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Lost Twins 2 News

What We’re Playing When Not Making Lost Twins 2

[p]Game development is intense. Long hours, lots of problem-solving, and even more coffee. But when we’re not debugging tile mechanics or debating level design, we’re gamers at heart, winding down (or firing up) with our favorite titles. Here’s a little window into what’s keeping us glued to our screens outside of Lost Twins 2.[/p][p][/p][p]Our dev is currently knee-deep in demon-slaying chaos with Doom: The Dark Ages. It’s loud, it’s brutal, and it’s everything he needs to blow off steam. He recently wrapped up some other heavy hitters too: South of Midnight , Warhammer 40K: Space Marine 2, and the new Indiana Jones and the Great Circle. Apparently, he’s on a mission to play every game with a colon in the title. His backlog might be longer than our bug list, but hey, he’s making progress.[/p][p][/p][p]The QA guy, on the other hand, refuses to commit to just one game. His playlist reads like a gamer’s dream shelf: Battlefield , Kingdom Come: Deliverance 2, Rainbow Six Siege, FIFA, Arma, and Fortnite. Six games, all actively being played. We’re not sure how he finds the time, but we suspect he might be living in the Matrix.[/p][p][/p][p]Our CTO (just a title to scare us),  leans into the thoughtful, beautifully-crafted indies. His recent favorites include Bionic Bay, Little Nightmares, Portal, Ori and the Blind Forest, Baba Is You, and Braid. If it’s got atmosphere, clever puzzles, or a touch of melancholy, he’s all in. He says he plays games that make him feel things. We’ve caught him staring at the title screen of Ori more than once.[/p][p][/p][p]The artist been loving tactical and strategic titles. He’s working his way through Commandos Origins and Rivals, with Warhammer also on the rotation. He’s the kind of player who thinks ten moves ahead is perfect for someone who spends his dev hours anticipating player behavior.[/p][p][/p][p]And then there’s our other dev, who recently enjoyed Stray and some classic Assassin’s Creed titles. Sadly, his gaming life is slightly limited by the eternal struggle of being a Mac user. As he puts it: “Can’t play the majority of indie games."[/p][p]
And of course, there's our marketing lead, currently exploring Teyvat in Genshin Impact. They call it research,  studying character-driven engagement loops and live event strategies. We nod supportively while watching them wish for their 5-star waifu. And yes, pulling for Primogems totally counts as market insight.

Meanwhile, our producer is busy mastering the dark arts of mobile gaming. One minute they’re deep into Candy Crush, the next they’re comparing monetization models between match-3s and idle clickers, all while somehow managing our sprint deadlines. If there’s a leaderboard, they’re on it. If there’s a daily reward, they’ve claimed it. At this point, we’re pretty sure they have a sixth sense for spotting a good gacha system.
[/p][p]So while Lost Twins 2 is always our main quest, these games help us recharge, get inspired, and occasionally trash talk each other (in good fun, of course). Got a favorite game recommendation for us? We’d love to hear what you’re playing too.[/p][p]
Best regards,
Playdew Team

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Making a Game With No Words

[p]In Lost Twins 2, we wanted players to dive straight into the world, no reading required. That led us to one of our most challenging (and rewarding) design experiments yet: a completely textless UI.
[/p][p]No labels, no instructions, no language barriers. Just icons. Here’s why we did it, what nearly broke us, and why we might just do it again. The decision to go completely icon-based in Lost Twins 2 wasn’t just a visual experiment. It was a deliberate design philosophy driven by a mix of accessibility, immersion, and practicality.

