LOST & FOUGHT

Lost & Fought › Factions

The factions of Lost & Fought

Three claimants, one dimension full of other people's belongings. The Knights fight for honour, the Gloop because they are hungry, and the Custodians because there was a ticket and the ticket has to be closed.

PLAY NOW — free in your browser ▸Pick your claimant in the main menu. All three are free and unlocked.

The setting

Every reality that gets misplaced, dropped down the back of the cosmic sofa or forgotten in a fridge, ends up in the Lost & Found Dimension. It is administered by the Multiversal Bureau of Lost Property (motto: "Unclaimed items will be destroyed after 30 days"). Ownership disputes go to the Small Claims Court of Combat: whoever holds the most ground when the claim period ends keeps the dimension. Then the Bureau misfiles it again and everything starts over.

The fuel of the dimension is Unclaimed Goo. It seeps up through the floor, nobody knows what it is, and everything runs on it.

What every faction has

The three rosters are built on the same skeleton, so a key always means the same job. Q is the fast well capper, W the line infantry, E the anti-swarm unit, R the heavy, T artillery, X the tank, C a two-legged assault mech, V the titan (one at a time) and B a flyer. The differences are in the numbers, the special rules and the faction traits. Every relic charges for 90 seconds and hits the same circle just as hard; only the ritual differs. Costs below are in goo.

Knights of the Extended Warranty

The Grand Inquisitor, hero of the Knights: a bearded knight in a steel helmet and blue tabard raising a steaming kettle in front of organ pipes

Hero: The Grand Inquisitor

Pilot of the Grand Inquisitor Engine.

"THE ENGINE WALKS!" · "CONFESS, HERETIC!" · "MILK GOES IN LAST!"

A fanatical crusader order in scrap plate. Before their kingdom was lost, its smart appliances rose up: the kitchen autocorrected the King's decrees and locked the castle doors "for your safety". The Knights won the Great Unplugging by pulling every plug in the realm and wrote it into law: no machine shall be cleverer than the knight holding it. So they fight with laser pointers, trumpets, pogo sticks and kettles, with total confidence and very little understanding.

Playstyle: armour and attrition

The Knights have the toughest headquarters and the best field repairs. Units out of combat for three seconds are repaired at 14 HP per second near the HQ, and salvage pays 15% extra. Their Cathedral Walker shreds infantry with twin gatlings, and the Reliquary Tank smashes armour and buildings. Fight near home, trade efficiently, and roll forward.

HQ
Castle Customer Service · 4,200 HP. "Your call is important to us."
Traits
Repairs near HQ (14 HP/s) · +15% goo from salvage · no regeneration
Relic
The Sanctified Kettle. Rite: "Warm the pot…", "One sugar for the King, one for the Kingdom…", "Do NOT add the milk first…", then *WHISTLE*.

Knights units

KeyUnitGooRole
QOutrider
Fast capper · 70 HP
50Fast. Captures goo wells twice as fast. Rocket pogo stick, jousting selfie stick.
WLaser Halberdier
Line infantry · 105 HP
60Cheap all-rounder. Laser pointer bolted to a halberd, turned up way too far.
EFlame Friar
Anti-swarm · 170 HP
95Short-range flames. Melts swarms. Small dragon in a backpack.
RSiege Paladin
Heavy · 380 HP
150Heavy armour. Kills heavies. Cannon disguised as a trumpet; seven suits of armour.
TWrit Trebuchet
Artillery · 120 HP
170Long-range splash. Fragile, needs spotting. Hurls burning legal writs.
XReliquary Tank
Tank · 950 HP
260Heavy tank. Smashes armour and buildings. Cannon of Due Process. The candles on the hull are always lit.
CCathedral Walker
Assault mech · 1100 HP
340Two-legged assault mech. Shreds infantry. Twin rosary gatlings. The cockpit is a confessional.
VGrand Inquisitor Engine
Titan · 3200 HP
650Titan, one at a time. Rocket barrage from its organ pipes. Pipe-organ rocket barrage. Every volley is a hymn.
BOrnithopter
Flyer · 240 HP
160Flying. Only ranged units and HQs can hit it. Bow-mounted crossbow, pedal-powered wings. The bell is for emergencies.

The Gloop

Mother of All Leftovers, hero of the Gloop: a spiked grey-green monster dripping green slime, wearing a fridge door with a Post-it note as armour

Hero: Mother of All Leftovers

Titan of the Gloop. Eats seconds.

"IT HUNGERS!" · "WHO WANTS SECONDS?" · "CLOSE THE DOOR!"

A bio-horror swarm grown from a forgotten culture in the fridge of a dead space station. Hungry, spreading, quietly horrifying, and it communicates by Post-it note. The fridge was a smart fridge. It is still in there somewhere, making grocery suggestions. The Gloop pretend not to hear it.

Playstyle: swarm and regeneration

The Gloop are cheap and fast. The Screamer is the cheapest unit in the game at 40 goo, the Bloater pops on contact and wipes out packed infantry, and the Brute has more hit points than any other heavy. Every Gloop unit regenerates 6% of its health per second once it has gone four seconds without being hit, anywhere on the map. Hit, pull back, heal, hit again.

