Lost Records: Bloom & Rage

The Summer That Won’t Rewind

by DON'T NOD

Adventure gameSteam$39.99

Reviewed by the Rankeno RPG & Adventure DeskUpdated Oct 2026

Lost Records: Bloom & Rage is an Adventure game for Steam. The supernatural hook is the weakest thread in an otherwise solid piece of work, and Tape 1's glacial pacing will lose the impatient. For the right audience, though, it's worth the stay. It scores 7.5 out of 10 — Good.

7.5Good#341 of 624 Adventure games

How it scored How we score

  • Design8.0
  • Innovation7.5
  • Value7.5
  • Utility6.5

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

DON’T NOD has delivered its strongest writing in years — a patient, unnervingly authentic story about four teenage girls and the 27 years of silence that followed.

Released Feb 18, 2025

The verdict

The supernatural hook is the weakest thread in an otherwise solid piece of work, and Tape 1’s glacial pacing will lose the impatient. For the right audience, though, it’s worth the stay.

What we liked

  • The camcorder is an expressive mechanic — a collectible system that reveals the player
  • Four leads written and performed with real authenticity; the friendship is the actual product
  • Dual-timeline structure turns choices into emotional residue rather than branch flags
  • Both tapes bundled — the split release was this game's biggest self-inflicted wound, and it's fixed
  • Period detail that earns its 1995 instead of cosplaying it

What could be better

  • Tape 1's pacing is slow; the early hours are all texture and no forward pressure
  • The supernatural thread is thin, arrives late, and resolves vaguely
  • Shader stutter on some PC configs, and little margin for lip-sync drift
  • Limited platform reach; no Switch, no handheld-first option, no mobile
  • Choice consequences are meaningful but replay value is more emotional than mechanical

Pricier than 97% of the 585 Adventure games we price-check.

Is it for you?

Best for

  • Players who loved Life is Strange for the characters, not the powers. This is the version of that game DON'T NOD apparently always wanted to make.
  • Anyone who reads Tell Me Why, Oxenfree, or Night in the Woods as a genre. You already know whether hours of good conversation counts as gameplay.
  • The 90s-adjacent. Not the nostalgia tourist — the person who actually owned a camcorder and a mixtape and understands why those two objects rhyme.
  • Not for: players who need a mystery to pay off cleanly, or anyone who bounces off games where the primary verb is "listen."

More reviewed in Adventure

Overview

There’s a specific kind of studio tragedy where a developer invents a genre, loses the license to it, and then has to prove it still knows how to do the thing it invented. That’s the position DON’T NOD has been in since Life is Strange migrated to Deck Nine, and Lost Records: Bloom & Rage is the answer — not a sequel, not a soft reboot, but an argument. The argument is: we were never the studio that made the time-rewind game. We were the studio that understood teenagers.

The setup is deliberately unglamorous. Velvet Cove, Michigan, summer 1995. Swann Holloway is sixteen, has a camcorder permanently welded to her hand, and is about to leave town. Before she does, she falls in with Nora, Autumn, and Kat — three girls who form a band mostly as a pretext for spending every waking hour together, and who find something in the woods they will spend the rest of their lives not talking about. Cut to 2022. Four women in their forties, one bar, one package, and the secret they swore off. The game moves between the two timelines and lets the friction do the work.

DON’T NOD self-published across two “tapes,” Bloom and Rage, released months apart in 2025 and now bundled as a single $39.99 purchase on Steam. That bundling matters — the split release was arguably the worst thing that happened to this game’s reception. Positioning-wise, it lands in a crowded but strangely underserved space: the narrative adventure that treats its cast as people rather than as delivery mechanisms for a twist. The loudest praise has gone to the writing and the performances, and the loudest complaints to the pacing and the ending. Both camps have a point.

