Naau: The Lost Eye Reviews
Naau: The Lost Eye is a VR action, adventure, and easy puzzle game with physics based mechanics. Explore ancient ruins, sky cities, and canyons.You will have bow, crossbow, various weapons and too many enemies.This game is created exclusively for VR.
App ID | 1124600 |
App Type | GAME |
Developers | Studio Gamebit |
Publishers | Studio Gamebit |
Categories | Single-player, Steam Achievements, Tracked Controller Support, VR Only |
Genres | Indie, Action, Adventure |
Release Date | 29 Apr, 2021 |
Platforms | Windows |
Supported Languages | German, English, Spanish - Spain |

1 Total Reviews
1 Positive Reviews
0 Negative Reviews
Negative Score
Naau: The Lost Eye has garnered a total of 1 reviews, with 1 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
509 minutes
Its a interesting game, with some cool mechanics and story. Its a long game, around 10 hours, but kind of gets boring a bit. 6/10 the devs probably forgot about this game lol.
👍 : 0 |
😃 : 0
Positive
Playtime:
44 minutes
So many bugs. I just can’t. I played this game for 30-60mins, 3x during the week always hoping the bugs would disappear. Nope.
You’re weapons constantly get stuck. Have to restart.
Weapons fly out of hand and can’t pick them up again. Have to restart.
Hands fly off of body and can’t get them back on, even after trying to solder them back on my my DIY “put your limbs back on” kit. Guess again? That’s right. Had to restart.
Terrible QA. Terrible UX. Terrible gameplay.
👍 : 2 |
😃 : 1
Negative
Playtime:
99 minutes
Game is ok, not very good but not terrible, id give it 7 out of 10 But beware of a bunch of bugs - you can lose your weapon forever if left on the ground for too long, certain puzzles wont work even after save reload (fireball puzzle in generator room or smth), so i cant progress any further than generator room
👍 : 3 |
😃 : 0
Positive
Playtime:
197 minutes
You should try it.. The weapons vanishing issue needs resolved though you can work around this by always putting your weapon back in inventory when not in use. Interesting and different art style, nice menu system. Physics are okay to good, voice acting (what there is of it) is passable. Fun so far as early access, needs work. Hope the devs continue to support it. It's definitely worth the price of admission!!
👍 : 3 |
😃 : 0
Positive
Playtime:
624 minutes
Firstly I want to say from such a small team this game is incredible and doubly so that the game universe is a persistant physics based combat enviroment. That doesn't mean it couldn't do with some changes but on the hole I really enjoyed playing it. At the moment there are countless bugs but I'm not going to detail any here as I'm sure they'll be fixed pretty quickly. So . . . being an anonymous internet user and never having used Unity or Unreal in my life so this naturally makes me perfectly qualified to tell 'Studio Gambit' how to make their game and what changed I would make to improve it . . . so here goes.
Game length and pacing
I didn't rush and played the game at a leasurely pace and it took me 10 hours. I've got to say its the first game in VR that I've really been happy with length. However because I have been exposed to short VR games I found that I expected the game to finish at any moment because I had no referance to where I was in the game. the best way to fix this would be to have some gauge for example "Chapter name" 3 of 10 between levels (also chapter names will also give more context to player about the story)
No manual save
On gripe I have is the lack of the abiltiy to save when I want. you come across save points with a shrine that you can activate however I would prefer to save when and where I want as i like to save before I try something dodgy or I don't trust the situation.
setting and art style
I really enjoyed the game all the way through, I love the low-poly art style. Many times throughout the game I stopped and stared at the scenery for a while and enjoyed poking around deep down wishing I could explore an open world.
