News from F5
House of the Lost Mini - Coming Soon for your iPhone and iPod Touch
posted on: Monday, January 28, 2013

That’s right, we’re bringing House of the Lost to the iPhone and iPod Touch as ‘House of the Lost Mini’!

Now, Mini doesn’t mean that you’re going to get less of the awesome action, or fewer randomly generated levels, or a smaller number of weapon crafting possibilities; it just means that we had to squish the files down to size and rework the controls to better fit the smaller screen size of a phone. Check out the screen below to see what I mean.

Directional Shooting

We’ve also heard the cries of our iPad players who want to see House of the Lost include directional shooting! This means that instead of lining up your character with the left-hand stick and then hitting the fire button to attack you can now attack in any direction (up, down, left, or right) depending on where you tap the attack button.

This is something that we’ve only added in the last week or so and I have a feeling that we’re going to need to continue tweaking it in the weeks ahead, so for now it is not the default control option, but you can turn it on from the settings screen. If you’re one of the players who have been asking for this please let us know what you think about it and how we should continue to improve it. We’ve still got a few graphics to swap out ( including the d-pad image in these pictures ) before we submit to Apple but you can expect House of the Lost Mini to be available in the next few weeks. Let me know what you think in the comments, and if you have any questions about the game shoot those over as well.

House of the Lost: Revived
House of the Lost Mini is Now Available!
posted on: Thursday, January 31, 2013

That’s right, the wait is finally over, you can go and grab House of the Lost Mini for your iPhone 4S ( or newer ) right now. Just follow this link: House of the Lost Mini for iPhone

Also, check out this sweet stop-motion promo trailer that we put together to celebrate the launch



As I stated in our last post, you’ll still get all the awesome roguelike action gameplay of House of the Lost that made the iPad version so great AND you get the brand new d-pad shooting control scheme! So go grab it from the app store and let me know what you think in the comments!

House of the Lost: Revived
House of the Lost coming to OUYA in July!
posted on: Wednesday, July 09, 2014

We've been hinting at it for awhile but now I'm happy to officially announce that we will be launching House of the Lost for OUYA this month! Let's be clear though, this isn't just some port to a new platform, this is absolutely the best edition of the game. Not only is this the most up-to-date version of the game from iOS and Android but this version includes a few new features that you can only get on OUYA, physical controllers and a new couch co-op mode!

Quick Recap

House of the Lost is an action/adventure game that challenges the player to survive a constantly changing haunted house while trying to save his sister. It plays similar to the dungeons in the original Legend of Zelda, or the more recent PC game Binding of Issac. You move from room to room fighting monsters, solving puzzles, and uncovering secrets on your way to a showdown with that level's boss. Along the way you will grow stronger, craft new weapons, and learn the secrets of the House, but if you fail you'll have to start back at the beginning. Also, each time you start over the house randomizes itself, changing the layout of its levels, placement of its monsters, and location of items and power-ups. All of this combines to give House of the Lost a real old-school challenge, and we are really excited to bring it to OUYA.

You can check out more screenshots and video of the game in action on our game page right here.

Physical Controllers



One of the biggest enhancements for the OUYA version of House of the Lost is support for the OUYA controller. You can now play House of the Lost with an actual controller in your hands, and it is a thing of beauty. Since the initial launch you have been asking us to refine the controls and we've made big improvements to how the game plays based on your feedback. However, none of those tweaks could make up for the fact that this game just needs to be played with an actual controller, and as soon as you get your hands on it I think you'll agree.
Our control setup for the game uses the left analog stick or d-pad to control your movement and the four face buttons ( O, U, Y, A ) give you directional fire independent of your movement. This allows you to move in one direction and then use the face buttons to fire in any other direction as you move. We've also mapped both analog triggers to item activation so you can use whichever one feels most natural to you.

House of the Lost has never controlled better than it does in this version, you've got to get your hands on it.

Couch Co-op



While the addition of physical controls has a huge impact on how you play the game our other massive addition could possibly be an even bigger deal, Couch Co-op! From the moment we got our hands on our Kickstarter OUYA console we've felt that it's best when you're playing together with a friend. OUYA is THE co-op console and we knew that we had to adapt House of the Lost to support co-op if we were going to do an OUYA release. We're very happy to say that adding a co-op mode was the best decision we could have possibly made.

