Videogames

Lifted arrives on PC as independent adventure revives classic storytelling

A schoolboy's time-travel mishap powers this cinematic puzzle-platformer from a small studio, drawing on the spirit of 1980s films and 1990s games to deliver narrative depth without corporate gloss.
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AI-generated image: Lifted arrives on PC as independent adventure revives classic storytelling
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Intelligent summary
  • Lifted, a cinematic puzzle-platforming adventure from Adventure Works L.L.C., launched on PC via Steam on 22 July 2026.
  • Players control Ari Buktu, a school student pulled into a time-travel quest with his physics professor using an imprecise elevator that links floors to historical periods.
  • The game draws inspiration from 1980s movies and classic 1980s-1990s adventure titles, emphasising narrative, platforming and environmental puzzles.
  • A free demo is available on Steam, with PlayStation 5 and Nintendo Switch 2 editions planned for later release.
  • Founder Jeffrey Ashbrook's background in Disney theme park design informs the game's fluid movement and cinematic presentation.

The elevator doors slid open onto a rain-slicked alley that smelled of wet brick and distant woodsmoke. Ari Buktu, schoolbag still slung over one shoulder, blinked at the sight. One moment he had been negotiating extra credit with his physics professor. The next, the pair were stepping into a machine that promised to rewrite history itself.

That disorienting leap opens Lifted, the debut title from Adventure Works L.L.C. Released today on PC via Steam, the game invites players to guide a reluctant student through a story built on imprecise time travel, environmental puzzles, and the quiet satisfactions of classic platforming. An free demo has been available for some time, letting curious hands test the swing of its climbing mechanics and the snap of its cinematic cuts before committing.

Roots in familiar soil

The premise feels deliberately familiar. Ari and his professor use an elevator whose floor numbers correspond to eras rather than storeys. The catch, of course, is that the landing is never quite where they expect. What begins as a bid for academic glory spirals into a quest for an ancient artefact, threaded with humour, heart and the occasional high-stakes chase. The game wears its influences openly: the colour palettes and pacing of 1980s cinema, the adventure-game logic of the late 20th century, the sense that a single-player experience can still matter.

Jeffrey Ashbrook, founder of Adventure Works, once designed rides for Disney theme parks. That background surfaces in the careful choreography of movement, the way tension builds through environmental storytelling rather than cutscene exposition. Previously known as Ari Buktu and the Anytime Elevator, the project has now settled into the simpler, more evocative title Lifted. The change feels right. It captures both the literal motion of the machine and the emotional lift the game aims to provide.

Independent momentum

In an industry often pulled toward spectacle and licensed IP, Lifted stands as a modest reminder of what private initiative can achieve. A small team has assembled a world that values narrative coherence, tactile platforming and nostalgic craft over algorithmic engagement loops. The result appeals to those who still seek the focused pleasures of older Western storytelling traditions, where character, consequence and clever design carry the day.

Console versions for PlayStation 5 and Nintendo Switch 2 are scheduled to follow the PC launch. For now, the elevator waits on Steam, doors open, ready to drop players into eras where the stakes feel personal and the rewards earned. In its patient construction and unhurried charm, Lifted suggests that the most enduring innovations often begin with creators simply deciding to tell a story they believe in.