Coktel Vision had a type. You knew what you were getting from them — puzzle-heavy adventure games with a French sensibility, a little rough around the edges, occasionally brilliant. Lost in Time, from 1993, is them swinging for something bigger than Goblins and mostly connecting.

You play a young woman who stumbles into a time travel crisis not of her making. The story pulls her across different historical periods — she's not sightseeing, she's unraveling something, piecing together why she's stuck and who's responsible. The setup is pulpy in the best sense: not literary, not pretentious, just a good hook that keeps you moving forward. Time travel as a narrative device in adventure games was rare enough in 1993 that it felt like a genuine idea rather than a borrowed one.
It's point-and-click, and it plays like most of Coktel Vision's output from that era — meaning the logic is occasionally sound and occasionally the kind that makes you stare at the screen for twenty minutes before clicking on something you'd already clicked on three times. The interface is functional without being elegant. Some of the puzzles have that satisfying click of internal logic; others feel like they were designed by someone who wanted to slow you down rather than challenge you. The inventory work is fine. Nothing about the mechanics will surprise anyone who spent time with French adventure games of this period.

What makes Lost in Time stick in the memory is the atmosphere and the production ambition. Coktel Vision layered in digitized graphics and some early video sequences — things that felt genuinely impressive on a mid-range DOS machine in 1993. The visual style has that particular graininess of the era, somewhere between a comic book scan and a fever dream, and it suits the material. The music does its job quietly. The time-jumping structure gives the game a shape that most contemporaries lacked; you're not just moving through a single space, you're oriented by era, and that changes how you read each scene.
It has aged the way most of its peers have aged: the pixel hunting is real, the logic gaps will frustrate anyone without patience, and the pacing sags in a few places where the puzzles aren't strong enough to carry the story forward on their own. None of that is surprising. What is surprising is how much personality survives. The protagonist has a voice — not a loud one, but a consistent one. That was rarer than it should have been.

If you have a tolerance for early nineties French adventure design and you want something with an actual premise rather than just a setting, Lost in Time delivers. Playing it in a browser today with a walkthrough in another tab is a perfectly reasonable approach. Purists will object. They can manage without my sympathy.