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OMEGA SIGNUP



Come one come all! Closed Omega testing is now open for applications!!!

[h3]>>> CLICK HERE TO APPLY <<<[/h3]

[h3]NOTES:[/h3]
  • This is access to the full length game!
  • Download will be hosted on itch.io, not steam to avoid any issues with packages (and to speed things up frankly)
  • It's not done yet - I expect some things to change after the Omega: additional settings, more credits, assets, achievements, localization, etc. before full release


Right now I'm looking for about 10-20 people. I'll add more if necessary.

Cheers!

OMEGA BUILD SOON



And Happy New Year!

So I passed my 2023 goal..... HOWEVER - the closed beta is very very close to launching.
I just need to add a few final touches - so I'm gonna go out on a limb and say January it will launch!

Now a few of us in the Discord have always thought the word Beta didn't make much sense. It's the second letter in the greek alphabet, but it's the last build before launching?

Long story short, the closed beta will now be dubbed, the "Omega Build". Since it's the final build before release.

[h3]What has changed since the last update?[/h3]
  • New Android design - now not just a single texture over the whole body :P
  • All cutscenes complete (in between scenes, not during)
  • Lots of bug fixes
  • Added a few requested settings
  • Better picture and video mode implementation
  • Speedrun mode is now not the default!
  • Some gameplay improvements
  • All music was finished by Phrakture Music, Lorn's Lure's contract musician
  • Better UI scaling
  • Hold Interact to skip cutscenes vs press
  • A bunch more things!


[h3]What's left?[/h3]
  • Minor cleanup
  • Performance Optimizations
  • Steam Deck testing
  • Actually figuring out how to run the beta through Steam


I don't have a fancy micro dev log this time since I'm hard at work putting the Omega Build together, so I hope the lists above can suffice for now - let's leave things as a surprise!

The Road To Beta!



I have finally reached a point where the entire game is playable end to end.

Although I can't show anything from the last level due to spoilers, I will say that you get a grappling hook :)

You can see it in the footage below along with the new simulation level aesthetic though!

I'm now taking a stab at re-doing the first level more in the style of the first demo (some of you may remember). Lots of folks brought up how that one felt more open and didn't involve boring long climbing sections. So I'm taking the best of both demos and mashing them together!

[h2]Beyond this, it's all about details:[/h2]
  • One more level design sweep just to make sure gameplay progresses nicely and story points aren't missing
  • Cutscenes
  • Revamp of the dialogue system to support localization
  • Taking a stab at redesigning the HUD to be less intrusive
  • Revamping the Hints system aesthetic
  • I may add some style to the Scanning system
  • I may re-implement the menu and settings system
  • Adding some environmental life (lights, precipitation, environmental sounds, etc.)
  • Finalizing the music
  • Create the crystal levels
  • A few bug fixes
  • Beta
  • Address beta feedback and bug fixes
  • Steam Achievements


That may seem like a lot, but I feel lighter given how much is done already.

[previewyoutube][/previewyoutube]

Until next time!

Only 1.5 Lorns Left



I've got another area complete, and only 1.5 left to polish!

Beyond that there's:
  • 3rd detail sweep (shouldn't take as long as this second one, which was the brunt of the work)
  • Creating the crystal levels (which is much easier than main story arc)
  • Revamping a few systems
  • Beta
  • Bug fixing
  • Steam achievements


So it's the home stretch after the 1.5!!!!!

[h3]In the mean time, here's a nano dev vlog[/h3]
[previewyoutube][/previewyoutube]

If you're wondering why it's even more condensed, it's because I'm taking care of a baby :)

Stay tuned for more!

Sliding Through the Deserts of Time



No I don't have a release date yet - sorry for the click bait.....
Still looking like this year - but can't be certain when specifically just yet!

I also missed last month's update since taking care of a newborn is significantly more work than I thought lol

But I did manage to get some things done, which I've captured in this micro devlog:
[previewyoutube][/previewyoutube]

Please check it out, and stay tuned for more!