In co-op mode you and a friend get to team up to defeat the House and rescue all the children trapped inside. Because the game is room based both players get to share the full game screen, there is no need to split the screen and limit your view on the action. Also, just because there are two of you now doesn't mean that things will be easy. Not only have we upped the difficulty on the enemies in co-op but we also have friendly fire turned on so you're going to need to be on your toes if you want to survive.

One area of the game that co-op really affected was our concept of permadeath. In House of the Lost you only get one chance to defeat the house and escape, if you die along the way you become a 'Lost Soul' and have to restart your journey from the beginning. When we started working to add a second player to the mix we realized that there was an interesting way to allow you to work around this issue and we decided to create a way for one player to bring the other back into the game. When one of the players dies in co-op mode they will transform into a 'Lost Soul' and disappear into the house while the other player continues on with the quest.



If you've played House of the Lost before you may know that you can find these 'Lost Souls' in different rooms of the house and if you save them they unlock secret shops where you can buy new weapons and items. In co-op mode, not only will you get access to the shop if you save a 'Lost Soul' but you'll also be able to bring your friend back into the game by saving them from the monsters. This makes seeking out the 'Lost Souls' even more important and really adds a new level of tension as you're trying to find a way to get your buddy back into the game.

A Huge Update

In addition to what we've talked about today there are also a huge number of smaller changes and tweaks that have found their way into the OUYA version of House of the Lost. This has really been a labor of love for me over the last several months as I've been making these updates in my spare time while the rest of our team has moved on to other projects. All the hard work has payed off though, as I really feel like this version of the game brings back that feeling of a lazy summer afternoon playing SNES with my brothers. There is a certain kind of fun that you can only get when you're sitting in the same room and playing together on the same screen.

I hope when House of the Lost launches later this month you'll give it a try and get a little of that old-school gaming nostalgia as well.

House of the Lost: Revived
House of the Lost for OUYA adds levels and NG+
posted on: Wednesday, July 23, 2014

Today I'm happy to announce that, even before release, we've already updated House of the Lost for OUYA! Over the last couple weeks we've been refining and adding new features to the upcoming OUYA release and I want to quickly highlight a few of them today.

New Game Plus

New Game Plus is an unlockable mode that allows you to continue playing a game after beating the final level, and now, House of the Lost has it! We've added a New Game Plus (NG+) mode to House of the Lost that allows you to keep your weapons, items, coins, and score from one play though and carry it over into another. This lets you continue to rack up high scores and gives you a better chance of crafting and permanently unlocking new weapon combinations. You'll need to watch out though, every enemy in the game gets more difficult in NG+ and their difficulty will continue to scale up even if you play through the game multiple times without dying. Although, I wouldn't bet on anyone being able to do that.

New Levels

In addition to the NG+ game mode, we've also added new map layouts for the House that will continue to keep you guessing as you play through the game. Each of these new map layouts will have new puzzles, new enemy placements, and new secrets to discover so you'll have even more game to enjoy.

When is it coming out?

We're finishing up the release right now and expect House of the Lost to launch on OUYA next week! As soon as we're confident on the launch date we'll let you know for sure but go ahead and call your friends to set up a game night for next week. You're going to need the help.

House of the Lost: Revived
House of the Lost Launches on OUYA!
posted on: Tuesday, July 29, 2014

The day is finally here, House of the Lost is now available on OUYA!. After you watch our awesome launch trailer click on this link to hit our OUYA game page, where you can download the game directly to your OUYA no matter where you are right now!

Bringing House of the Lost to OUYA has been an incredibly long journey for us, and we are so excited to finally get to see it on the store. When we chipped in to the OUYA Kickstarter we were really hopeful that we were contributing to something that could change the way games are made, and made available to players. While I think that OUYA has had a few stumbles along the way they really have created a console that is welcoming and friendly to developers and players alike. Bringing together the open development standards seen on mobile and the living room/big screen/couch gaming aspect of the home console is a huge undertaking, but also something that is sorely needed in the industry right now. We're extremely proud to be a part of it! Now go play House of the Lost!

P.S. If you didn't already download the game to your OUYA you can do it now just by clicking this button!

House of the Lost: Revived
A Journey Through 20 Years of F5 Games
posted on: Monday, March 17, 2025


Welcome to a very special post about a milestone that F5 Games has just passed, our 20th Anniversary as a company! It is hard to believe that we have been in business for two decades, but I suppose time files when you're having this much fun. To celebrate, I thought it would be nice to take a look back at the last 20 years of F5. We'll take a look at how and why we got started, the ups and downs we've experienced, and of course the games we've made along the way.

