- Release Year: 2019
- Platforms: Windows
- Publisher: Simon says
- Developer: Babel Studio, Simon says
- Genre: Adventure
- Perspective: First-person
- Game Mode: Single-player
- Gameplay: Graphic adventure, Puzzle elements
- Setting: Futuristic, Sci-fi
- Average Score: 86/100

Description
Myha: Return to the Lost Island is a first-person adventure game set in a sci-fi futuristic world, serving as a remake of the original Myha with enhanced high-resolution graphics, additional puzzles, and full 3D movement powered by Unreal Engine 4. Players explore a mysterious lost island filled with intricate environments and complex challenges, paying homage to the Myst series through its emphasis on atmospheric locales, narrative depth, and brain-teasing puzzles that unravel the island’s enigmatic secrets.
Gameplay Videos
Where to Buy Myha: Return to the Lost Island
PC
Crack, Patches & Mods
Guides & Walkthroughs
Reviews & Reception
metacritic.com (90/100): A loving homage to the Myst series, Myha: Return to the Lost Island has everything that characterized its iconic inspiration: lovely locales, a world of depth and complexity, and puzzles that will tax the little grey cells.
adventuregamers.com (90/100): A loving homage to the Myst series, Myha: Return to the Lost Island has everything that characterized its iconic inspiration: lovely locales, a world of depth and complexity, and puzzles that will tax the little grey cells.
steambase.io (79/100): Mostly Positive
Myha: Return to the Lost Island: Review
Introduction
Imagine stepping onto an alien moon, where the air hums with ancient secrets and every shadow hides a mechanical riddle waiting to be unraveled. Myha: Return to the Lost Island transports players into just such a world, evoking the eerie isolation and intellectual thrill of classic adventure games like Myst. As a remake of the 2016 freeware title Myha, this 2019 release from indie developers Simon Mesnard and Denis Martin elevates a short, ambitious prototype into a full-fledged sci-fi odyssey. Part of the sprawling Black Cube series, it stands alone yet enriches the lore of a universe where mysterious artifacts shape humanity’s fate. In an era dominated by high-octane action and open-world sprawl, Myha is a defiant throwback—a puzzle-driven journey that demands patience, note-taking, and deduction. My thesis: This game is a triumphant revival of the point-and-click era’s best qualities, blending nostalgic Myst-like exploration with Unreal Engine 4’s fluid 3D navigation, though its unforgiving difficulty and occasional technical quirks remind us why evolution in indie design is both necessary and challenging.
Development History & Context
The origins of Myha: Return to the Lost Island trace back to the vibrant indie scene of the mid-2010s, a time when crowdfunding platforms like Kickstarter breathed new life into niche genres. Simon Mesnard, the visionary behind the Black Cube series (including ASA: A Space Adventure in 2013 and Catyph: The Kunci Experiment in 2016), created the original Myha in just 10 days for the January 2016 Myst Game Jam on itch.io. This freeware entry was a 2D slideshow-style adventure with prerendered 360-degree panoramic views, node-based navigation, and simple puzzles set on a mysterious island moon. It captured the essence of Myst‘s isolation but was constrained by its rapid development and limited scope, clocking in at under an hour of playtime.
Enter Denis Martin, known for his atmospheric sci-fi title RoonSehv: NeTerra (2015), whose expertise in 3D environments via Blender and Unreal Engine proved pivotal. The duo’s collaboration began in 2016 with a prototype demo during the BlackCube Jam, evolving into the full remake announced as “RealMYHA” in 2017. Funded successfully via Kickstarter in November that year (raising funds for expanded content), the project shifted to full 3D, ditching static nodes for seamless movement. Published by Mesnard’s Simon Says: Play! and developed by Babel Studio, it launched on April 14, 2019, exclusively for Windows via Steam at $14.99.
This era’s gaming landscape was marked by a renaissance in adventure games, fueled by remakes like realMyst (2014) and indies such as The Witness (2016), which emphasized environmental storytelling and logic puzzles. Yet, technological constraints lingered for small teams: Mesnard’s prior works relied on Visionaire Studio for 2D prerendered graphics, while Martin’s shift to Unreal Engine 4 allowed for dynamic lighting and interactivity but introduced bugs and optimization challenges on mid-range hardware (minimum specs: GTX 470, 4GB RAM). The 2010s indie boom, post-Minecraft and amid Steam’s Greenlight era, favored accessible titles, making Myha‘s deliberate pace a bold counterpoint. Crowdfunding not only validated the vision—testing players on an enigmatic island as a metaphor for discovery—but also highlighted the era’s DIY ethos, where creators like Mesnard (handling story, videos, and supervision) and Martin (crafting the island, puzzles, and additional narrative) wore multiple hats, supported by composer Olivier Maurey for the soundtrack.
