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Lorn's Lure News

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 The reason is that it no longer represents the experience as much as the newest demo.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.

Demo 2.0 Beta Testing Signup Open!


[h2]!!! It's Demo 2.0 beta time !!![/h2]

If you want to be involved in testing, please fill out this form:
https://forms.gle/9b5QPerJ8D6a96gC9

I'll select about 10 - 20 people by Monday and distribute the keys shortly after.

You have until Saturday the 8th of Jan EOD (EST) to submit.

Caveat: I am using itch.io to do the beta distribution, since it's way simpler than Steam - I hope nobody minds...

Let's gooooooo!

Welcome 2022!



Happy New Year!

Hope everyone had a decent holiday - I sure did. I ended up taking 2 weeks off after a very long time without a break, so this update will be short.

Anyway, here's what to expect in early 2022 from Rubeki:
  • Beta testing for the new demo (expect an announcement either later this week or next)
  • Demo release some time in Feb (depending on Steam's Next Fest schedule)
  • Continuing development, and more media updates

I think you'll be very happy with the new demo - although it's shorter, it has many mechanic bug fixes and adjustments that results in a smoother, cleaner feel (imo).


I've also revamped the intro cutscene. No spoilers, but here's a sneak peek:



Stay tuned, stay healthy, and here's to 2022!

Demo 2.0 Coming Soon



That's right - I've been hard at work on a new demo based on feedback from the last one!

[h2]What Changed?[/h2]
  • Shorter demo (old one was about 1 hour in length average, so it should be much less than that now)
  • The same area as the first one, but completely redesigned given design feedback.
  • New tutorial segment that is less confusing
  • Some updated graphics and new object designs
  • New UI, including less annoying terminal speed warning. It's no longer a red vignette blocking the screen, it's just part of the UI
  • More scannables and lore
  • The ability to reset the level to the start, with clear stats (This is useful for speedrunning)
  • New composed music
  • An unlockable secret level, and new blue crystals that you can find and smash
  • Level Select menu (although you can only select one)
  • Settings menu where you can lower graphics settings, adjust audio, gameplay, and controls
  • Speedrun stats records available in the level select menu
  • Controller support, and button mapping (although some issues may remain that I'm aware of)
  • Lots of mechanic bug fixes (it feels very crisp now - I can't break it!)
  • Coyote time actually works and I can't break it! Even on pipes / sliding surfaces :)


So although it's not release quality yet - it's much much closer to release quality.

Expect it to be out early next year!

[h2]A Sneak Peek[/h2]
I'm hesitant to show you too much, but here is a short video that shows off a few of those features.
This is very early in the demo, before you get the climbing picks. It shows:
  • Reset to start
  • New UI
  • New terminal velocity indicator
  • Very brief and limited view of the new demo area


[previewyoutube][/previewyoutube]

Stay tuned for more, folks!