So, grab your favorite beverage and settle in as we take a journey through the first 20 years of F5 Games.


Humble Beginnings

F5 Games was founded on March 10th 2005, mainly as a way to get into E3. Don't get me wrong, it had been my dream to start a game company for years, and that was the plan once college was over, but when we realized that if we started the company in our last year of college we could take a trip out to LA and get in to E3, we decided to move up the time table.



After making the trek to E3 we were more excited than ever to start working on a real game that we could release into the market. Our first attempts were focused on the PC using the Torque Game Engine (or TGE) from a company called Garagegames. While we learned a lot about development during this time we quickly realized that we were not going to have the resources to develop the game we had in mind without a publisher or investor to help us bridge the gap.

Unfortunately for us, there wasn't much interest in funding a few recent college grads to build a game company in Oklahoma. Since our publisher search didn't bear much fruit, we had to take another look at our situation and make some decisions. How could we still fulfill our dream of making games if we didn't have the resources to complete our vision? We ended up making two changes to our approach, the first was to slim down the scope of our game projects and focus on 2D development, the second was to go 'get real jobs' to pay the bills and work on our game projects as a side gig.

F5 continued in that mode, with us learning a lot and working on new game prototypes but not really getting closer to launching anything, for the next couple years. And honestly, the story may have ended there if something hadn't come along that completed changed the game; the iPhone.


The App Store Changes Everything

I can still remember watching Steve Jobs announce the iPhone in early 2007. It was such an incredible change from what had come before that I knew it would be a success, but I had no idea how much it would end up changing the world. After getting the original iPhone later that year we started to brainstorm what kind of games we could put on a computer that you always had in your pocket. We got into the Jailbreak scene and began installing apps and games that we found online and were amazed at what could be done without any official support from Apple. By the time Apple released the App Store we knew this was the future for F5, we were going to be a mobile first game studio.

We started working with the iPhone SDK and prototyping simple and fun game concepts, and that led us to our first official release, Independence Night!

Independence Night - Released 11-30-2010



It may not looks like much now, but it will always have a special place in my heart. This was the first time we were able to 'get over the hump' and take a game all the way to release on the App Store! And even for a straight-forward game like Independence Night, that is no easy task. Our little game about a boy defending his home from aliens by shooting fireworks at them had made it to the App Store and was even featured by Apple in the 'New & Noteworthy' and 'What's Hot' sections of the store! It was a small thing, but we proved to ourselves that we could do it.

Our next release was an attempt to build something 'for the market', which in 2011 meant a widely approachable puzzle game. Our contribution to the genre was a block dropping puzzle game called IncrediBlox.

IncrediBlox - Released 06-01-2011



IncrediBlox was a much more complete game than Independence Night and it did much better on the store. Part of the reason for its success was the papercraft visual style and tricky puzzles. The fun characters, challenging puzzles, and up-beat music made IncrediBlox a great way to spend a few minutes of your day. I'm very proud of how it turned out.

After IncrediBlox we set our sights on something bigger. We had been scoping out a game that we considered to be the perfect match for the iPhone. It was a turn-based RPG that you played with your friends. It was D&D in your pocket and you could take your turn whenever you liked. We called it, Pocket Heroes.

Pocket Heroes - Released 07-12-2012



We decided to put together a prototype of our 'Words with Friends RPG' and take it to E3 2011 to see if we could get anyone interested in our idea. We fired up a project in our editor named E3Quest and we got to work. Over a couple weeks we were able to put together a single area that allowed two players to quest together, use their skills to fight some enemies, and get some loot at the end. It was small, crude, and the absolute minimum product that showed off our idea, but it was real, and it was awesome to see it working in real time.

Showing the game at E3 ended up being great for us. Not only did we get some press coverage from mobile game sites like TouchArcade, and 148 Apps, but we also started to hear from publishers who were interested in working with us to bring our RPG to market. It was great to have people excited about our game, but it also cranked up the pressure on us to really deliver with this release. Honestly, we didn't think it would take all that long to build, we had built the prototype in just a few weeks, so surely we could finish the game in about 6 months right?



As usually happens in game development, especially when making an RPG, things ended up taking far longer than we expected.