Key Milestones
- 2016: Original Myha released; prototype demo with Martin.
- 2017: Kickstarter success; working title RealMYHA.
- 2018: Trailers showcase 3D island; integration into Black Cube series post-Kitrinos: Inside the Cube.
- 2019: Launch with animated videos, voice acting (English/French), and 29 Steam achievements.
This history underscores a passion project born from jam constraints, maturing into a polished homage amid an industry shifting toward VR and live-service models.
Narrative & Thematic Deep Dive
At its core, Myha: Return to the Lost Island weaves a tale of cosmic displacement and intellectual trial, set in 2012 within the Black Cube universe. You embody an unnamed cosmonaut from Tongolia, a fictional nation on planet Terra (a veiled Earth analog), dispatched by the CSE (akin to NASA) to investigate a distress signal on Terra’s moon—presumed to be from missing astronaut Philippe Forté. Landing amid silence, you encounter a enigmatic Black Cube artifact, a recurring motif in the series representing lost Anterran technology. Touching it triggers a teleportation to Myha, a lush yet forsaken moon in a distant solar system, where you’re thrust into a gauntlet of puzzles designed by an unseen architect “waiting to test you.”
The plot unfolds non-linearly through environmental clues: journals, holographic logs, and machinery hint at Myha’s history as a testing ground for interstellar explorers. No overt dialogue dominates; instead, sparse voiceovers (in English and French) narrate key moments, like the opening distress call or cryptic warnings from the Cube’s influence. Characters are archetypal—the absent Forté as a spectral guide, the Anterrans as a vanished civilization echoing Myst‘s D’ni—serving thematic purposes over deep development. Dialogue, when present, is minimalist and poetic, delivered via Maurey’s ambient score to evoke wonder rather than exposition.
Thematically, Myha delves into isolation, discovery, and the hubris of exploration. The Black Cube symbolizes forbidden knowledge, teleporting humanity across stars but at the cost of entrapment, mirroring real-world anxieties about space travel (e.g., Cold War-era moon missions). Themes of testing recur: puzzles represent trials of intellect, forcing players to “earn” escape, much like the Anterrans’ legacy. Subtle sci-fi elements—stasis pods, alien codices—explore identity and legacy; your Tongolian origins contrast Myha’s alien flora, underscoring displacement. Expanded from the original’s brevity, new story beats (e.g., additional logs revealing Cube origins) add layers, though the narrative’s ambiguity can frustrate, rewarding replayability for lore enthusiasts. In the Black Cube series, it bridges Kitrinos (a prequel cube mystery) and Boinihi: The K’i Codex (deciphering alien texts), thematically uniting humanity’s dance with ancient tech.
Critically, the story shines in its restraint, avoiding hand-holding to immerse players in deduction, but falters in pacing—early teleportation disorients without enough context, and endings (multiple based on puzzle mastery) feel abrupt.
Gameplay Mechanics & Systems
Myha‘s mechanics are a love letter to the graphic adventure genre, emphasizing puzzle-solving over combat or action. Core loops revolve around free-form 3D exploration: WASD movement and mouse-look allow fluid navigation across Myha’s island, a vast improvement over the original’s static nodes. Players scavenge for clues—diagrams, symbols, audio logs—requiring a notebook (encouraged via in-game journal) to track patterns. Puzzles escalate in complexity, blending logic, observation, and manipulation: early ones involve aligning telescope views for planetary data, while later challenges demand multi-step deductions, like decoding a cryptex with a five-letter solution hidden in environmental motifs.
Combat is absent; progression hinges on inventory management (e.g., combining tools for locks) and environmental interaction. Innovative systems include dynamic machinery—rotating gears via direct control feels tactile in 3D—and achievement-linked secrets (29 total, like “perfect” puzzle solves). Character “progression” is narrative-driven: unlocking areas via stasis pods or cube interfaces simulates growth, with accessibility options (hearing aids for audio cues, color-blind modes) broadening appeal. The UI is clean yet dated—minimalist HUD with hotkeys for inventory—but save system quirks (respawning at fixed points post-load) disrupt flow, forcing manual trekking.
