1. Lorn's Lure
  2. News

Lorn's Lure News

Welcome!



To any new folks directed here by the Escapist Indie Showcase, please make yourself at home!

[h2]You may have noticed that there's a demo[/h2]
This demo has been around for the better part of this year, and is an alpha stage demo that is VERY out of date. Before you leave feedback, please read the community posts in case similar feedback has already been shared.

I may have already solved a lot of the concerns actually - I've just stopped updating the demo.

I have only chosen to keep it up so you get a taste of how the mechanic feels, but please expect a much better quality experience in the end.

[h2]Release Date?[/h2]
As the new gameplay trailer mentions - the game comes out next year. But to be a little more precise - I'm estimating within the first half of 2022.

If you think this is too long, just know that the team is quite small, and I'm the only one working on it full time. So please have patience!

[h2]For all you regulars[/h2]
If you missed the showcase event, here's the new trailer!
[previewyoutube][/previewyoutube]

Stay tuned for more!

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!