We were still working on the game as we entered into Summer 2012 and we decided to travel to E3 again and show the beta version of the game to the press. We received great feedback and went back to the office to keep cranking until Pocket Heroes was done. This time period is probably the only time I have really 'crunched' for a game deadline, and I don't recommend it to anyone. At the time, it felt like we had to do everything we could to complete the game, even if it meant drinking energy drinks at 2:00 AM to get one more hour of coding in before waking up and heading into work the next morning. It was a grueling time, but it really felt like it would all be worth it once we made it to launch.

On July 12 2012, we finally did launch Pocket Heroes and it was a very exciting time. Unfortunately, because we had been pushing so hard, we hadn't left enough time to fully test all of the circumstances that our players would be playing in and the bug reports started coming in. We spent the next several months continuing to update and improve the game but there were some aspects of the design that we just couldn't 'fix'. Our design was based on a group of friends deciding to get the game and play through the quests together, and when you played that way, it was great. After launch we learned that a large number of players wanted to meet a party and team up in the app, which wasn't something we had prepared for. Even after adding that functionality, what we found was that without the draw of playing with their real-life friends, many parties just stopped moving forward in the campaign. If the other people in your party stopped playing you ended up dragging 'zombie' characters from one quest to the next, and that was not a great way to play.

In the end, Pocket Heroes was a flawed game that you could have a lot of fun with if you played it in a certain way. It is something I have always wished we could have solved better, but to this day there really hasn't been anything else like it.



After the grind of working on Pocket Heroes we decided to work on something much smaller in scope that we could complete quickly and find the fun in right away. That project turned in to House of the Lost.

House of the Lost - Released 10-30-2012


House of the Lost was a great change of pace for us and a game that we all really enjoyed working on. It came together quickly and we were able to launch on iPad after just a few months of work. Over the next couple years we brought the game to several additional platforms, including iPhone, Kindle Fire, and even the OUYA indie console. Working with OUYA was a great experience and it made House of the Lost our first game to appear on a console!

The OUYA version of House of the Lost really ended up being the director's cut of the game. It had all the enhancements we had added since the initial launch, controller input which suited the gameplay much better than touchscreen controls, and it even had 2-player couch co-op! If you are lucky enough to still have an OUYA with House of the Lost installed, fire it up and you are sure to have a good time.

After House of the Lost, our next big release was an attempt to make a multi-player shooter that worked on mobile devices. There had been attempts to make FPS games on mobile by then but they just didn't fit the devices of the time. Our solution was to make a top-down multiplayer shooter that limited your visibility like an FPS. This game was 'The Hunted'

The Hunted - Released 11-20-2014


The Hunted has always been one of my favorite games to build. I can still remember the daily testing sessions that tended to run past quitting time because we just wanted to get in one more match. We built an exciting game with varied characters, lots of game modes, and 8 player cross platform multiplayer. It was a blast to play, and to this day, I brainstorm ways to bring it back for another round.


Also, how can you beat a land-shark character with a machine gun?


Time For Something New

After releasing The Hunted in 2014 I decided it was time to slow down and try to come up with some new ideas before launching anything else. The next several years were full of prototypes, studying the market, and learning new tools, but we didn't release another game until we kicked off our card game phase with Blackjack Masters.


Blackjack Masters - Released 12-20-2019


Blackjack Masters was something I built myself to try and better learn what worked in mobile gaming and what didn't. It allowed me to work on building new kinds of game loops, adding competitive social elements, and improving on our UI design. It's also a lot of fun to play, until you meet a bad run of cards that is. Blackjack Masters has been one of our most popular games and started a run of successful cards games on the App Store and on our latest platform, the Infinity Game Table by Arcade 1Up.


Bringing Players Together with the IGT

I first heard about the Infinity Game Table when I saw their Kickstarter video pitching a coffee table sized touchscreen device that focused on people playing together. I was instantly hooked, and I knew that I wanted to make games for it. We backed the Kickstarter, and not long after we received our table I contacted Arcade 1Up to see if F5 Games could build games for the IGT platform. We ended up being the first 3rd party developer to release a game on the IGT and we have had a great partnership with them ever since.

Blackjack Masters Party - Released 11-22-2021


Blackjack Masters Party took what was great about the mobile version of Blackjack Masters and blew it up to a full size casino experience for up to 4 players! It really captures the excitement of sitting around a table in the casino, but without all the regrets when your hand doesn't work out. Blackjack Masters Party was not only our first game for the IGT but along with the iPad version it has also been the most successful game in our history!

