The Lift Is A New Game From Ex-Pathologic 2 Devs About Exploring And Revitalizing A Retrofuturistic Research Base
If a sizable chunk of science fiction focuses on characters in on the action, whether that’s explorers, detectives, or soldiers, then video games are even more hyperfixated on futuristic professions that involve dispensing hot lead. By contrast, The Lift, the freshman game from Fantastic Signals, is more preoccupied with the mundane elements of its speculative setting. Well, as mundane as you can get with a story set in an underground research facility defined by furniture-based metaphysics, odd anomalies, and a black goo that’s slowly creeping into every corner of this long-abandoned place.
You play as the Keeper, a handyman working at an enigmatic research base called the Institute. After being placed in a cryochamber until their next shift, the Keeper wakes up some undetermined amount of time later, abandoned by their fleeing employer. Before long, you find yourself roaming the halls of this massive complex, fixing everything from chairs to complex machinery as you slowly restore this station to what it once was.
As this description implies, The Lift is very much inspired by handyman-style games like House Flipper, where you’re tasked with sprucing up your surroundings. The main difference is that instead of one-off odd jobs, the game is designed around exploring a large interconnected complex, where you unlock new tools that let you access previous areas. Fantastic Signals is comprised of many developers who worked on Pathologic 2, and you can see this influence in the open-ended format at least partially comparable to what’s found in immersive sims (i.e., crawling through a duct).
From the two hours I played of the game, it makes the most of its unique setup, blending its many inspirations into a unique experience defined by tactile repair jobs and an appealingly weird world. I’m not one to typically go in for these types of “job sim” type experiences, but this setting and its narrative hooks pulled me in.

Events begin with the Keeper watching a propagandistic company video during their orientation, which more or less argues that the sole purpose of human existence is to work. After a shadowy figure behind the glass tells you to enter a crypod, the Keeper is stored away like company property until their next job. When they wake up some time later, it’s clear that something has gone very wrong: after forcing their way out using an emergency hatch, they find themselves entirely alone in the dilapidated remains of this once cutting-edge research station.
Even as you’re initially getting your bearings, there’s an immediate sense of place, with retrofuturistic decor and over-eager company posters setting a tone that’s simultaneously tongue-in-cheek and ominous.
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