Weapons
One of the most unfortunate aspects of the game is the weapons. in fact I only used the mace the Bow and the (and the Crossbow sparingly). I don't even know what the other more expensive weapons were because I loaded up on mace's, and the reason? because your weapons will wear out and brake with use (which I didn't like) and then theres so much ammunition for the bow that I ended up with 400+ arrows at one point . . . my fix for this would be to just get rid of weapons damage all together and just have infinite ammo, then instead of re-buying your weapons constantly over and over again it would be more enjoyable to upgrade them (range, damage ,speed, better sights (needed for the crossbow)
I would also like to see a spear and a sword
inventory
The second desperately needed change would be for the inventory. In the ten hours I played the game I still hated it by the end. the enemies are generally a casual nuisance so you can prepare your weapons before hand and generally avoid it getting in your way, however sometimes you have to switch on the fly while moving (say during a boss battle) and it can get infuriating it stays stationary while you run around. I think a full rethink of how the inventory works is in order . . . the way I would set up the inventory would be to have inventory work like a rucksack that you can select to sort stuff. There should be a quick slot over your left and right shoulder as well as a pair of side pockets containing your pre-selected items (Mace,bow/arrows/shield etc) like on a lot of games.
enemies
enemies could do with some work but they do fit the casual nature of the game,
All in all a great effort and Ill look forward to playing it gain.
👍 : 4 |
😃 : 0
Positive
Playtime:
127 minutes
Its physical based work very well. It's always exciting to be in different places. I look everywhere at every corner :) I liked the designs of the game very much. If I need to criticize the game, the game can get a little more active. These devs should be supported.
👍 : 4 |
😃 : 0
Positive
Playtime:
495 minutes
Has really nice graphics, game play is good, puzzles are fun to solve. Would recommend you to play this game.
👍 : 4 |
😃 : 0
Positive
Playtime:
166 minutes
It starts a bit slow but opens up later. For the first 30 minutes, the game introduces the mechanics but it does it overly simple. And sometimes fails to instruct players what to do which makes that firt 30 minute training quite boring. But after that 30 minutes mark, game opens up and get bigger and deeper with each area. It starts to amaze with its environment and challenges.
It starts as a indie game (which is really a indie game, done by only one person if I know correctly) but evolves into much larger than you expect it to be, to an ambitious game.
👍 : 7 |
😃 : 0
Positive
Playtime:
105 minutes
I've tested the game using my Rift CV1 and the Valve Index. The game works great using either hmd. After starting the game through its desktop icon, the icon is shown in Oculus Home and plays exactly like if you bought it in the Oculus Store.
I'm probably going for lcd (=Index) for this game, black levels look fine using lcd, so it should work great using Reverb, Quest 2 and Rift-S. Later levels look great (graphics are kinda poor when you start the game, don't be fooled by that), and I've got solid 90 fps even using res 200 % and 2xMSAA with the Index. That said I also get solid 90 fps using my Rift CV1 with super sampling 2.0. But even though many textures aren't high-res at all, these are so low-res close-up that adding some SDE using the CV1 ss 2.0 isn't helping much. Devs need to increase the res of many textures to really make this game shine.
It's still a highly optimized and polished game, even if it's Early Access. In the start the gameplay is quite slow and old school (even boring and repetitive), but it gets a lot better after about 30 minutes or so. Consider the first 30 minutes like a tutorial for persons new to VR. The game may be considered some kind of Zelda and Fujii combo...
You got full locomotion and smooth turning (and teleport, snap turning) - and the game supports Index with full finger tracking.
The AI might not exactly beat the hell out of Kasparov in chess, but I enjoyed the game nonetheless.
The devs should make 4K-ish textures like Boneworks, and this game would shine a lot more. 7/10 for now (I added 0.5 for the Rift native driver support :-))
👍 : 13 |
😃 : 0
Positive
Playtime:
76 minutes
Another game that I think has potential but as is I cannot recommend it.
First off, breakable weapons. I almost never like this mechanic and like it even less in a game with limited crafting resources. I actually soft locked myself because of this. I was saving my crafting resource so I only had one weapon. Walked into a room, door closed behind me. Saved at the save point(no saving anytime, only at certain spots). A horde of enemies spawned and my only weapon broke part way through the fight. There was no way to advance without killing enemies and you can't deal damage without a weapon. I couldn't go back to craft one because the crafting station was behind a locked door. I was trapped in a room with no way forward and no way back.
Second point, very buggy. I had to close and restart the game several times due to bugs which just really breaks the flow.
I may come back to the game in the future but in its current state, you're probably better off passing on this one.
👍 : 16 |
😃 : 1
Negative