Block Breakerz - Released 06-13-2023


Our next release, Block Breakerz, hit both the iPad and IGT in the summer of 2023. Not only did the game find a great audience on the Infinity Game Table but we also received a feature from Apple on launch day! The fun action gameplay makes it easy to pick and play with your friends, family, or kids. Just try not to get too made when they start beating you.

All-In Texas Hold'em - Released 10-31-2023


Later in 2023 we released All-In Texas Hold'em for the Infinity Game Table and iPad. This game had a couple firsts for us, it was our first 6 player game for the IGT and we also decided to write our own Poker AIs that players could compete against. This ended up taking a lot of research and work to pull off, but the quality of games you can have with computer opponents makes it all worth it. Texas Hold'em has been one of our fastest growing games and looks like it will surpass Blackjack Masters in the next year as our most successful game.

Euchre Masters - Released 05-21-2024


Just last year, in 2024, we released Euchre Masters to the Infinity Game Table and iPad. Euchre is a great classic card game that is very popular in the mid-west and we wanted to make it easy for new players to learn and enjoy. We also really refined our presentation and UI for Euchre Masters and it shines through in the finished product. This is one of the most attractive games we have ever made.

BlackHearts - Released 01-14-2025


And that brings us back to 2025! Earlier this year, we released BlackHearts for the Infinity Game Table and it has been doing well over its first couple months. BlackHearts was our attempt to create a brand new card game, one that takes inspiration from the classics like Hearts and Pitch, but delivers something new and fun to play. This was also our biggest card game release yet as it includes 3 games in 1, so it took a little more time to polish but we are very proud of how it turned out.


What Does the Future Hold for F5 Games?

Now that we have finished our look at the last 20 years of F5, what comes next? How do we take the next step and reach new players all across the world with our games? What propels us to continue on and still be around in another 20 years?

Looking back over our history has helped me to realize just how far we have come in our ability and knowledge of how to make a great game. There was so much to learn about game development and the business aspects of releasing a game that it feels like we have been building on our success, and learning from our mistakes, all to get us where we are today.

With that in mind, we have decided it is time to take a chance and swing for the fences once again. We are going back to one of our favorite genres and building not one, but two new role playing games! We are developing a tactical RPG that is focused on large screen devices as well as a new twist on the dungeon crawler that will be targeting mobile, and we are hoping to release both of these games in the next year! You can see a very early screenshot below of the tactical RPG and we plan to share more information about both of these games here on the website and on X over the coming months.



Thank You and Happy Anniversary F5 Games!

Thank you for reading this, very long, look back at the history of F5 Games; I hope it was interesting for you. I believe it is important to look at where we have been so that we can get to where we want to go. And I hope you'll come along for the ride. Here's to the next 20 years!


House of the Lost: Revived
Pocket Heroes
IncrediBlox
The Hunted
Blackjack Masters
Blackjack Masters Party
Block Breakerz
All In Texas Holdem
Euchre Masters
BlackHearts
Reviving House of the Lost: How We Brought Our 2012 Roguelike Back From the Dead
posted on: Monday, July 06, 2026

A behind-the-scenes look at restoring one of the App Store's earliest roguelikes: coming back to iOS and Google Play on July 16th.

Back in 2012 we launched a little game called House of the Lost for iPad and iPhone. It had shifting levels full of Halloween monsters, screen-filling boss battles, weapon crafting, and secrets hidden behind almost every wall. It was one of the first roguelikes on mobile, and it proved the idea could work on a small touchscreen device. It was even called "the closest thing to iOS Spelunky" by TouchArcade, which if you were making mobile games in 2012, was about the highest compliment you could hope for.

Then, in 2019, House of the Lost disappeared

This is the story of how it broke, why we couldn't let it stay dead, and what it took to bring the House back, better than it's ever been. House of the Lost: Revived launches July 16th, and if you want the less than a minute version first, check out the announcement trailer below.



The original: a roguelike that fit in your pocket

The premise was simple: your sister vanishes into the House of the Lost, and the only way to get her back is to go in after her with a slingshot and a lot of nerve. Every run reshuffled the House with new layouts, new enemies, new ways to die. And let's be honest, you were going to die... a lot. It's not quite Dark Souls level hard, but we're in the neighborhood.

