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Lorn's Lure News

Blazing Dev Speed!



Lots of progress since the last announcement!

  • I've finished 3 chapters to beta quality.
  • Part way through finishing another one as I speak
  • I've added a crawl ability for claustrophobic gameplay in the area I'm working on now.
  • I've also added flares - Deep Rock Galactic style - so that you can see in the dark in the same area.


[h3]This time I've compiled all the footage into one micro dev-log video here:[/h3]
[previewyoutube][/previewyoutube]

I'm certainly blazing through at a decent pace, but still more to go. That said, 2023 is definitely the release year :)

Stay tuned for more!

Is Twitter Actually?



Time for the monthly progress update! Please read till the end to get contingency socials :P

Here are a few things I've accomplished since the last update:

[h3]I've completed the gameplay optimization for one of the 8 chapters. I won't show too much to avoid spoilers, but here's a sneak peek:[/h3]


[h3]Working on the second Chapter now. I've added lore, a simple find-the-thing puzzle, and made traversal more fun / challenging in certain sections. Here's some snippets from the level![/h3]
[previewyoutube][/previewyoutube]

[h3]And then there's this guy, who I've revamped the dialogue for:[/h3]


I'm very close to finishing this level. Once I'm done, it's on to the next! :)

[h3]Also what's going on with Twitter???[/h3]

I really hope it doesn't die - since I know a good chunk of you probably came from there, but just in case, here are all my socials:

Twitter TikTok Tumblr Youtube Patreon Discord Website

Anyway, Stay safe, and stay tuned for more!

Gameplay Revamps



It's been about a month, so it's time for another update!

In prep for level design, I did have to do another round of mechanic revamps. I wasn't happy with the dashing mechanic - it felt floaty and weird. Additionally, the sliding had some issues where, after reaching critical velocity and falling off a ledge, you'd die instantly.

Both have been resolved.

I've also changed the way tutorials are done! They are no longer super annoying. Still have some styling to do, but it works well imo.

You'll also notice that you can now ledge-climb even without picks :)

[h3]Here's some footage of the dashing:[/h3]
[previewyoutube][/previewyoutube]

[h3]Sliding[/h3]
You'll notice that the critical velocity is reached, but the player doesn't necessarily die since they were sliding.
[previewyoutube][/previewyoutube]

[h3]And of course, the tutorials, with pickless ledge-climb:[/h3]
[previewyoutube][/previewyoutube]

That's all for now - stay tuned for more!

Going Down The Checklist

Hey folks,

It's been a while since I've posted an update here. Mostly have been busy at my day job - BUT I have still managed to make significant progress.

[h3]Here's the updated todo list[/h3]
  • 20% of the last level (currently working on this)
  • I gotta finish the second part of the first level (demo area).
  • Finishing off mechanics needed (tallying end run times, immersive mode, and other requests as well)
  • Level design + placing story details + difficulty optimization (maybe mechanic tweaking etc).
  • Environment asset revamp (making things prettier)
  • Steam achievements
  • Maybe new game+ if I have the brain energy before release
  • Maybe some mechanic revamps (like dialogue system + Settings menu)
  • Finish rest of Crystal levels

Environment asset revamp is underway thanks to Victor, my 3D art contractor. He will be making object kits for me to dress the levels / make platforming components with.

One thing I didn't add on the list is music - but Ryan, my music contractor has recently begun to compose again!

In the mean time, I'm adding story details, and thinking of characters / lore that I can add to give the place more life.

So lots of progress!
[h3]
Some Highlights[/h3]

Immersive mode can be triggered from the settings - either from the main menu, or during gameplay.
It disables all the speedrunning UI, and doesn't show stats upon chapter completion.

Of course video and picture mode are still available.


Completing the game unlocks a Full Run mode, where you can speedrun the whole game in one go, and get cumulative stats for the whole run.

Same thing can be unlocked for all crystal levels once you've beaten them all:


Once objects are scanned, the scanner graphic turns grey instead of yellow so you know you've already scanned it:


Similar thing happens once you've acquired crystals:


That's all for now, but please stay tuned for more :)

Aaaalmost thereee...



It's been a while since the Steam Fest and I've made a bunch of progress since then!

[h2]What's left?[/h2]

Here's a rough list of what's left:
  • 20% of the last level (currently working on this)
  • I gotta finish the second part of the first level (demo area).
  • Finishing off mechanics needed (tallying end run times, immersive mode, and other requests as well)
  • Level design + placing story details + difficulty optimization (maybe mechanic tweaking etc).
  • Environment asset revamp (making things prettier)
  • Steam achievements
  • Maybe new game+ if I have the brain energy before release
  • Maybe some mechanic revamps (like dialogue system + Settings menu)
  • Finish rest of Crystal levels

I don't know how long this will take given I have a day job - but I'll work very hard to release it this year!

[h2]And without spoilers, here's a sneak peek at the last level's challenges[/h2]
[previewyoutube][/previewyoutube]

I may tweak the level of difficulty though...

Anyway - thanks for keeping up with the project, and stay tuned for more!