I'm shutting this page down since I want to move folks over to wishlist the actual game page!
Please wishlist here, since I'll be removing the prologue from Steam by:
Friday, March 15
So you have a week to transfer over to this page: https://store.steampowered.com/app/1417930/Lorns_Lure/ The demo is the same as the prologue if you want to play again, but know that I will remove the demo prior to release as well. Cheers!
[ 2024-03-12 16:55:43 CET ] [ Original post ]
Come one come all! Closed Omega testing is now open for applications!!!
>>> CLICK HERE TO APPLY <<<
NOTES:
- 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
[ 2024-01-21 02:03:57 CET ] [ Original post ]
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.
What has changed since the last update?
- 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!
What's left?
- Minor cleanup
- Performance Optimizations
- Steam Deck testing
- Actually figuring out how to run the beta through Steam
[ 2024-01-05 03:06:43 CET ] [ Original post ]
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!
Beyond this, it's all about details:
- 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
[ 2023-09-09 04:44:16 CET ] [ Original post ]
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
In the mean time, here's a nano dev vlog
[previewyoutube=5Wf71NrpfMU;full][/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!
[ 2023-07-17 02:15:17 CET ] [ Original post ]
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=6qk0VxofWrI;full][/previewyoutube]
Please check it out, and stay tuned for more!
[ 2023-06-03 23:04:54 CET ] [ Original post ]
Just a song on loop to study to in the Megastructure :) [previewyoutube=l5tdTlQLZt0;full][/previewyoutube]
[ 2023-03-28 02:52:15 CET ] [ Original post ]
It's time for a monthly update!
As I mentioned last time, progress has been a bit slow given that our baby is coming very soon now!
I have managed to make a dent in the current level I'm working on, so not at a complete stop. I'll just show a brief, spoiler-less montage of that level, since no new features have been developed :)
[previewyoutube=PKJqjaKZ-Eg;full][/previewyoutube]
Stay tuned for more!
[ 2023-03-18 23:22:53 CET ] [ Original post ]
It's been over a month since the last update, and progress is still quite speedy!
Here's a summary:
- I've finished the Cave area to beta quality - including some very foolproof out of bounds prevention tech steamhappy
- I'm 1/3rd the way into another area. Once this is done, that leaves 3 more!
- I've actually used ChatGPT to create a pipe making tool! This will speed up level design given how many pipes I have to make from scratch..
- Development might slow down in coming months, since my wife and I are expecting a new born soon!!! <3
And of course a micro dev-log :)
[previewyoutube=L1h7M9cS7qU;full][/previewyoutube] Hello to all the new folks, and stay tuned for more!
[ 2023-02-14 01:19:46 CET ] [ Original post ]
Lots of progress since the last announcement!
- I've finished 3 chapters to beta quality.
- Part way through finishing another one as I speak
- I've added a crawl ability for claustrophobic gameplay in the area I'm working on now.
- I've also added flares - Deep Rock Galactic style - so that you can see in the dark in the same area.
This time I've compiled all the footage into one micro dev-log video here:
[previewyoutube=EFnooqclEas;full][/previewyoutube] I'm certainly blazing through at a decent pace, but still more to go. That said, 2023 is definitely the release year :) Stay tuned for more!
[ 2022-12-21 07:08:01 CET ] [ Original post ]
Time for the monthly progress update! Please read till the end to get contingency socials :P
Here are a few things I've accomplished since the last update:
I've completed the gameplay optimization for one of the 8 chapters. I won't show too much to avoid spoilers, but here's a sneak peek:
Working on the second Chapter now. I've added lore, a simple find-the-thing puzzle, and made traversal more fun / challenging in certain sections. Here's some snippets from the level!
[previewyoutube=sp9sL6VXyWY;full][/previewyoutube]
And then there's this guy, who I've revamped the dialogue for:
I'm very close to finishing this level. Once I'm done, it's on to the next! :)
Also what's going on with Twitter???
I really hope it doesn't die - since I know a good chunk of you probably came from there, but just in case, here are all my socials: Twitter TikTok Tumblr Youtube Patreon Discord Website Anyway, Stay safe, and stay tuned for more!
[ 2022-11-18 06:47:18 CET ] [ Original post ]
It's been about a month, so it's time for another update!
In prep for level design, I did have to do another round of mechanic revamps. I wasn't happy with the dashing mechanic - it felt floaty and weird. Additionally, the sliding had some issues where, after reaching critical velocity and falling off a ledge, you'd die instantly.
Both have been resolved.
I've also changed the way tutorials are done! They are no longer super annoying. Still have some styling to do, but it works well imo.
You'll also notice that you can now ledge-climb even without picks :)
Here's some footage of the dashing:
[previewyoutube=XUsOOhFsTF4;full][/previewyoutube]
Sliding
You'll notice that the critical velocity is reached, but the player doesn't necessarily die since they were sliding. [previewyoutube=MhEjhHOKzvM;full][/previewyoutube]
And of course, the tutorials, with pickless ledge-climb:
[previewyoutube=ZO6CUyYZjj0;full][/previewyoutube] That's all for now - stay tuned for more!