Why We Did It?[/p][p]The idea came from two main goals:[/p]
  • [p]Language Independence – One of our core goals was to make Lost Twins 2 truly universal. A game that anyone, anywhere could pick up and play without language being a barrier. Whether you’re a kid in Japan, a parent in Brazil, or a teen in Germany, the experience should feel native to you. By relying solely on icons and visual cues, we skipped the need for translations and localization entirely. No lengthy localization pipelines. No concerns about mistranslations or awkward phrasing. No walls between players and the game. Icons, when done well, speak a language that crosses borders. And in a global gaming landscape, that’s powerful.[/p]
  • [p]Clean, Immersive Design – Lost Twins 2 is crafted to feel like a dreamy, storybook world. Every screen, every moment is carefully illustrated and designed to pull players in. Text, no matter how well written, can sometimes pull players out.[/p]
  • [p]And Honestly… Sanity[/p]
[p]Let’s not pretend we didn’t have selfish reasons too.[/p][p]If you’ve ever had to QA a game in eight languages while checking for font issues, line breaks, or missing context… you know the pain.[/p][p]Every new language brings its own technical and cultural quirks, not to mention the cost and overhead of managing updates across them all. By removing that layer entirely, we freed up time and energy to focus on polishing the core experience .
[/p][p]Challenges We Faced [/p][p]1. Making icons that actually make sense
A heart for "life" is easy. But how do you communicate “Save Game” or “Control Scheme” visually? Some icons went through 10+ iterations before we landed on ones that clicked.[/p][p]2. Player understanding
Our first playtesters? Confused. Some icons missed the mark entirely. We had to refine onboarding to teach through action, not explanation. It was all about learn-by-doing.[/p][p]3. No fallback
With no text, there was nowhere to hide. No hover-to-explain, no in-game glossary. If it wasn’t intuitive, it didn’t work. We had to rethink our UX from the ground up.
[/p][p]What Worked[/p][p]Once it clicked, testers LOVED it. The interface feels slick and universal. Some said it reminded them of early Nintendo-era games that relied on intuition over instruction.[/p][p]Works great across languages and age groups. We had kids and non-English speakers play it with no problem once they got used to the icon logic.[/p][p]It made us more creative as designers. No crutches. Everything had to be shown, not told.
[/p][p]What’s Next[/p][p]Still fine-tuning a few icons that aren’t as clear as we’d like. We’re also considering a super minimal tutorial area where players can “play-learn” the meaning of core icons without breaking the vibe.[/p][p]Going icon-only isn’t easy.  But it pushed us to design better, think globally, and build a game that speaks in visuals, not words. If you’re building a game where mood and accessibility matter, we can’t recommend this approach enough. Just be ready to test, test, and test again.[/p][p]Best,
Playdew Team

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A Day in the Life of Lost Twins 2 Team

[p]Hey everyone! 👋[/p][p]Today, we’re pulling back the curtain on what an average day of development looks like as we build Lost Twins 2. It's a puzzle-platformer filled with tile-shifting, sibling teamwork, and handcrafted charm  and just like the game itself, our process is full of small moving parts that need to sync perfectly.[/p][p]Here’s a look at one full day: bugs, breakthroughs, banter and all.[/p][p]
☕ 9:00 AM — Mandatory Morning Coffee
Every day starts with coffee. Mugs in hand, steam rising, and a slow ease into the day. The studio (or the team chat, for those working remotely) is quiet, with gentle check-ins, memes, or just background lo-fi hums while everyone settles in with a quiet scan of the to-do list. The atmosphere is still, like the early levels of the game.
[/p][p]🧠 10:00 AM — Daily Scrum[/p][p]Everyone gathers for the daily standup: a quick, focused sync. What’s in progress, what’s blocked, what weird bug surfaced since yesterday?[/p][p]Some days it’s a smooth check-in. Other days, someone says “So… something broke in the system” and suddenly half the team is pulling up the debugger. Either way, we leave the meeting with a shared direction and a list of today’s mini-quests.[/p][p][/p][p]🐞 10:30 AM — QA Shenanigans[/p][p]QA pulls up with their usual treasure trove of delightful disasters and starts combing through yesterday’s build, looking for edge cases, soft-locks, and those delightfully weird bugs that only show up when you try to break the game on purpose.

As always, a shoutout to the bug-hunting brigade for keeping us humble.

🔧 11:00 AM – 1:00 PM — Deep Work Begins[/p][p]With priorities set, headphones go back on and the day properly begins. Programmers dive into tile logic, input handling, and camera transitions. Artists jump into Unity to fine-tune color grading, particle effects, or the tiny character animations that give the twins life. If there’s a new level in development, the puzzle designer is busy tweaking layouts and testing flow.
[/p][p]🍱 1:00 PM — Lunch Break[/p][p]A well-earned breather. Some head out for a walk, others keep chatting about game ideas between bites. Occasionally, someone drops a new track from the composer and we all pause mid-meal just to vibe.[/p][p][/p][p]🎨 2:00 PM – 5:00 PM — Creative Crunch[/p][p]The most productive block of the day. New puzzles are tested. Lighting passes are reviewed. Dialogue timing is adjusted. That slightly-off fog color? Tweaked. That one animation that didn’t loop quite right? Smoothed.[/p][p]One person might be obsessing over tile sounds, making sure ground sounds like ground and stone like stone. Another might be deep in the shader graph, working on making water shimmer just right when it catches the light from the lanterns.

✏️ 5:30 PM – 6:00 PM — Journaling & Wind Down[/p][p]Before logging off, we update the dev journal, jot down what worked, and flag anything strange for tomorrow. Sometimes we gather feedback on a new level from the whole team. Sometimes we just share a pretty screenshot and admire the way it all came together.
[/p][p]🌙 After 6:00 PM — Banter, Bites & Sign-offs[/p][p]As the work wraps, the group chat shifts gears. Screenshots give way to snack pics. Someone shares their dinner, someone else reacts with “when is the studio opening a food channel,” and a third drops a meme targeting that one bug that took three people and half a day to fix.[/p][p]There’s playful banter about who broke what, who actually fixed it.A few folks trickle out early, while others hang back just to chat or tinker a little more. Eventually, the last messages are just quiet goodbyes and tomorrow’s to-dos.[/p][p]

Game development isn’t always dramatic breakthroughs or big reveals. Sometimes, it’s just small wins, strange bugs, shared laughs, and the quiet satisfaction of progress. Our days are full of those moments
[/p][p]Thanks for following along. Until next time, stay cozy and keep solving.

