- Release Year: 2022
- Platforms: Windows
- Publisher: HopFrog SA
- Genre: Simulation
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Open World, Puzzle elements, Sandbox
- Setting: Futuristic, Sci-fi
- Average Score: 92/100

Description
Lost Nova is a relaxing sci-fi simulation game where pilot Mia’s spaceship crashes on an alien planet during a vacation gone wrong. Players explore the vibrant world, use a salvaging laser to harvest resources, craft items, trade with strange inhabitants, manage upgrades, and puzzle their way back home in a charming sandbox adventure.
Gameplay Videos
Where to Buy Lost Nova
PC
Lost Nova Guides & Walkthroughs
Lost Nova Reviews & Reception
opencritic.com : All in all, Lost Nova is a wholesome sweet chilled-out game that’s a delight to play.
store.steampowered.com (92/100): Very Positive (92% of the 201 user reviews for this game are positive.)
ladiesgamers.com : All in all, Lost Nova is a wholesome sweet chilled-out game that’s a delight to play.
steambase.io (93/100): Lost Nova has earned a Player Score of 93 / 100… Very Positive.
Lost Nova: Review
Introduction
Imagine crash-landing on a vibrant alien world not as a harrowing survival ordeal, but as an invitation to unwind, befriend quirky locals, and rediscover the joy of simply being. Lost Nova, the 2022 indie gem from solo developer Jon Nielsen, captures this essence perfectly—a spaceship wreck becomes a catalyst for cozy self-reflection amid a tapestry of resource gathering and heartfelt quests. Released on May 11, 2022, via Steam, this GameMaker-crafted title has quietly amassed a “Very Positive” reception (92% from 201 reviews), lauded for its stress-free exploration and subtle mental health themes. As a game historian, I see Lost Nova as a pinnacle of the post-pandemic “cozy game” wave, echoing the serene introspection of A Short Hike while carving its own niche in sci-fi sandbox sims. My thesis: Lost Nova isn’t just a relaxing diversion; it’s a profound meditation on burnout and connection, elevated by impeccable design, proving that brevity and heart can outshine sprawling epics in video game history.
Development History & Context
Lost Nova emerged from the unlikeliest of origins: developer Jon Nielsen, a Portland, Oregon-based creator known for internet comics and jpgs, was inspired by Adam Robinson-Yu’s A Short Hike in late 2020. Diving into GameMaker for the first time, Nielsen crafted a personal project that ballooned into a full release, with HopFrog SA handling publishing duties. Assistance came from Topher Anselmo on sound, music, and programming, but this remains a triumph of solo indie hustle—much like contemporaries Celeste or Stardew Valley, where one vision dominates.
The 2022 landscape was ripe for such a game. The indie scene was exploding post-Among Us and Hades, with cozy titles like Unpacking and Spiritfarer dominating Steam wishlists amid global burnout from COVID-19. Technological constraints? Minimal—GameMaker’s 2D prowess suited the diagonal-down perspective perfectly, enabling fluid real-time exploration without AAA budgets. No patches marred its launch beyond hotfixes for minor crashes, and its modest specs (1.2GHz processor, 1GB RAM) democratized access.
Nielsen’s prior art credits on Forager (another HopFrog title) infused Lost Nova with polished visuals, positioning it as a spiritual successor in the cozy resource-management genre. Economically, it priced at $14.99 (often discounted to $4.49), achieving ~6,000 units sold per analytics, a quiet success in an era flooded by Steam releases. Contextually, it bridged walking sims (Toem) and light sims (Cozy Grove), arriving when players craved escapism sans combat—a savvy pivot from the battle-royale fatigue of 2021.
Narrative & Thematic Deep Dive
At its core, Lost Nova follows Mia, a workaholic space problem-solver with a salvaging laser (blaster) background. Raised alongside sister Quinn—who worried about her sister’s chef/florist failures turning into obsession—Mia fakes engine trouble on a forced vacation, only to genuinely crash on a mysterious planet. Unscathed but ship-wrecked, Mia’s arc unfolds through comms with Quinn and interactions with “lost” inhabitants, revealing a world that traps overworkers and the weary.
Plot Breakdown: The five-location map (ship hub, islands, lava pools) unfolds non-linearly. Early quests fix basics: harvest crystals/bolts via laser, process into cores (currency). Mid-game introduces NPCs—a ghostly figure needing scariness lessons, a bear dad wrangling cubs, a burnout robot artist, fruit folk (radishes, apples), and a spectral cat craving a tree. Fetch tasks (e.g., revitalize pet store) evolve the world: hubs form, characters relocate, secrets hint at a “larger mystery” of inescapable limbo for the exhausted.