What made it click was the loop. Even though each run is different there is still a lot you can learn from each new attempt. Add in a weapon-crafting system that rewarded experimentation, and boss fights that punished sloppiness, and you have a game that can earn its way into a gamer's heart. It was fun and chaotic in the way the best roguelikes are, and because it ran in the palm of your hand, you could take it anywhere.



Unfortunately, while it did run in the palm of your hand, it didn't always run well. The mobile hardware we had in 2012 was nothing like what we have today, and on some of the older devices the game could slow down in busy rooms. There was even an issue with the skateboard item that could allow players to phase through walls if they timed it along with a slowdown in the game. Thankfully we were able to iron out all of those issues and get the game into a really good state for players.

The disappearance: how a game just... stops working

But, here's the uncomfortable truth about mobile: a game isn't a finished object. It's a thing that has to keep surviving on a platform that never stops moving underneath it. And so, in 2019 after several warnings from Apple, House of the Lost was removed from the store.

Throughout the years Apple has had several OS updates that have caused apps to be removed and lost from the store. One of those was the move away from apps built for 32-bit devices and on to 64-bit. This wouldn't have been an issue except that House of the Lost used an open source library to load its map, and that library wasn't being maintained any more.

While we tried several times to swap out the library for something more modern, or update the library ourselves, we just couldn't get a clean build of House of the Lost for modern devices. After several unsuccessful attempts we started to think that House of the Lost might really be lost for good.

Why revive it instead of moving on?

We've shipped a lot of games in 20+ years, so we could have let this one stay a fond memory. But House of the Lost kept nagging at us, for a few reasons.

First, the core still holds up. The roguelike loop we built in 2012 is the same loop players love in the genre's biggest hits today. Second, we have continually received messages from players wondering where House of the Lost has gone. Usually when a player upgrades to a new device and realizes they can't download the game from the store anymore. We hated not having a good answer for our players when they were asking to play our game again.


As we worked through the graphics issues it made for some funky layouts. Thankfully, all this is fixed now.

Finally, the tools and the audience have both caught up in 2026. What was a technical stretch on 2012 hardware is not an issue at all now, and mobile players who'd never have touched a roguelike a decade ago, seek them out today. We were also able to use the time away to come up with a new approach to get around the outdated libraries in the original game without completely rewriting everything from scratch.

You can see one of our work-in-progress shots from the rebuild above. It took some trial and error to get everything in the right place again, but eventually we were able to put the House back together.

The rebuild: what "Revived" actually means



This isn't just a re-upload of the original game. This is the definitive House of the Lost experience with every enhancement, bug fix, and new feature that we introduced throughout it's original 7 year run. Here is a look at the features you'll find inside House of the Lost: Revived.

* Random levels that stay fresh: No two runs are the same; the House reshuffles layouts, enemies, and challenges every time.
* Weapon crafting: Combine what you find into new tools of destruction, and discover the combos that turn a doomed run legendary.
* Multiple Control Styles: The game now defaults to directional shooting controls but you can also swap back to the original 'NES style' button controls if you want an extra challenge.
* Four boss domains: Each with its own enemies, hazards, and an epic battle waiting at the end.
* Secrets everywhere: Walk through walls, chase down clues, and pull the House apart.
* Leaderboards and Achievements: Challenge your friends to see who can set the highest score, or defeat the House quicker.
* Offline and all yours: No connection required, and no ads, no gacha, no energy timers. Ever.

How is it priced?



We've made it pretty simple; play the first two levels and the first boss completely free as many times as you like. Then, a single purchase unlocks the entire game forever. No ads. No gacha. No energy timers. You buy the House once, and it's all yours.

That's the deal we'd want as players, so that's the deal we're offering. Also, if you purchased the unlock in the original iPad version, you should be able to restore that purchase in this version without paying again.

It's our way of saying, 'If you were there in 2012, thank you. If you're new to the House, welcome; you picked a good time to knock'.

The House reopens July 16th



House of the Lost: Revived arrives on the iOS App Store and Google Play on July 16th, 2026.

Here's how you can help us bring it back loud:

* Watch and share the trailer: House of the Lost: Revived - Announcement Trailer
* Follow @f5games for more details and launch-day updates.
* Press & content creators: our press kit lives here, and feel free to message me on X or email to press at f5games.

I guess only one question remains: do you have what it takes to conquer the House of the Lost?

House of the Lost: Revived
F5 Games is an indie game studio in the heart of Tornado Alley. We have been making games for more than 20 years and our mission is to develop fun and exciting games for the player inside everyone.