Best,[/p][p]Playdew Team

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Too Strong for Its Own Good: The Box That Broke Everything

[p]Game development is full of surprising moments. Some delightful, others a bit chaotic. While working on Lost Twins 2, we came across one such moment: a simple wooden box that turned out to be far stronger than intended. What was meant to be a thoughtful puzzle turned into a physics-defying shortcut, all thanks to one small oversight. [/p][p]
While working on Lost Twins 2, one of our levels taught us an unexpected lesson in physics or rather, game physics.[/p][p]The setup was simple: a level featuring our twins, Ben and Abi, a heavy stone boulder, a wooden box, and a glass dome protecting the exit portal. The puzzle was meant to unfold like this:[/p]
  • [p]Roll the boulder onto the glass dome, breaking it open and making the portal accessible.[/p]
  • [p]Use the box as a platform to reach a higher ledge where a button opens the gate.[/p]
  • [p]Reunite both characters at the portal to complete the level.
    [/p]
[p]All seemed fine  until one day, we decided to try something different. Instead of dropping the boulder onto the dome, we casually tossed the box on it and crack!  The dome shattered. Portal exposed and level completed in seconds. [/p][p]Except... that wasn't supposed to happen.[/p][p]The glass dome was only meant to break under the weight of the boulder,  a deliberate design choice to reinforce the puzzle’s logic. The box? It was supposed to be too light to cause any damage.[/p][p]After some digging, we found the culprit: in the backend, both the box and the boulder shared the same weight value. The game couldn’t tell the difference between a mighty boulder and a wooden box. Physics-wise, they were equals[/p][p]

The developers fixed the issue by correcting the weight values, ensuring that only the boulder has enough force to break the glass dome. The box has since returned to its rightful job as a humble stepping stone.[/p][p]This tiny bug reminded us how even small data entries can flip puzzle logic upside-down or in this case, break it entirely. This little bug served as a great reminder of how even the tiniest details like object weights can dramatically shift gameplay and puzzle logic. It also gave us a good laugh and a valuable lesson in double-checking the numbers behind the scenes.[/p][p]Until the next oddball discovery,
Playdew Team[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]
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Which Twin Are You More Like?

In Lost Twins 2, solving puzzles isn’t just about moving tiles and flipping switches. It’s about how you think. And that’s where Abi and Ben come in. These twins have different approaches to every challenge, but both are essential to navigating the magical world they’ve been dropped into.

Are you a calm thinker like Abi? Or an instinct-driven explorer like Ben?
Let’s find out with this light-hearted quiz! 🧩

🎯 Take the Quiz!
Let’s test your puzzle personality. Pick the answer that feels most like you!

1. You're faced with a locked door and no key. Do you…
A) Study your surroundings, look for patterns or hidden clues
B) Try every button, switch, and weird wall crack until something clicks

2. A tricky puzzle has you stuck. You…

A) Pause, breathe, maybe sketch it out or think it through carefully
B) Charge in again and again — something’s got to work eventually!

3. Your ideal co-op partner is someone who…

A) Talks strategy, divides tasks, and solves calmly
B) Clicks buttons at random, laughs a lot, and finds wild shortcuts

4. You get a magical power to shift rooms around. Do you…
A) Map the possibilities and plan the best sequence
B) Flip everything at once just to see what happens

5. You and your twin are in a forest filled with puzzles. What’s your vibe?
A) “Let’s take it one step at a time — we’ll figure this out.”
B) “Wheee! Let’s see what this lever does!”

6. Your ideal game vibe is...
A) Cozy, thoughtful, and story-rich
B) Fun, fast-paced, and spontaneous

7.You and a friend are solving a puzzle together. You...
A) Take the lead and talk it through
B) Jump in, try things, and figure it out as you go



🧩 Results Time! Mostly A Answers:
You’re definitely an Abi! Thoughtful, observant, and maybe the person in your friend group who always finds the actual solution. You love puzzles that make you feel smart and worlds you can get lost in.

Mostly B Answers:
You’re a Ben at heart! Adventurous, impulsive, and full of creativity. You don’t overthink it,you go with the flow and often stumble on brilliant discoveries by just trying everything.

💬 Share Your Results!
Drop your result and tag a friend who would make your perfect co-op partner! Who knows… you might just be the Abi to their Ben.

✨ Don’t forget to wishlist Lost Twins 2 if you haven’t already, and follow us for more cozy puzzle updates, developer diaries, and community fun!

https://store.steampowered.com/app/1752540/Lost_Twins_2/