Key features

  • The Camcorder: A free-aim, always-available recording tool. Film whatever you want — a friend’s face, a dead bird, a beer can, nothing at all — and the game quietly notices. Footage is assembled into “memoirs,” short edited sequences that function as this game’s collectibles and its thesis statement.
  • Timed Dialogue Under Pressure: Conversations run on a clock. Silence is a valid, tracked choice. Every response feeds branching friendship arcs that determine which of the four women still trusts Swann in 2022 — and which ending you reach.
  • Dual-Timeline Structure: 1995 and 2022 are cut against each other continuously, so you’re playing the memory and the consequence of the memory in near-alternating beats.
  • Period Soundtrack and Texture: Licensed 90s needle-drops alongside original riot-grrrl-adjacent tracks, plus journals, mixtapes, and the accumulated debris of a specific American summer.
  • Complete Package: Both tapes included, no episodic drip-feed.

Analysis

The camcorder is the whole game

Most narrative adventures give you a mechanic and then apologize for it. Lost Records does the opposite: the camcorder is barely a mechanic at all, and that’s precisely why it works.

You raise it. You point it. You record. There is no scoring, no puzzle gate, no “photograph five objects to advance.” The game does not tell you what’s worth filming. What it does — and this is the clever part — is remember. Swann narrates over her own footage. The things you chose to look at become the things she chose to look at, and the memoirs you assemble are, functionally, a self-portrait of your attention. Film your friends’ faces and you get one Swann. Film the empty road out of town and you get another. This is a collectible system that characterizes the player rather than rewarding them.

The comparison to Life is Strange‘s photo mechanic is unavoidable and unflattering to the older game. Max’s camera was a checklist. Swann’s camcorder is a personality. The friction is that it demands a kind of self-direction most players aren’t trained for — treat it as a scavenger hunt and it will feel like a hollow one, because there’s nothing to hunt. The game asks you to be curious without a reward loop, which is a genuinely uncommon ask.

Dialogue that lets you fail

The timed choice system is standard-issue on paper and unusually sharp in design. Timers create panic; panic creates honesty. But the design detail that makes it work is that letting the clock run out is a real answer, not a penalty state. Swann says nothing. The room notices. Nora notices.

Where this pays off is the 2022 timeline. Twenty-seven years later, the game quietly cashes checks you don’t remember writing. A defensive joke cracked in 1995 to deflect a hard question resurfaces as a woman in her forties still not entirely sure you ever took her seriously. This is one of the better uses of a dual-timeline structure in this genre — not because the plot mechanics are novel, but because the emotional accounting is honest. Consequence here isn’t a branch flag. It’s residue.

The four leads carry it. The writing avoids the two failure modes that sink teen-focused games: it doesn’t write kids as tiny adults with a thesaurus, and it doesn’t write them as a nostalgia costume. These girls are funny in the specific, mean, testing way that sixteen-year-olds are funny with each other. The voice performances are a clear step up from DON’T NOD’s earlier work — enough that the cast is doing real load-bearing work in scenes where nothing happens.

The pacing problem, stated plainly

Tape 1 is slow. Not “deliberately paced” — slow. Long stretches in bedrooms and clearings are all talk, and the game’s confidence that you’re enjoying the company is not always earned in its opening act. The supernatural thread — the thing in the woods, the reason the four of them stopped speaking — stays offstage far longer than the marketing implies. If you came for the mystery, Bloom will feel like a very long throat-clearing.

Then Tape 2 arrives and the pacing inverts hard. Rage accelerates, delivers its best character work, and lands a resolution that a meaningful chunk of the Steam audience found vague or rushed. The truth sits in the middle: the ending is thematically coherent and structurally underfed. The game spends its length building an exquisitely precise emotional machine and a comparatively brief stretch resolving the plot machine bolted to its side. It’s not a betrayal. It is a mismatch — and it’s a mismatch the split release made worse, because players who waited months between tapes had time to build a theory the game was never going to service.

