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Lorn's Lure News

Launching Patreon!



And welcome to the Steam Next Fest newcomers!

A bit of background for you:
  • I am a solo dev, doing this as a passion project!
  • Lorn's Lure is scheduled to release this year - I'm aiming for October at this point given the fact that my day job has been all-consuming lately
  • My name is not actually Rubeki, but I'm okay with people calling me that


[h2]The Patreon Launch[/h2]
I've finally pulled the trigger and launched a patreon page here:
[h3]patreon.com/rubeki[/h3]

[h3]Why I'm doing it[/h3]
I want to start building a runway for my studio, and not just for completing Lorn's Lure. This money can be used for paying contract artists, new equipment, legal and accounting fees, and more.

It can be the start of a fruitful studio!

[h3]The Tiers[/h3]
[$2 CA] Observer: This tier is just if you want to support me!
[$7 CA] Gamedev X Games: This tier is if you want to watch me develop the game live! Make sure you don't mind spoilers!

Both tiers get discord benefits (role, and special chat room).
For the gamedev chat, I can offer quick gamedev Q&A / advice for those who ask.

[h2]For Press[/h2]

You can find a press kit here:
[h3]>> PRESS KIT <<[/h3]

[h2]Some Updates![/h2]

I don't want to spoil anything, so you'll only get ONE teaser screenshot :)

I've also done a ton of bug fixes since the last update, but that should go without saying at this point.



Stay tuned for more, and hope to see some Patreon subscribers on stream!

Thank You!



I'm absolutely floored by the reception of the prologue / demo, and I want to thank everyone that played, left feedback, joined the discord, uploaded speedruns, and just shared their thoughts in general with me.

I just wanted to post a brief update for everyone on what to expect next!

[h3]When to expect more udpates?[/h3]
Although I think I'm done updating the prologue, I do plan on resuming the game's development very soon. In about a week, my day job workload is going to lower to normal standards again, and I will be developing in full swing - so please watch the Twitter feed!

[h3]Technical issues[/h3]
I am one person, so if you had technical issues and decided to leave a bad review - although that's perfectly fair - please check my comments because I may have fixed the issue!

[h3]Speedrunning uptick[/h3]
There's been a bit of a bump in speedrunning activity - likely due to the profile up on speedrun.com.
I urge you to check them out, they're seriously cool!

>> Lorn's Lure Speedruns <<

Be sure to check the sub categories and sim level WR too.

The Any% WR is currently sitting at 3 minutes and 50 seconds, and if you're wondering how the heck anybody can pull that off, here's that sweet sweet virtual parkour for ya:

[previewyoutube][/previewyoutube]

And don't forget to submit your own runs! I'm curious to see other ways folks break the game.

Thanks again, and stay tuned for more!

What's Next?



Thanks so much for your support for the prologue demo!

This version seemed to have far less issues reported than the last demo I released, which tells me it's going in the right direction.

So what's next?

[h3]Speedruns[/h3]
If you're a speed demon, and have the capability to record footage, I encourage you to submit your runs here:
https://www.speedrun.com/lorns_lure_prologue

You have to defeat me however, since I currently hold the world record :D

Here's the run below, but SPOILER ALERT!

[previewyoutube][/previewyoutube]

[h3]Roadmap[/h3]
I've compiled a bunch of feedback that requires being addressed. I'll begin tackling them soon as I work on the full version of the game in parallel.

I will try and update key items right away, but please bear with me, I am a lone developer!



Stay tuned for more, and don't forget to wishlist the full game below!

https://store.steampowered.com/app/1417930/Lorns_Lure/

Demo 2.0 Out Now!



The demo is now live!


[h3]You can either download it from this page, or from here:[/h3]

https://store.steampowered.com/app/1890480/Lorns_Lure_Prologue/

Some notes about the demo:
  • It is shorter than the previous demo to create more of a tease :)
  • It changes the way crystals function
  • There are lots of bug fixes and improvements to the mechanics
  • There is a settings menu. It has it's problems, but it will do for now
  • It has controller support
  • Better main menu
  • Same area as the first demo, but completely reconceptualized
  • This still doesn't represent the final product, but it's much closer to it!


Enjoy!!!

[h3]Known Issues:[/h3]

- If you are mixing input (M+K and Controller), the tutorial dialogue boxes will not be correct. You can look at the settings menu for the controls instead. I will fix this in the near future by adding a toggle for which control method you're using in the menu

Demo Page and Release Date !!!



The second Lorn's Lure demo is officially being released on... [h3]March 11th!!![/h3]

You will find it on this page, as well as the "Prologue" page here<<


The benefit of having it as a standalone demo is that:
- I can get real reviews to judge how it will be received at launch
- Free games tend to get higher visibility, so it may generate more of a player base!

I know I said the Lorn's Lure Demo 2.0 will be in the February Steam Festival, but I never received the invite given that the internal release date didn't align. By the time I found out, the application deadline passed... So here we are!

To build anticipation, I have also removed the old demo. The reason is that it no longer represents the experience as much as the newest demo.

Anyway, stay tuned for the launch date, and for more media - since I'll be continuing developing the game as usual.