
5. World-Building, Art & Sound
World-Building: The game’s temporal locales are its strongest asset. Ancient Egypt impresses with detailed tomb interiors and hieroglyphs, while the alien planets Shukaras and Torion offer sterile, geometric landscapes that evoke classic sci-fi. However, these environments feel disjointed—more vignettes than cohesive worlds. The time-travel device itself is a narrative convenience, with no consistent rules governing its operation.
Art & Sound: Art direction leans into “illustrated realism” (per Adventure Gamers), with vibrant colors and painterly backdrops that suit the casual audience. Character models are simplistic, but environments like Egyptian deserts and alien caves provide visual variety. Sound design is functional, with ambient cues for each era (e.g., desert winds, alien hums) but no standout musical themes. The Torque engine’s technical constraints limit dynamism, making static scenes feel like dioramas rather than living worlds.
6. Reception & Legacy
Upon its 2015 debut, Invasion: Lost in Time garnered no critical reviews, reflecting its low profile outside casual circles. Metacritic lists a “tbd” score, while Steam’s user reviews (23 at launch, now 45) reveal a mixed reception: 60% positive at one point, but plagued by bug complaints. User tags like “Casual,” “Hidden Object,” and “Story Rich” highlight its target demographic, while “Realistic” and “Colorful” speak to its art style.
Commercially, it achieved modest success as a Big Fish Games title and later as a Steam bundle filler. Its legacy is marginal: it spawned a sequel (Invasion 2: Doomed, 2016) but influenced few titles. In the HOG genre, it exemplifies the era’s formulaic approach—ambitious themes diluted by mechanical repetition. Its greatest impact lies in documenting how mid-tier studios attempted to elevate casual games with sci-fi concepts, even when execution fell short.
7. Conclusion
Invasion: Lost in Time is a time capsule of its era—a game that wears its ambitions on its sleeve but is ultimately undone by genre constraints and technical limitations. Its narrative of temporal paradoxes and alien invasions is intriguing yet underdeveloped, while its gameplay offers polished if predictable HOG puzzles. The art and locales provide fleeting moments of wonder, but bugs and linearity prevent immersion. For historians, it represents a footnote in casual gaming’s evolution: a valiant, if flawed, attempt to fuse sci-fi with accessible puzzles. For players, it remains a niche curiosity—best suited for fans of the HOG genre seeking a low-stakes, low-budget adventure.
Verdict: A competent but forgettable entry in the hidden object canon. Its sci-fi premise deserves deeper exploration, but ultimately, Invasion: Lost in Time is lost in time—not for lack of ideas, but for failing to transcend the conventions it inherited.