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Lorn's Lure News

What Next???



Just wanted to let you all know what I'm working on since the first two updates have been released.

[h3]1. Explorer Mode[/h3]
I've heard your concerns about how a few sections are very challenging, and not what was promised on the Steam page. This is totally fair, and I want to apologize - my creative drive went rogue.

However I want to make it up to you by adding an Explorer mode! This will remove the time pressure from chapter 3 and 8; it will add platforms and checkpoints in certain areas to make it a smoother experience as well.

I'm currently struggling with how to change the last chapter for obvious reasons, but I'll think of something!

[h3]2. Modding Support[/h3]
After Explorer Mode is sorted out, I want to make tools to help folks mod the game!

The goal is to provide a bunch of prefabs in a template unity project, where you can make your own challenge levels, or even an entire level!

At the same time the community also seems to be working on modding in the more difficult way. Let's see who figures it out first!

There is more on the horizon, but I'll reveal as I go :)

[h3]Steam Deck Verified![/h3]
I also wanted to announce that Lorn's Lure has just been fully Steam Deck Verified!
Green checkmark and all.

[h3]Mac M2 Support[/h3]
Recently some of you raised that Steam displays a warning that Lorn's Lure doesn't work on the latest Mac OSes. This is FALSE! It absolutely does work on it, but not sure why it's labelled that way, so I'll work with Steam support to figure it out.

Stay tuned for more!

Android Plushie?



If you've always wanted a cute plushie version of The Android, you can now pledge $2 to this Makeship petition!

>> https://www.makeship.com/petitions/the-android <<

This plushie will be an adorable rendition of The Android which will lure your eyes and prevent your Energy Core from expiring
If it gets 200 pledges in 10 days, they'll charge the rest, and ship it to ya.
Otherwise, your $2 is refunded.

Cheers!

Jump and climb through huge structures in the creepy and atmospheric Lorn's Lure

Lorn's Lure is a thoroughly odd game. It's all about jumping and climbing your way through these huge structures, with a creepy and lonely atmosphere it's certainly a unique experience not found elsewhere.

Read the full article here: https://www.gamingonlinux.com/2024/10/jump-and-climb-through-huge-structures-in-the-creepy-and-atmospheric-lorns-lure

Another Smaller Update

Had to make a smaller followup update after some issues were reported.

  • Full Run and Crystal Run achievements should now load :)
  • Chapter 6 loading bug likely fixed (There was a case where the culling group did not trigger when scanning)
  • Chapter 8 path obstruction bug likely fixed (trigger logic changed to be consistent with saving checkpoint)
  • Fixed a slide in the chapter 8 tutorial area
  • Chapter 4 now correctly only has 4 scans vs 5


Note that if you're in the middle of Chapter 6 or 8, you should restart the level to make sure these items are applied.

Also there's an issue where settings reset when I update.
I'll try to solve this in a future update. But for now, don't put your headphones on, cause global audio maxes out :P

Cheers!

BIG Update



It's time for the first of many updates!

Here's the list of patch notes:
[h3]Bugs:[/h3]
  • Achievements implementation fix. The achievements you should have gotten will now be populated on startup
  • Invisible triggers should not kill you now
  • Save progress should never be lost, even if you alt+f4
  • Fixed some triggering volume logic. This affects levels loading properly (chapter 6 after the harvester). Waypoint hints may also be fixed. Chapter 8 path block may also be fixed. Please report if not with your save.dat and player.log file!
  • Not really a bug, but the community updated some dialogue in certain locales

[h3]Control jank fixes:[/h3]
  • Standing next to a slide and jumping should not launch you off
  • Tic-Tacs had a minor change that may help improve reliability, but still thinking about this one
  • No more dying when touching a vertical wall at terminal velocity

[h3]Waste tunnel improvements:[/h3]
  • Death volume is now below sludge so it will feel more fair
  • Flare light range has increased
  • Flares last longer, so you can trace a path with them, or take your time platforming
  • Don't allow looping back into start of caves once you've triggered the sludge flow
  • Chase segment sludge has been slowed down a bit

[h3]Failed Biome improvements:[/h3]
  • Better teaching of Tic-Tac by having the tutorial appear right after getting it, and the exit being closer by
  • Player cannot start the sky tram if they don't have the Mold Flower
  • There are now 3 paths to the mold flower, and underneath the island is visible from farther away to make it more obvious that you have to go under the island
  • Added some new checkpoints here and there

[h3]Dissolution improvements:[/h3]
  • Added more platforms in area after the long fall
  • Added platforms in the area where you have to go upwards through a hole
  • Second last section where you surf on the left: I cut off the top part since folks mistakenly went up
  • Removed misleading path in the meat room
  • Slowed down many sequences of meat and blocks
  • Made it clearer that the block in the rotating checkered room kills you by changing the texture to glow-meat
  • Increased the length of the starting area so that it better trains the player to use the grappling hook (also more fun to be had)


I'm still looking for solutions to accommodate pure exploration players. Including a mode that simply stops the chases in the game. I just don't know how to do this for the last chapter for obvious reasons.

I hope these changes at least ease the pains some of you have been having. I already have things in mind for the next update too, so stay tuned for more!