HQ
The Fridge · 4,000 HP. "The light is ON." "Close the door!"
Traits
Regenerates out of combat (6% of max HP per second) · +5% goo from salvage · no repairs
Relic
The Forbidden Tupperware. Rite: "DO NOT OPEN — Mum, 2019", *pfft*… *pfft*… *pffffffft*, then IT IS OPEN.

Gloop units

KeyUnitGooRole
QScreamer
Fast capper · 78 HP
40Fast melee. Captures goo wells twice as fast. Ankle-biting, constant screaming.
WSpitter
Line infantry · 102 HP
55Ranged all-rounder. Spits scalding hot takes.
EBloater
Anti-swarm · 55 HP
70Pops on contact. Swarm killer, one use. Ruptures on contact.
RBrute
Heavy · 510 HP
135Armoured melee. Every Brute wears a name tag: STEVE. Hugs. Too hard.
TLobber Matron
Artillery · 130 HP
160Long-range splash. Fragile, needs spotting. Mortar tube of acid pods (wears a knitted tea cosy).
XGut Crawler
Tank · 1000 HP
240Bio-tank. Armoured carapace, acid shells. Acid cannon in its gullet.
CSpine Strider
Assault mech · 900 HP
320Two-legged bio-walker. Fast, homing spines. Launches homing bone spines.
VMother of All Leftovers
Titan · 3600 HP
620Titan, one at a time. Acid barrage, regenerates. Volleys of acid pods. Wears a fridge door as armour.
BBloatfly
Flyer · 260 HP
150Flying. Only ranged units and HQs can hit it. Drips acid from above.

Bureau Facilities (the Custodians)

The Head Custodian, hero of Bureau Facilities: a stern woman in a yellow hazmat suit with respirator, goggles and a ring of keys, carrying a giant floor buffer

Hero: The Head Custodian

Holds the key to every door.

"FACILITIES IS HERE!" · "THIS DIMENSION IS A DISGRACE!" · "MIND THE WET FLOOR!"

The Bureau does not only lose things. It also sends someone to clean up afterwards. Bureau Facilities is its own cleaning crew: hazmat coveralls, respirators, rubber gloves, hazard yellow, and an unshakeable belief that the Lost & Found Dimension is a mess and that only they can fix it. Grim professionals, quiet radio chatter, everything by the book. And a rubber duck in the mop bucket.

Playstyle: control and salvage

Everything is property, so everything is salvage: the Custodians get 50% more goo from wrecks than anyone else, but they do not regenerate and repair only slowly. Their tools bend the battlefield. Mop Runners clean enemy wells back to neutral at double speed. Caution Mortars leave wet floors that slow enemy ground units by 35% for four seconds. The Street Sweeper and the Head Custodian vacuum nearby light infantry into their own splash. They win long, grinding fights and lose to burst.

HQ
Facilities Depot · 4,100 HP. "Mind the wet floor." "This area is closed for cleaning."
Traits
+50% goo from salvage · small repairs near the Depot (6 HP/s) · no regeneration
Relic
The Final Notice. Rite: "Please vacate the premises…", "This area is scheduled for cleaning…", "Cleaning has begun.", then *INDUSTRIAL HUM*.

Custodians units

KeyUnitGooRole
QMop Runner
Fast capper · 78 HP
45Fast melee. Captures goo wells twice as fast; mops enemy wells back to neutral twice as fast again. Industrial mop, swung like a lance. A rubber duck rides in the bucket.
WBleach Sprayer
Line infantry · 100 HP
58Ranged all-rounder. Pump sprayer of industrial bleach. A pine air freshener hangs off the respirator.
ESteam Cleaner
Anti-swarm · 175 HP
92Short-range scalding steam. Melts swarms. Back-mounted boiler and a wide steam wand. Wears a floral shower cap over the hood.
RFloor Polisher
Heavy · 425 HP
145Armoured melee. Grinds heavies, hits what stands next to the target. Rotary floor polisher with an armoured pad. The cord is not plugged into anything.
TCaution Mortar
Artillery · 125 HP
165Long-range splash. Impacts leave a wet floor (4 s, enemy ground units 35% slower). Fragile, needs spotting. Mortar on a janitor trolley. Fires folded WET FLOOR signs.
XStreet Sweeper
Tank · 980 HP
250Heavy tank. Every 5 s its intake drags nearby light infantry into the splash. Debris cannon on a tracked sweeper. There is a traffic cone on the muzzle; it has never come off.
CScrubber Walker
Assault mech · 1000 HP
330Two-legged assault mech. Foam splash, shreds infantry. Twin foam cannons on a ride-on floor scrubber with legs. The coffee in the cup holder never spills.
VThe Head Custodian
Titan · 3400 HP
640Titan, one at a time. Canister barrage; its buffer intake drags light infantry in. Shoulder racks of pressurised canisters and a floor buffer the size of a car. Carries the key to every door, and several to none.
BDusting Drone
Flyer · 235 HP
155Flying. Only ranged units and HQs can hit it. Twin-rotor survey drone with a stun emitter and a feather duster on an arm.

Which faction should I pick?

All three can win on every Lot. Next: see the six maps or read how to play.

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