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    THE LIFT Supernatural Handyman Simulator Playtest Impressions Featured Image
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    THE LIFT Supernatural Handyman Simulator – Playtest Impressions

    By Erickson MelchorSeptember 22, 20256 Mins Read
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    Repair simulators were once a very niche genre in gaming. Repairing things used to be a minor feature in some games, but it was seldom just about the repairs. That has since changed, as many developers are now taking the opportunity to put their own spin on this surprisingly therapeutic genre. Now we have this sci-fi meets House Flipper hybrid to look forward to in the future.

    THE LIFT Supernatural Handyman Simulator is developed by Fantastic Signals and published by tinyBuild. Players take control of the Keeper, an individual brought in to repair and maintain a place called the Institute. Apparently, the world’s most advanced research facility needs janitors. Apologies, I mean – Keepers. I’ve been told that the distinction matters. But hey, if screwing in lightbulbs and fixing benches means saving the world, who am I to complain?

    The version of THE LIFT playtest I’ve played recently is an early development build that showcases the team’s progress and vision for the game. It’s comprised of two scenarios: the tutorial at the start of the game and a post office level that provides players with a better understanding of the general gameplay. The playtest has a runtime of more or less 4 hours, depending on how fast you solve the problems in the second scenario, as well as any side content you decide to partake in.

    The gameplay is no different from any repair simulator game out there, albeit with a little more polish and flair for good measure. It would appear that you will be spending a good amount of time fixing and restoring objects to a fully functional state. Your progress is represented by a meter on top of the screen. The more things you set right, the more stable the world becomes. I don’t really know much about the science involved, but when I see a calculator that looks like it’s caught in between dimensions, even I know that stuff needs to go.

    The first scenario covers the game’s tutorial. You start the level in an elevator while an introductory slideshow is playing in the background. Almost immediately, problems arise, and you are expected to do something about them. Here, you are taught the controls and the available commands. Later, you find out that it was all a test, and you were never really in an elevator. Regardless, you pass the test and are asked to report to medical for your next task – stepping foot inside a cryo chamber. The next time you wake up, the world is completely changed.

    The next part involves solving your first full-blown multi-step puzzle. You need to escape what’s left of the labs by going through the elevator you “arrived” in. After exploring the place a little bit, you will find a screwdriver and some screws. You also find some cables to use for a connection mini-game that has some small similarities to Bioshock’s pipe puzzles. (If only in how it is presented.)

    The next area puts the situation in a better light – in other words, the world has gone full abstract. Something happened while we slumbered, but now it’s our job to set things right. At least, that’s what the robot man in the flying bus told us. The scenario ends with us learning a little bit about the in-game economy, particularly ways of earning coins to buy items.

    The second scenario takes place later on in the game. You and a team of other survivors go to the post office for some repairs. Consider it a more fleshed-out vertical slice to give players a better idea of what they can expect.

    For this section, you have access to the vacuum and the tape gun. The vacuum is used to suck up black goop and to clear obstructions, while the tape gun is used to patch up holes and cover any imperfections. You will need to use all the tools at your disposal, along with the screwdriver, to restore the lobby into something presentable. The goal is to repair enough things to reach stability level 3. A task made harder with the introduction of crafting and vending machines. There’s also this locker room minigame wherein you have to pay close attention to audio log conversations and environmental clues to open a bunch of mini-lockers.

    The entire scenario was a huge step up from the previous one. It has multiple layers of complexity, yet the building blocks for solving each puzzle are introduced in bite-sized chunks. I didn’t feel as though I’d suffer an information overload, only brief moment when I thought I was missing a few pieces, only to discover that the solution was staring me in the face. Turns out, you can move around pieces like screws and cables to solve other puzzles. Goes to show that you are expected to have a degree of flexibility.

    I am really impressed with what they’ve been shown so far. The handyman gameplay is solid, the story is intriguing, and the visuals look as if they are good enough to ship, excluding some visual and audio imperfections. The voice acting appears to be up for the task, aided by the fact that those delivering the lines lean into the characters’ quirkiness. The gameplay loop also appears to be satisfying enough that even if I do mess up, I feel like I won’t be stuck for too long.

    For the second scenario, I must admit that I did hit a couple of brick walls. There were a few things I needed to figure out for myself, some of which I’m certain will infuriate players who prefer to have their hands held during gameplay. I’m not quite sure if the solution for that is more handholding. I hope not. The feeling of accomplishment is what pushes me forward in practically every point-and-click game I’ve ever played. I’m sure others feel the same way as well.

    If my guess is right, the way the levels are structured is similar to that of Control, with the different sections. The only difference is that every area is separated via an elevator loading screen. Though I could be wrong, and it won’t end up being as linear as I think it is. It will all depend on the scenarios and how the puzzles are set up. There’s also this thing I noticed early on about the game hinting at multiple endings. That could go towards encouraging multiple playthroughs, if done correctly.

    All in all, I have high expectations for THE LIFT. Not only am I a fan of the handyman simulator aspect, but the game gives off some serious Abiotic Factor vibes. If you like simulator games and the vibes of Abiotic Factor, you may want to have this game on your radar. THE LIFT Supernatural Handyman Simulator will release sometime in 2026.

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    Erickson Melchor
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    Erickson is not just an indie game developer but also a discerning critic who aspires to see his games make a positive impact someday. In the meantime, he diligently works on his craft and immerses himself in a variety of games. You never know when and where inspiration might strike. As a Destiny 2 enthusiast, Erickson spends a considerable amount of time exploring the world of Guardians. Furthermore, as an editor for Sirus Gaming, Erickson blends his game development insights with a critical eye, aiming to enrich your gaming experience while sharing his unique perspective on the industry.

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