Lorn's Lure

An android is led through a vast structure by a glitch in his visual system. Lorn's Lure is an atmospheric narrative first-person platformer with novel climb-anything mechanics and modernized retro 3D graphics.

Lorn's Lure is a dark, parkour and singleplayer game developed and published by Rubeki Games.
Released on September 20th 2024 is available on Windows, MacOS and Linux in 12 languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish and Ukrainian.

It has received 1,743 reviews of which 1,573 were positive and 170 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 11.31€ on Steam and has a 15% discount.


The Steam community has classified Lorn's Lure into these genres:

Media & Screenshots

Get an in-depth look at Lorn's Lure through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: AMD Athlon II X2 255
  • Memory: 4 GB RAM
  • Graphics: Anything above on-board graphics cards
  • Storage: 2 GB available space
MacOS
  • OS: 10.9+
  • Processor: Apple Silicon and Intel
  • Memory: 4 GB RAM
  • Graphics: Anything above on-board graphics cards
  • Storage: 2 GB available space
Linux
  • OS: Ubuntu 16
  • Processor: AMD Athlon II X2 255
  • Memory: 4 GB RAM
  • Graphics: Anything above on-board graphics cards
  • Storage: 2 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2024
One of Those single-dev indie games, the ones that take a concept and run with it for the entire duration. This time around, the idea is pretty simple: first-person precision platforming, and the twist is that it’s actually good. The actual platforming mechanics feel just right—the momentum, the speed, the air control; and the picks offer some degree of lenience for the jumps you end up missing, at least in the easier/more relaxed sections. Getting that aspect right is especially important considering that the moveset on the player’s part is quite limited, and most of the challenge presented comes from the level design. The setting and the atmosphere are also quite enticing—the megastructure is appropriately mega, the sense of scale being imposed on the player constantly and making up a perfect backdrop for climbing around the actual level geometry as opposed to pre-determined jump and grab spots. Lorn’s Lure definitely has intended progression paths mapped out with specifically designed challenges and navigation puzzles, and is not about open-ended exploration; and yet, it still manages to evoke the feeling of outplaying the game, being somewhere you aren’t supposed to be—almost like scuttling around out of bounds. For my taste, it also looks great visually, the title drop moments in every level especially making me stop and appreciate the view pretty much every single time. In the interest of fairness, I want to mention that puzzle design (including even visual clarity, with some textures in the tail end of the game becoming confusing to read) can be inconsistent in the later levels, and the structure also loses some of its mystique as you progress, but overall, I still had a good time even with some of my less favorite sections and levels. Like most platformers, this one can also get pretty difficult (really difficult if you’re trying to collect all the crystals and do the optional stages, which I would personally strongly recommend) and frustrating. Whether or not this is enjoyable or desirable is going to vary from one person to another, but I, myself, being bad at video games, have spent multiple hours on some of the bonus levels. If you’re just trying to progress through the base game ignoring the collectibles, however, it shouldn’t present too much of a challenge as there are plentiful checkpoints throughout the game, barring a few specific sections serving as difficulty spikes. This is where I would usually recommend the game if you enjoy first-person platformers, but honestly, I can’t think of anything else I would put in the same category as Lorn’s Lure. Games like Mirror’s Edge and Downfall, while probably qualifying as platformers, focus more on parkour and flow than precise jumps, and don't really offer the same experience. So instead, I would just pitch it to people who enjoy fluid first-person movement and like the idea of a game structured entirely around it.
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Oct. 2024
This is probably the first time the absolute last level made me almost do a 180 turn on my opinion of the game. The game never presents itself as a rage-bait geometry dash style game, and after 7 levels of precision platforming and pure movement bliss it just shits on what it did in the previous levels and starts off as a whole different genre. I'm sorry, but this just purely isn't for me -> the last level in the game is made for a completely different audience than the first 7 levels. Also, to add; the developer lists the following features: > It's a tough game, but not frustrating! Mistakes are not punished by redoing lengthy sections. > Play fast or slow. Take in the sights as you traverse, or play as fast as a speed runner. These are completely invalidated for the last level Despite that, I can't find it in my heart to keep the review as a negative; even after 2 years of wait