Characters & Dialogue: Mia’s silent protagonist role amplifies quirky locals. Bears banter paternally; the robot laments creativity blocks; ghosts quip ethereally. Dialogue is naturalistic—humans-in-alien-skin, per reviews—no forced exposition. Colors denote speakers, though accessibility tweaks (similar hues) are noted. Humor shines: trombone-playing sweetens apples; petting bowtie bunnies delights.
Themes: Deeply therapeutic, it tackles burnout and overwork. Mia’s vacation-gone-wrong mirrors real workaholism; NPCs embody facets (artistic block, parental stress). Pacing critiques note heavy-handed finale flashbacks, but this epiphany—rest over grind—resonates, akin to Toem‘s revelations. Mystery layers add intrigue: why this planet? Subtle mental health advocacy (mindfulness, self-awareness) without preachiness cements its emotional core, making 4-7 hour runtime feel profound.
Gameplay Mechanics & Systems
Lost Nova‘s loops are elegantly simple, prioritizing flow over friction—a sandbox sim distilled to catharsis.
Core Loop: Explore (jetpack/jump across islands), harvest (laser zaps plants/rocks for auto-inventory resources), return to ship for processing (upgrades or core sales). No permadeath, resets on exit (except rares). Activities diversify: farming (plant for cores), mining, fishing lava pools, trading.
Combat/Progression: Zero enemies—pure relaxation. Upgrades (boots for jumps, batteries for stamina/laser) gate content via cores. Jetpack hovers water; jumps (controller: LT+aim RT) critique for speed/accuracy, keyboard shift-runs awkward (suggestion: RMB). UI shines: intuitive map (M-key nitpick), auto-storage/process. Puzzles light—fetch, block-pushing.
Innovations/Flaws: Dynamic world (actions reshape hubs) innovates cozies; battery management adds light tension without punishment. Controller quirks (recognition, jump cursor) and grindy late buys (e.g., expensive items) noted, but 18 achievements (pet bunnies, fish endlessly) encourage completionism sans missables. ~7 hours to 100%, addictive harvesting animations reward loops. Compared to Forager, it’s less grindy, more narrative-driven.
| Mechanic | Strengths | Weaknesses |
|---|---|---|
| Harvesting | Effortless, visual feedback | Repetitive if overdone |
| Exploration | Open pace, secrets | Small map (5 areas) |
| Upgrades | Tangible progression | Battery as “obstruction” |
| Quests | Heartfelt, world-altering | Fetch-heavy |
Flawless for cozy fans; sim-purists may crave depth.
World-Building, Art & Sound
The alien planet pulses with life: colorful 2D scrolling vistas—boulders hide secrets, islands float amid lava/geysers. Fruit NPCs (radishes mourn families) blend whimsy/sci-fi; bear cubs scamper, ghosts haunt playfully. Player actions bloom hubs, pet stores thrive—living world-building sans vastness.
Visuals: Cutesy, picture-book stills replace animations, top-down diagonal-down perspective charming despite block-pushing quirks. Vibrant palettes evoke Forager; no tackiness, pure delight. Steam Deck playable.
Sound: Dynamic OST leitmotifs swell with upgrades, crescendoing emotionally. Fades between areas; quirky SFX (laser zaps, bunny pets) immerse. Topher Anselmo’s work “fits perfectly,” per reviews—rocking guitar finale ices the cozy cake.
Atmosphere? Pure zen: fishing sunsets, spectral cat purrs foster mindfulness, elevating beyond mechanics.
Reception & Legacy
Launch: Stealth hit—92% Steam positive (382 reviews), 4/5 MobyGames player score. Critics (Gameplay Benelux: “heerlijk ontspannend”; LadiesGamers: “Liked-a-lot”; GameLuster: “hidden gem”) praise coziness, story; minor controller/UI gripes. Sales ~6k units, 85 peak players—niche success.
Evolution: Post-2022, Steam Deck verification boosted accessibility; 2024 analytics show steady 92% positivity. Influenced cozy indies (Garden Story, Grow: Song of the Evertree), emphasizing narrative sims. Nielsen’s GameMaker debut inspires solo devs; HopFrog’s Forager ties amplify legacy. Historically, it joins A Short Hike as brevity’s champion amid 100-hour RPGs, advocating “no rush” design in burnout era. No ports/sequels yet, but cult status endures.
Conclusion
Lost Nova masterfully weaves cozy mechanics, poignant themes, and whimsical world into a 5-7 hour jewel—addictive harvesting, evolving hubs, burnout-busting narrative. Minor control quibbles pale against its heartfelt highs: petting bunnies, revitalizing lives, epiphanic homecoming. As historian, I place it firmly in cozy canon—alongside Stardew kin—a antidote to grindy gaming, proving indies thrive on heart. Verdict: Essential 9.5/10. Play it wrapped in a blanket; it’ll fix your ship too.