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Lost Twins 2 News

Lost Twins 2 Launches in 7 Days. Here's What Awaits You

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The countdown has begun! We’re just one week away from launching Lost Twins 2, and we’re beyond excited to finally share this heartfelt puzzle adventure with you. Here's a deep dive into what makes this game so special:[/p][p][/p][h3]✨ Story[/h3][p]Lost Twins 2 is a hand-crafted puzzle platformer that follows the journey of twin siblings, Abi and Ben, who find themselves trapped in a mysterious world after a devastating storm strikes their homeland. In this magical realm once home to majestic phoenixes, now extinct, the twins must solve intricate puzzles to bring them back to life and restore balance.[/p][p]The story unfolds across a rich, linear narrative divided into three major blocks, each featuring distinct puzzle mechanics and unique environmental themes. As players progress, they’ll uncover deeper layers of the twins’ bond, the history of the phoenixes, and the secrets hidden within each zone.[/p][p][/p][h3]🌍 Game Structure & Mechanics[/h3][p]Lost Twins 2 features three themed zones:[/p]
  • [p]❄️ Frozen Castle[/p]
  • [p]🟪 Shapes[/p]
  • [p]🧸 Toyzone[/p]
[p]Each zone includes 11 thoughtfully designed levels, packed with platforming challenges and mind-bending tile-shifting puzzles. To move forward, players must complete every level within a zone to unlock the next.[/p][p]A core mechanic is shifting between two perspectives:[/p]
  • [p]🔍 Zoomed-in View: Move your character, interact with objects, and explore.[/p]
  • [p]🧩 Zoomed-out View: Rearrange puzzle tiles by matching their edges to create new paths.[/p]
[p]This dynamic shifting is at the heart of the gameplay and offers a truly unique puzzle-solving experience.[/p][p][/p][h3]🤝 Single-player & Local Co-op[/h3][p]Lost Twins 2 supports both single-player and local co-op gameplay on PC and consoles. The level design remains consistent across both modes, but co-op players will need to collaborate closely to solve puzzles, making it a fun and memorable experience to share with a friend or family member on the same device.[/p][p][/p][h3]🔊 Audio: Immersive Soundscapes with FMOD[/h3][p]We wanted every corner of the game to feel alive and emotional. Our audio design goal was to transform players from gamers into explorers, using sound to breathe life into every location. Each zone features a unique musical identity and ambient sounds that deepen the emotional connection.[/p][p]From the subtle rustle of wind in Frozen Castle to the satisfying crash of a boulder hitting glass, every sound tells a story. Using FMOD, we designed audio that doesn’t just accompany the gameplay but envelops you in it, with 3D spatial cues that make you feel like the world is moving around you.[/p][p][/p][h3]🧙 UI: Wisp-Inspired Hand-Drawn Feel[/h3][p]Our UI takes inspiration from the wisps, the magical essence that flows throughout the game. Each element feels like it’s being sketched into existence, aligning with our hand-drawn art style. These gentle animations are designed to enhance immersion without distraction, creating a UI that feels alive, soft, and magical.[/p][p]From buttons that fade in like glowing trails to menus that reveal themselves with graceful swoops, the UI reflects the spirit of the twins’ journey magical, curious, and warm.[/p][p]
Lost Twins 2 launches on August 14 just 7 days from today!
If you haven’t already, wishlist the game and be the first to jump into this magical co-op adventure:
[/p][p][dynamiclink][/dynamiclink][/p][p]Thank you for following our journey. We can’t wait for you to experience it for yourself![/p][p]
Best regards,
Playdew Team[/p]

The Big Day is Set!!

[p]Hey everyone![/p][p]We’ve got BIG news to share after years of crafting puzzles, designing dreamy worlds, and reading all your wonderful feedback, we’re finally ready to announce:[/p][h3]🎉 Lost Twins 2 launches on August 14th, 2025! 🎉
Available on PC, Xbox, and PlayStation.

📽️ Don’t miss the trailer:
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[/h3][p]This game has been a labor of love. From the very beginning, we wanted to build something that was not only clever and satisfying to solve, but also emotionally resonant, a cozy adventure about connection, creativity, and finding your way back to what matters.[/p][p]Over the past year, your support has been everything. Whether you playtested an early build, shared a kind word on socials, or wishlisted us on Steam. Thank you. You’ve helped shape this game in real ways.[/p][h3][/h3][h3]Wishlist & Follow Us:[/h3][p][/p][p]🛒 Steam:
[dynamiclink][/dynamiclink]🎮 Xbox/PS Store pages:
https://www.xbox.com/en-us/games/store/lost-twins-2/9nh600hw7hdg[/p][p]https://store.playstation.com/en-us/concept/10011224
[/p][p]Mark your calendars for August 14. We can’t wait for you to reunite the twins and dive into this world we’ve created.[/p][p]With love,
Playdew Team[/p]