Taken as one bundle, the slow burn reads as a slow burn instead of an unpaid debt — a materially better way to experience it.

Visuals & performance

The art direction is among DON’T NOD’s most assured. It’s a stylized, hand-painted look with soft edges and heavy atmospheric light — summer haze, cheap fluorescent bar lighting, the specific green of woods at dusk. Crucially, it doesn’t chase photorealism it couldn’t afford, so it hasn’t aged and won’t. The 1995 sections lean warm and slightly overexposed; 2022 is colder and flatter, and the contrast does narrative work without anyone having to say so.

The camcorder viewfinder is the standout piece of interface design — a genuine skeuomorphic flourish with the tape grain, the timecode, and the slightly wrong colors of consumer video, and it makes the recorded footage feel like an artifact rather than a screenshot.

Technically, it’s competent but not spotless. Stuttering on certain PC configurations is the most commonly cited issue and appears to be shader-compilation related — clustered at scene transitions rather than during sustained play. And a game built on staring at faces for hours leaves little margin for lip-sync drift in long conversation scenes, a risk worth weighing in a title this dependent on performance capture landing. Neither issue is a dealbreaker, but both are the kind of blemish that stings in a game this intimate.

Platform nuances

On Steam, this is a controller game that tolerates mouse and keyboard. The camcorder’s free-aim filming is more expressive with a stick — you can drift and hold and linger, which is what the system wants — while mouse aiming is precise in a way that makes the footage feel clinical. Odd but consistent: the imprecision is part of the charm.

Mouse and keyboard has one genuine advantage, and it’s the timed dialogue. Cursor selection is faster than stick navigation when the clock is punishing, and if you’re playing for a specific relationship outcome, that margin is real.

It’s a windowed, pausable, save-anywhere kind of experience that fits a laptop and a couch better than a home theater setup. Steam Cloud saves are the right call given the length and the two-tape structure. If you’re eyeing this for a handheld PC, check the current Deck compatibility badge on the store page before you buy — shader stutter has more room to hurt on constrained hardware.

Note the platform ceiling: PC, PlayStation 5, and Xbox Series X|S only. No Switch version, no mobile, and DON’T NOD has publicly said there are no current plans for a Switch 2 port. If you were waiting for a portable release, stop waiting.

Final verdict

Lost Records: Bloom & Rage is a flawed game with a strong center. The mystery is a pretext, the ending is undercooked, and the first tape asks for more patience than most players will want to extend. None of that touches what DON’T NOD accomplished here: a long, convincing portrait of teenage friendship in the medium, filmed through a camcorder that turns your own curiosity into the collectible.

The studio spent years being defined by a mechanic it no longer owns. It has now shipped something that doesn’t need one. Judge it on the summer of 1995 and the reckoning of 2022 — the woods can look after themselves.

Recommended for the patient and the character-first. Play both tapes back to back. Film everything.

Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
DON'T NOD
Released
Feb 18, 2025
Platform
Steam
Price
$39.99
Genres
Adventure, Indie

Questions about Lost Records: Bloom & Rage

Is Lost Records: Bloom & Rage worth it?

Lost Records: Bloom & Rage is a flawed game with a strong center. Our editors scored Lost Records: Bloom & Rage 7.5 out of 10, which puts it in our Good band.

Why does Lost Records: Bloom & Rage score 7.5 out of 10?

With a score of 7.5 out of 10, Lost Records: Bloom & Rage lands in our Good band. Design is its strongest category at 8.0 out of 10. Utility is the weakest at 6.5.

What do our editors like most about Lost Records: Bloom & Rage?

The camcorder is an expressive mechanic — a collectible system that reveals the player. Four leads written and performed with real authenticity; the friendship is the actual product.

What do our editors say is Lost Records: Bloom & Rage's biggest weakness?

Tape 1's pacing is slow; the early hours are all texture and no forward pressure. The supernatural thread is thin, arrives late, and resolves vaguely.

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