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Lorn's Lure News

BIG Update



It's time for the first of many updates!

Here's the list of patch notes:
[h3]Bugs:[/h3]
  • Achievements implementation fix. The achievements you should have gotten will now be populated on startup
  • Invisible triggers should not kill you now
  • Save progress should never be lost, even if you alt+f4
  • Fixed some triggering volume logic. This affects levels loading properly (chapter 6 after the harvester). Waypoint hints may also be fixed. Chapter 8 path block may also be fixed. Please report if not with your save.dat and player.log file!
  • Not really a bug, but the community updated some dialogue in certain locales

[h3]Control jank fixes:[/h3]
  • Standing next to a slide and jumping should not launch you off
  • Tic-Tacs had a minor change that may help improve reliability, but still thinking about this one
  • No more dying when touching a vertical wall at terminal velocity

[h3]Waste tunnel improvements:[/h3]
  • Death volume is now below sludge so it will feel more fair
  • Flare light range has increased
  • Flares last longer, so you can trace a path with them, or take your time platforming
  • Don't allow looping back into start of caves once you've triggered the sludge flow
  • Chase segment sludge has been slowed down a bit

[h3]Failed Biome improvements:[/h3]
  • Better teaching of Tic-Tac by having the tutorial appear right after getting it, and the exit being closer by
  • Player cannot start the sky tram if they don't have the Mold Flower
  • There are now 3 paths to the mold flower, and underneath the island is visible from farther away to make it more obvious that you have to go under the island
  • Added some new checkpoints here and there

[h3]Dissolution improvements:[/h3]
  • Added more platforms in area after the long fall
  • Added platforms in the area where you have to go upwards through a hole
  • Second last section where you surf on the left: I cut off the top part since folks mistakenly went up
  • Removed misleading path in the meat room
  • Slowed down many sequences of meat and blocks
  • Made it clearer that the block in the rotating checkered room kills you by changing the texture to glow-meat
  • Increased the length of the starting area so that it better trains the player to use the grappling hook (also more fun to be had)


I'm still looking for solutions to accommodate pure exploration players. Including a mode that simply stops the chases in the game. I just don't know how to do this for the last chapter for obvious reasons.

I hope these changes at least ease the pains some of you have been having. I already have things in mind for the next update too, so stay tuned for more!

Thank You!



Firstly, I just wanted to thank everyone for your support on launch, and over the years helping me to get this project on its feet. The community really kept me going, and y'all really helped create buzz!

[h3]Just wanted to give a post-launch status update.[/h3]

So... I was completely blindsided by the popularity of Lorn's Lure.... I had estimated about half the peak concurrent players we reached based on other games of similar prices.

As a result I got way more feedback than I expected, and I'm just taking time to read as much as I can to prep a roadmap for bug fixes, features, suggestions, stuck points, etc. I'll be interacting here and there, but I may not reply to all the feedback. Just know that I'm noting as much of it down as I can.

This does NOT mean I will address everything - just the things I feel are fair or supported with data that I can gather. My goal is to try and alleviate unfair pain points and jank mostly, not to change the game.

However, regarding anything urgent and technical, I'll try to spot and get to as fast as possible.

I also want you to know that I do look at the negative reviews, and take them seriously. Again, I can't address everything, but some are fair and might have solutions.

Know that I work a bit slow, since I have a family and day job (I don't have quitting money yet :P), so bare with me. I do care about this game a lot, so what I lack in speed, I make up for in persistence 🦾 (as some of you have witnessed over the last 4-or-so years).

Stay tuned! 🤖

New retro boomer shooter Lorn's Lure is drenched in robotic parkour

It's strange that parkour hasn't been more of a thing in gaming. Of course there's almost no FPS games that don't feature mantling of some sort, but in terms of free running itself there's only really Mirror's Edge, Dying Light, and a few others that raise the flag for first person jumping. New retro game Lorn's Lure joins that number, offering all the climbing you'll need.


Read the rest of the story...

I died more than 1,200 times in this panicky first-person riff on Celeste's platforming and it's now one of my favorite games of the year




I knew I was afraid of heights going into Lorn’s Lure. It's a fear that I’ve always mined for thrills in games, climbing high towers and leaping off them for the adrenaline. Of course I was going to play a sci-fi mountaineering adventure through the bowels of an impossibly massive brutalist megastructure. What I was not prepared for was discovering that I might also be afraid of the dark. And tight spaces. As Lorn's Lure constricted into a choking warren of pitch black tunnels, it taught me new and exciting forms of dread...
Read more.

OUT NOW!!!



After 256 years, Lorn's Lure is finally out!

(Note that it might take Steam a little while to propagate availability everywhere)

[h2]What you should know[/h2]
  • Don't forget to leave a review! Pre-launch it's all about wishlists. Post-launch it's all about review count.
  • I will continue to take feedback and improve the game to ensure it's the best experience!
  • I was not able to find a South Korean community translator, so if you're out there and willing to help localize, let me know! Until then, it's machine translation :(
  • Once you unlock New Game +, there is a possibility that you can easily go out of bounds (except for the last chapter). It is near impossible for me to solve this without adding a LOT of geometry, which may impact performance - so I will allow it.
  • When I make updates, you may have to redo your settings sometimes
  • If you played the demo, there might have been an update to the control mapping that breaks it in new builds. To fix this, simply reset the control binds!


[h2]What's next?[/h2]
  • Fixing bugs here and there that folks bring up
  • Maybe adding features if there is enough demand
  • Maybe fixing localization issues as folks bring them up
  • After launch week and enough bug fixing I'll probably take a break
  • Afterwards, if the game has done well enough, I'll run a poll to see if folks want modding or a VR spinoff next
  • I'll probably also experiment with an infinite procedural megastructure in parallel to see if this is possible.


[h2]Launch Trailer[/h2]
Please help boost it!
[previewyoutube][/previewyoutube]

I hope you enjoy my game!