How Player Feedback Helped Shape the Game

[p]Hitting the playtesting phase is always a big moment in development. It's where all the internal decisions finally meet real players. We recently reached that milestone with our game and the feedback we received exceeded our expectations. Not only did players enjoy the experience, but many took the time to share detailed insights that helped us refine both design and mechanics. In this devlog, we’re sharing a behind-the-scenes look at some of the key changes we made based on their input.[/p][p]What truly stood out to us was how invested players were in shaping the experience. Thanks to their thoughtful suggestions, we were able to make several meaningful improvements.[/p][p]Here are a couple of the key adjustments we made:[/p][p]🌀 The Twin Gates Dilemma[/p][p]One level included two slow-moving gates, requiring each character to interact with an identical mechanic. While the concept made sense to us, players found it unclear or unnecessarily repetitive. To improve pacing and clarity, we removed one of the gates. This streamlined the experience but also made the level too easy. So, we rebalanced the challenge by adjusting obstacles and timing to maintain a satisfying level of difficulty.[/p][p]🐞 Dragonfly Logic Rework[/p][p]Originally, the dragonfly companion behaved differently depending on where the player dismounted. It would reset when dismounted anywhere except when left on a pressure plate an intentional but confusing quirk. Many players assumed it was a bug or oversight. To make things consistent and more intuitive, we updated the dragonfly behavior: now, no matter where the player dismounts, it disappears and resets to its original position.[/p][p][/p][p]Before:[/p][p][/p][p][/p][p]After:[/p][p][/p][p][/p][p]These updates were a direct result of the playtesters’ feedback, and we’re genuinely grateful for the time and insight they shared. It's been incredibly rewarding to shape the game alongside such a thoughtful community.

Till next time.[/p][p][/p][p]Regards,[/p][p]Playdew Team[/p][p]
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First Game You Played With a Sibling?

[p]When we started building Lost Twins 2, we knew we wanted to capture something special. The kind of connection you feel when playing a game with someone right beside you, especially a sibling.[/p][p][/p][p]For many of us on the team, our love for games began not in isolation, but on a couch, floor, or shared screen. Whether it was passing the controller back and forth or solving puzzles together, those early co-op moments with siblings are burned into our memories. They weren’t always smooth (someone always pressed the wrong button 😅), but they were ours. Messy, joyful, and unforgettable.

In Lost Twins 2, you guide Ben and Abi, a pair of lost siblings trying to find their way back to each other. You can play it solo by switching between them, but the game really shines when shared with someone else. It's not about frantic button-mashing or fast reflexes. It's about solving things together, taking your time, and enjoying the process. Just like those childhood co-op moments we grew up with.[/p][p][/p][p]So Now We’re Asking You:[/p][p][/p][p]What was the first game you played with a sibling?[/p][p]Was it chaotic? Was it magical? Did it end in laughter or a thrown controller?[/p][p]Drop your stories below. We’d love to hear them.

Best regards,
Playdew Team

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Tiny Details That Took Hours

[p]Hi guys!

We are back with another devlog. Game dev is full of big ideas and even bigger time sinks hiding in the tiniest details. Not every bug is game-breaking. Not every fix is flashy. But sometimes, it's the smallest visual details that demand the most time and care. This week, we dove deep into three deceptively simple tasks: shadows, scaling, and a tiny animation that turned into full-blown mini-projects.[/p][p]Here’s a behind-the-scenes look at the kind of polish that nobody asks for but everyone feels when it’s done right.
[/p][p]Character Shadow:[/p][p]This was one of the key polishing tasks that required significant time and effort to resolve. [/p][p]Initially, we used Unity’s built-in projector shadow, which fades when the character is far from the ground. While it worked well at first, we later faced issues, specifically, it wasn’t casting shadows in the correct direction.[/p][p]Despite multiple attempts to adjust the projector’s settings, we were unable to achieve the desired result due to limitations in Unity’s projector implementation, which unfortunately still appears to be unresolved.[/p][p]After researching online, we came across a guy who created a solution that extended Unity’s projector system with custom scripts to better control shadow behavior.[/p][p]https://nyahoon.com/products/dynamic-shadow-projector/draw-target-object-component[/p][p]Even after integrating this solution, we spent additional time fine tuning the settings to enhance the visual quality. In the end, we successfully achieved a shadow effect that not only met our expectations but actually looked even better than before.[/p][p][/p][p]Pieces scaling down is considerably noticeable in HUB:[/p][p]While working in the HUB, we implemented scaling of the environment during zoom-in and zoom-out to ensure a smooth and seamless transition. We noticed that some background elements were behaving oddly during the scaling process. [/p][p]Although it seemed like a minor issue, we spent several hours resolving it by creating local pivots and assigning each element to its respective pivot. [/p][p]These pivots were carefully positioned at the bottom center of each object to maintain consistent scaling behavior. [/p][p]This approach allowed the environment to appear as if it was being subtly disabled during transitions. While the user might hardly notice this effect, we ensured that every detail was refined to deliver a polished experience.[/p][p][/p][p]Dome Breaking Animation:[/p][p]From the name alone, it might seem like a simple task that shouldn’t require much development time.[/p][p]However, we ended up spending several hours resolving the issue. Even this appears for a split seconds but still we wanted to fix this issue.[/p][p]Our artist created the animation in Maya, and we played it in Unity using the Animator component. It worked perfectly both in the editor and on the target device.[/p][p]However, during testing in some builds, we noticed occasional performance drops when the dome broke. It was surprising, as everything else functioned smoothly. We adjusted various settings and created multiple builds to identify the cause, but the issue persisted.[/p][p]Eventually, after some experimentation, we discovered that enabling and then disabling the animation in the Start() function resolved the lag. [/p][p]While the root cause remains unclear, this workaround proved effective, and we decided to move forward with it.


These kinds of fixes rarely make it into patch notes or trailers, but they’re what elevate a game from “functional” to feel-good polished. We know most players will never consciously notice the character shadow behaving perfectly or the HUB scaling seamlessly but that’s exactly the point.

Till next time.

Best regards,[/p][p]Playdew Team

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