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Lorn's Lure News

Amazingly grim retro sci-fi android spelunker Lorn’s Lure finally has a release date

If you like jumping on enveloping pixelly architecture while basking in an atmosphere of pathological sadness, set aside some time on 20th September, because that’s when Rubeki's first-person spelunker Lorn’s Lure launches on Steam. Ah, I've been waiting a while for this one. Catch a new trailer below.

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It's Official

[previewyoutube][/previewyoutube]

New DEMO Live!!!



I've just dropped a new demo that aims to show how the game is NOW, very close to launch.

The previous demo had deviated severely from its current state, so I wanted to update it before releasing the full game.

Localizations are also included, but quality might vary, and there is at least one menu item that is not localized that I know of (that should go away at launch however).

I'm hoping this demo can also help identify game-breaking bugs given the wider audience it will reach - but it should be fairly air tight given Omega testing.

Beyond that, you can expect:
✅New tutorials
✅New crystals
✅New level design
✅More juice
✅New intro cutscene
✅Fully Steamdeck compatible (with cloud saves)
✅Updated menu with more settings
✅New music

And more!

Here's a brief, celebratory teaser trailer as well:
[previewyoutube][/previewyoutube]

Stay tuned for more!

Aaaaaalmost there now :)

PS
I wasn't able to THOROUGHLY test this demo build cause I couldn't figure out a way to issue keys on steam while the demo was down, crossing fingers there are no major bugs, but don't hesitate to let me know!

Launch Season Announcement!



Lorn's Lure is now at a stage where I'm more confident in giving a narrow launch window.
I'm aiming for a launch WITHIN SUMMER!!!

According to Google, this gives me until "the autumn equinox, which is on September 23" to launch the game.

I haven't been updating footage for a while now, so here's a little teaser trailer with this announcement for y'all:
[previewyoutube][/previewyoutube]

[h2]Need Korean Localization[/h2]

I still need a Korean localizer if anyone is listening to this.
If that's you, please join the discord community here and let me know in #general.

All the other languages have been filled, Korean is just machine translation right now, so the quality on launch will not be great unless someone contributes.

Worst case, I'll find professionals after launch though.

[h2]Another Omega Cohort Incoming[/h2]

I'll keep running these closed tests right until launch, so if you're still interested, the signup form is here

There were over 500 respondents last time, but that was a while back and availability might have changed so I'll bias towards new folks.

Also Joining the Discord is now mandatory for testers, since it's easier to coordinate bug fixing there vs across many channels.

Now's the home stretch, so stay tuned for more!

Cheers,

Localization Call!


Long time no Steam update! It's been head down - focusing on development for a while now, so I apologize.

However, today I need your help: I put out a call for community translators on X, but it seems there is no representation for Chinese translators there! (maybe X posts don't reach China?)
[h3]
>> So I'm placing the application form here <<[/h3]

All the translations are there - filled with ChatGPT - but they need proof reading from humans, which is why I'm reaching out to you.

All the details are in the signup form.

I have representation for all the languages, but I'm primarily looking for more for these:
  • Simplified Chinese
  • Japanese
  • South Korean


Translators will get a free copy of the game btw :)

[h2]How's Development Going?[/h2]
There has been LOTS of progress since my last update, so I'll just stick to what's left for launch:
  • Complete community localization
  • Fix some issues brought up during the Omega testing
  • Another round of Omega testing, so if you didn't get into the other one, you may get into this one!
  • Adding Easter eggs
  • Maybe adding one more achievement for touching the glitch
  • Graphics, effects and Environment details sweep to see if I can polish the visuals some more
  • Cutscene improvements
  • More Steam Deck testing
  • If I have time, I'll try to get modding tools working before launch, but no promises
  • Launch!


So I'm very close to launching! Hopefully before the summer wave of AAA games take up everyone's time :P

Stay tuned for more.