Flaws emerge in execution: Some interactions are finicky (e.g., precise mouse drags on consoles-like panels), and pixel-hunting persists despite 3D. Difficulty spikes—advanced logic puzzles tax “little grey cells” without hints—alienate casual players, though 10+ hours ensure depth. Compared to Myst, Myha innovates with full movement but inherits frustration from opaque clues. Sub-sections like the tower drawer puzzle (symbol locks via desk items) exemplify layered design, where failure loops encourage experimentation.
Core Mechanics | Strengths | Weaknesses |
---|---|---|
Exploration | Seamless 3D navigation; lampposts aid orientation. | Occasional backtracking due to save respawns. |
Puzzles | Multi-layered (e.g., planetary math, symbol grids); rewarding note-taking. | High difficulty; no optional hints. |
UI/Controls | Intuitive mouse/keyboard; direct control for immersion. | Tedious machinery manipulation; minor bugs (e.g., clipping). |
Overall, the systems foster a meditative loop of discovery, though polish could elevate it from homage to masterpiece.
World-Building, Art & Sound
Myha’s island is a masterpiece of compact world-building: a verdant, fog-shrouded paradise of beaches, forests, towers, and ruins, evoking Myst‘s Ages with sci-fi twists. Full 3D via Unreal Engine 4 renders detailed foliage, dynamic weather (twilight skies, gentle rains), and interactive elements like swaying trees or echoing caves, creating an atmosphere of serene menace. Visual direction favors illustrated realism—crisp textures on alien flora contrast metallic Anterran relics—fostering immersion. Scale feels vast yet intimate; paths lit by glowing lampposts guide without railroading, while hidden coves reward thorough searches.
Art contributes profoundly: Martin’s Blender models infuse organic curves into tech (e.g., vine-wrapped stasis pods), symbolizing nature reclaiming civilization. Mesnard’s opening/ending videos, crafted in 3ds Max and After Effects, frame the narrative with cinematic flair—teleportation sequences pulse with ethereal light. Sound design elevates this: Maurey’s original score blends ambient synths and orchestral swells, syncing with puzzle resolutions for eureka moments. SFX—distant waves, creaking mechanisms—heighten isolation, with voice acting adding gravitas (e.g., distorted Cube whispers). These elements synergize: visuals draw you in, audio sustains tension, culminating in a cohesive experience where environment is the story, much like Riven‘s Ages, though load times occasionally break the spell.
Reception & Legacy
Upon release, Myha garnered solid acclaim in adventure circles, earning a 90% from Adventure Gamers (4.5/5), praising its “lovely locales” and brain-taxing puzzles as a “loving homage to Myst.” Steam users echo this with “Mostly Positive” (76% of 43 reviews), lauding 20+ hour playtimes and addictive exploration, though some decry bugs, high difficulty, and “walking simulator” pacing. Awards include a Silver Aggie for Best Head-Scratcher (2019) and Gold PA for Best Indie Adventure, affirming its puzzle prowess. Commercially modest—indie sales via Steam and GameJolt—it succeeded crowdfunding goals but highlights challenges for Myst-likes in a Fortnite-era market.
Legacy-wise, Myha solidified the Black Cube series’ niche influence, inspiring variants like Return to Grace (2023) with cube motifs and puzzle isolation. It bridged 2D-to-3D transitions in indies, influencing titles like The Invincible (2023) in sci-fi introspection. Evolving reputation: Initially niche (5 MobyGames collectors), post-release patches and bundles (e.g., full series for $39) boosted visibility. Community forums buzz with puzzle discussions (e.g., Steam threads on cryptex solutions), fostering longevity. In industry terms, it exemplifies crowdfunding’s role in preserving adventure games, countering AAA dominance while exposing small-team hurdles like optimization.
Critical Scores
- Adventure Gamers: 90%
- Steam: 76% Positive
- Just Adventure: A-
Conclusion
Myha: Return to the Lost Island is more than a remake—it’s a testament to indie resilience, transforming a jam-born sketch into a 10-hour puzzle epic that captures Myst‘s spirit with modern flair. Strengths in narrative depth, atmospheric world-building, and cerebral gameplay outweigh UI tedium and difficulty walls, earning it a definitive place as a modern classic in the adventure genre. For historians, it chronicles the Black Cube saga’s evolution; for players, it’s an invitation to lose yourself on an alien shore. Verdict: Essential for puzzle aficionados—8.5/10—solidifying Mesnard and Martin’s legacy as torchbearers for thoughtful, exploratory gaming. If you crave deduction over destruction, return to Myha; the island awaits your ingenuity.