1. Lorn's Lure
  2. News

Lorn's Lure News

Steam Festival And Contest!!!


I don't have anything to livestream for the Festival, but instead have decided to host a contest!

Download the demo and show me your fastest speedrun. The fastest time submitted before the end of the festival will get be gifted a free key once the game is complete, as well as an easter egg designed specifically for them in the final game.

[h2]RULES[/h2]
  • Starts Wednesday, February 3rd, 2021 @ 10AM PST
  • Ends Tuesday, February 9th, 2021 @ 10AM PST
  • I want to see an Any % speedrun, glitches allowed
  • You NEED A VIDEO recording, sorry, no pastes of screenshots
  • You can submit to this thread, the discord, just follow the instructions below!
  • There can only be one winner!


[h3]Submitting to Discord:[/h3]
>> JOIN DISCORD COMMUNITY <<

Paste videos of your speedruns to the #speedruns channel.

[h3]Submitting to this Thread:[/h3]
Simply comment on this post with a YouTube video in the message!

Enjoy, and don't forget to leave feedback!

What's Next?


Firstly, I've received overwhelmingly positive feedback for this project, and for that I thank you all sincerely. I'm always open to feedback, good or bad!

I'd also like to prompt all of you to share screenshots or videos if you have them! Seeing your raw impressions helps me immediately see where there are hiccups in the design.

With those out of the way, you may be wondering what's next for this project! I want to keep you all in the loop, so read on for a brief update of where the project is at.

[h2]Immediate Next Steps[/h2]

I've received a lot of suggestions on how to improve the game, and I want to noodle a few of them before designing a roadmap. If you want to provide feedback, please use the Steam Community forum, OR feel free to join the Rubeki Discord here:

>> JOIN DISCORD COMMUNITY <<

I'll also be coming up with a long term plan of attack. Solidifying design choices, release timelines, and gameplay components to keep myself in check during development.

After I solidify a plan, I will likely take the demo offline in favor of a closed alpha during development.

[h2]Some Estimates[/h2]

As it stands, I'm projecting the game to be complete within a year, or year and a half, unless something drastically changes.

[h2]Indecision[/h2]

I'm considering an early access option for getting this out sooner with some interesting perks. But I haven't decided just yet.... This is one of the things that could alter the timeline drastically.

But anyways, stay tuned for more!

DEMO AVAILABLE NOW!!!

[previewyoutube][/previewyoutube]

You can finally play a demo for Lorn's Lure! Keep reading if you want to know more about the project, and please wishlist to get updates as the project progresses.

Get it while it lasts, I may take the demo down after a week!

[h2]Below are some notes you may want to read[/h2]

  • It's an alpha, so don't expect bells and whistles, I just wanted to showcase the core mechanics, flow, atmosphere, and story, as well as get feedback from the wider public
  • No controller support, but may add to final version if enough people request it
  • There is Saving / Loading, so feel free to take breaks. Saving is automatic!
  • There is a Hint system in case you get lost
  • Secret controls: Press P for picture mode, and V for video mode. P disables UI and climbing picks, while video mode disables only the UI. You have to toggle one off to enable the other


[h2]What's Next?[/h2]
Here is what to expect if you follow the project:
  • More upgrades
  • More abilities
  • 6 or more large areas in total, increasing in difficulty as you progress, and varying in appearance
  • Steam achievements
  • Leaderboard if one doesn't materialize on speedrun.com
  • More polish as the game is developed (graphics, cutscenes, settings, etc.)
  • A little surprise if all goes well :)


[h2]And Finally[/h2]
Generally the way I work is to finish an entire project end-to-end, and then really sink into the details afterwards. So you'll see the quality slowly progress over time.

Anyway, enough chit chat.

It's time to climb!

Visual Polish And Other Things



Getting very close now! Here's an update on my TODO list, among other goodies

  • [DONE] Visual polish / cohesion (to a certain extent)
  • Redo cutscenes, since current ones are placeholders
  • [DONE] Balance difficulty and rewards for risks (easy path vs hard paths)
  • Add two more easter eggs
  • Maybe an ending cutscene


[h3]Here are some screenshots to give you a peek:[/h3]


[h3]Also added collectibles that remove all deaths for those looking to optimize their runs:[/h3]


Almost there y'all. Almost there...

Home Stretch



This week was spent replacing a specific part of the game, and on improving the composition of the structure in certain components, along with other smaller details.

[h3]Here's my TODO list for the demo in case you're wondering what's left:[/h3]
  • Visual polish / cohesion (to a certain extent)
  • Redo cutscenes, since current ones are placeholders
  • Balance difficulty and rewards for risks (easy path vs hard paths)
  • Add two more easter eggs
  • Maybe an ending cutscene


[h3]Some more information about the upcoming demo:[/h3]
  • It will be released for the next Steam Festival (Restricted from saying the exact date though)
  • Average play time seems to be around 1 hour
  • There are some secrets lying around, but they're very well hidden
  • There will not be any controller support in the demo. I am planning to add it for the final game, but I just don't have enough time to do it now, and I really want to get the demo out for y'all!


Some recent features I've added are below!

[h3]Stats summary at the end of the demo for speedrunners[/h3]
[previewyoutube][/previewyoutube]

[h3]Redid a section to improve gameplay and visuals. Not a new feature, but this part is fun[/h3]
[previewyoutube][/previewyoutube]

[h3]Mouse sensitivity controls in the main menu[/h3]


Stay tuned for more!