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Lorn's Lure News

Not Solo Anymore!



Since I've been making lots of progress and I don't want to show spoilers, this time I will show off the work of my budding contracted team mates!

[h3]Capsule Art[/h3]

You may have noticed the new capsule art, and that's because Andrei Mishchenko (also known for Ultrakill's banner and concept art) has given it a professional touch!



I know the android isn't what you were expecting, but the current in-game android model is a placeholder that I have always planned to remake. The last concept art I made was the closest, and Andrei has cleaned that up to get this final rendition.

I will update the in-game model later into development.

He is also going to complete a few other pieces, so expect to see those in the near future.

[h3]3D Artist[/h3]

I've also contracted Victor Naumenko, a 3D artist that can easily make industrial / architectural / mechanical shapes!

Just take a look at their explorer hut compared to mine on the right:


[h3]Musician[/h3]

And last but not least, we have Ryan X Messcher, who has been composing some beautiful pieces for the game. Most recently, he has written the main theme for the game!

It's heavily inspired by Angel's Egg, which is also a visual inspiration to Lorn's Lure. You can check it out here:
[previewyoutube][/previewyoutube]


Stay tuned for more!

Sneak Peek



Recently I've mostly been working on finalizing the second chapter alongside bug fixes and working on some marketing partnership efforts.

I'm also working on a new trailer that shows off a few more diverse environments from the game.
These aren't finalized - but they are like concept art for testing out the atmosphere and level composition for those areas. So that is how they'll look - but maybe a bit more varied / polished.

Check out these screenshots for a sneak peek!

Some of you may recognize a little something in that last one ;)

Stay tuned for more!

More New Stuff!



Things are coming along and I wanted to show you a bit more of the new level and how it's coming along without any spoilers.



Just take a look at those precarious platforms!

I've also revamped the main menu since it was bothering me:


Oh also somehow the world record demo speedrun was broken by a good measure. Someone from the Discord managed to beat the last time by almost 2 minutes!!!

Here's the footage:
[previewyoutube][/previewyoutube]

On top of that, I fixed a bug with the variable floor-material audio.

Enjoy, and stay tuned for more!

Something New!



Last time I mentioned that I put together a bunch of 3D model kits for quick level design. Today I will show off some of the newest level that I've built with these kits!

[previewyoutube][/previewyoutube]

You may notice that in the video there are different sounds per ground material. This is a new feature! The video shows off the metal and concrete sounds, but there are two more materials supported as well.

Another detail you may miss from the video is that walking is now toggled instead of a button held down. Since there are so few segments that require walking, and when you do it requires being held for a long time, I felt it fitting to make this minor change. Moreover, interiors will automatically slow down the player so you don't have to press anything when exploring small rooms.

I also wanted to mention that Lorn's Lure was featured in PC Gamer! This is a personal milestone as I've never had a game featured there. This was even unsolicited, meaning it was picked up by a writer naturally.

Pretty exciting stuff, so here's a link to the article: [PC Gamer Article]

Stay tuned for more!

No More Boring For Now!

This one is a short announcement, but thought it worth mentioning that I'm no longer working on the boring stuff - as I'm kinda done for now. There are probably minor things I'll have to add or revisit later in development, but it's now time to begin the next chapter!

[h2]Here's a rundown of the last few things I've knocked off:[/h2]
  • UI cohesion (including scanning)
  • UI window now closes with the same button as dialogue skipping
  • Tutorial dialogue changes based on your custom button mapping
  • Button mapping now works when you use a controller
  • In-game cutscenes are now skippable


I've also been making environment kits to bash together for level design. It's nice and relaxing, and non technical - so I've been enjoying it.

If you're curious, here's an untextured pipe kit for example (that small dot is the player's size):



Exciting stuff I know ːsteamhappyː

Anyways, as usual, stay tuned for more!