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Sept. 2024
You look at the video and descriptions on this steam page and think you know what this game is: a moody FPS platformer. But it doesn’t capture how you’ll hold your breath and bhole tight every time you careen at free fall speed onto a half a foot wide rusted pipe. Or how you’ll look back up or down at the skyscraper sized mega structure you just ascended or descended and feel a deep sense of accomplishment. Or the preemptive defeat at confronting a challenge that feels impossible. From melancholy to frustration to triumph, there is so much to feel in what is easy to write off as a FP jumping game. And yes, this is a hard game. The difficulty is offset by a generous checkpoint system but still spikes in difficulty at times. I do get the sense that the difficulties people experience in the 3rd and the final 2 chapters partially stem from the game maybe being too obtuse in how it teaches its jump tech. There is a strength here though as playing becomes a process of constantly reevaluating and surpassing what you thought was possible. And possibilities here extend beyond the game but to you as a player. It’s frustrating at times but more often than not worth it for the immense satisfaction you’ll get from surprising yourself. The challenge isn’t just all about dexterity though. Lorn mostly understands that what makes climbing and parkour interesting is finding the line, a juicy puzzle that feels organic and open ended. And in its best moments progress feels less like rote memorization (3rd and final chapter excluded) and more like a deepening of your skills and observation. The parkour systems makes the game really good, but it’s how these systems come together with the art direction, light narrative, and music into a singular vision that make Lorn’s Lure great. There’s not much like locking in and taking in the moody vibes as you traverse the corpse of this beautifully forsaken world.
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Sept. 2024
This is a sort of "medium" level recommendation, more of a wavering hand than a thumbs up or down. The game bills itself as a sort of hardcore platforming adventure, and it is that! I think it's the most difficult walking simulator I've ever played (/s). It's like if sequence breaking or alternative solutions in Super Mario 64 were turned into their own game. It's very fun while it remains novel. However, while the visuals are reasonably atmospheric and otherwise 'serviceable,' I think there could be more visual interest or variety in some places to, well, break things up. It's easy to compare this to Pseudoregalia, a similar type of game if at a smaller scale, which has level design that feels a little more tight and intentional. Again, I imagine this is an issue of sacrificing detail for scale, but I would've appreciated just a little more in the way of actual landmarks and unique-feeling locales to gratify my effort. There were a few places I felt compelled to stop and just gaze at the view for a while, but perhaps not enough. This game owns its jank, but it is still present, particularly in the last few levels. It's surprisingly good at telegraphing where you're supposed to go with very minute cues, but the sameiness of its textures and the sheer vastness of its landscapes can be mind boggling at times. This game intentionally left out about 20 years of game design philosophy for a very sincerely retro experience, for good and ill. Also, I hope you enjoy the journey over the destination, because the ending is almost deliberately made to disappoint. You've been warned, but it'll make sense if and when you get there. If we treat a score of '5/10' as 'true average', I would give this game 6.7/10 on a bad day, 7/10 on a good day. You can think of it as the protege of sensei Shadow of the Colossus that just didn't quite reach the level of the master.
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Sept. 2024
I'd feel terrible leaving a negative review, however there are some things I definitely didn't enjoy. First of all, the game is way more linear than how it looks, it isn't really about exploration as much as it is about precision parkour. The fall damage mechanic is frustratingly punishing and most of the levels you'll just die repeatedly until you understand exactly what the game wants you to do.
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Last Updates

Steam data 16 November 2024 00:17
SteamSpy data 17 December 2024 22:35
Steam price 23 December 2024 12:38
Steam reviews 22 December 2024 10:04
Lorn's Lure
8.6
1,573
170
Online players
36
Developer
Rubeki Games
Publisher
Rubeki Games
Release 20 Sep 2024
Platforms