[ 2022-10-16 00:22:23 CET ] [ Original post ]
Hey folks, It's been a while since I've posted an update here. Mostly have been busy at my day job - BUT I have still managed to make significant progress.
Here's the updated todo list
- [strike]20% of the last level (currently working on this)[/strike]
- [strike]I gotta finish the second part of the first level (demo area).[/strike]
- [strike]Finishing off mechanics needed (tallying end run times, immersive mode, and other requests as well)[/strike]
- Level design + placing story details + difficulty optimization (maybe mechanic tweaking etc).
- Environment asset revamp (making things prettier)
- Steam achievements
- Maybe new game+ if I have the brain energy before release
- Maybe some mechanic revamps (like dialogue system + Settings menu)
- Finish rest of Crystal levels
Some Highlights
Immersive mode can be triggered from the settings - either from the main menu, or during gameplay. It disables all the speedrunning UI, and doesn't show stats upon chapter completion. Of course video and picture mode are still available.
Completing the game unlocks a Full Run mode, where you can speedrun the whole game in one go, and get cumulative stats for the whole run. Same thing can be unlocked for all crystal levels once you've beaten them all:
Once objects are scanned, the scanner graphic turns grey instead of yellow so you know you've already scanned it:
Similar thing happens once you've acquired crystals:
That's all for now, but please stay tuned for more :)
[ 2022-09-17 21:32:22 CET ] [ Original post ]
It's been a while since the Steam Fest and I've made a bunch of progress since then!
What's left?
Here's a rough list of what's left:
- 20% of the last level (currently working on this)
- I gotta finish the second part of the first level (demo area).
- Finishing off mechanics needed (tallying end run times, immersive mode, and other requests as well)
- Level design + placing story details + difficulty optimization (maybe mechanic tweaking etc).
- Environment asset revamp (making things prettier)
- Steam achievements
- Maybe new game+ if I have the brain energy before release
- Maybe some mechanic revamps (like dialogue system + Settings menu)
- Finish rest of Crystal levels
And without spoilers, here's a sneak peek at the last level's challenges
[previewyoutube=1eFQQo9KvkQ;full][/previewyoutube] I may tweak the level of difficulty though... Anyway - thanks for keeping up with the project, and stay tuned for more!
[ 2022-07-24 03:44:45 CET ] [ Original post ]
I've finally pulled the trigger and launched a patreon page here:
patreon.com/rubeki
Why I'm doing it
I want to start building a runway for my studio, and not just for completing Lorn's Lure. This money can be used for paying contract artists, new equipment, legal and accounting fees, and more. It can be the start of a fruitful studio!
The Tiers
[$2 CA] Observer: This tier is just if you want to support me! [$7 CA] Gamedev X Games: This tier is if you want to watch me develop the game live! Make sure you don't mind spoilers! Both tiers get discord benefits (role, and special chat room). For the gamedev chat, I can offer quick gamedev Q&A / advice for those who ask.
For Press
You can find a press kit here:
>> PRESS KIT <<
Some Updates!
I don't want to spoil anything, so you'll only get ONE teaser screenshot :) I've also done a ton of bug fixes since the last update, but that should go without saying at this point.
Stay tuned for more, and hope to see some Patreon subscribers on stream!
[ 2022-06-13 17:00:16 CET ] [ Original post ]
I'm absolutely floored by the reception of the prologue / demo, and I want to thank everyone that played, left feedback, joined the discord, uploaded speedruns, and just shared their thoughts in general with me.
I just wanted to post a brief update for everyone on what to expect next!
When to expect more udpates?
Although I think I'm done updating the prologue, I do plan on resuming the game's development very soon. In about a week, my day job workload is going to lower to normal standards again, and I will be developing in full swing - so please watch the Twitter feed!
Technical issues
I am one person, so if you had technical issues and decided to leave a bad review - although that's perfectly fair - please check my comments because I may have fixed the issue!
Speedrunning uptick
There's been a bit of a bump in speedrunning activity - likely due to the profile up on speedrun.com. I urge you to check them out, they're seriously cool! >> Lorn's Lure Speedruns << Be sure to check the sub categories and sim level WR too. The Any% WR is currently sitting at 3 minutes and 50 seconds, and if you're wondering how the heck anybody can pull that off, here's that sweet sweet virtual parkour for ya: [previewyoutube=QGwp4Ih8d9I;full][/previewyoutube] And don't forget to submit your own runs! I'm curious to see other ways folks break the game. Thanks again, and stay tuned for more!
[ 2022-03-31 03:19:57 CET ] [ Original post ]
- Now includes an FPS slider
- Fixed the bug that allows you to drop down forever as long as you don't move on the wall
[ 2022-03-20 00:54:55 CET ] [ Original post ]
Second patch! - Changed the readability of the chasm crossing path - Fixed a bug where holding the space bar after jumping from a wall would prevent you from re-clinging. This probably contributed to folks failing to exit the cavern where you get the picks - I also made it slightly easier to exit that cavern
[ 2022-03-18 02:41:20 CET ] [ Original post ]
- Control prompts for closing the scan window is now set to whatever the active controller is - Climbing tutorials appear only after getting picks - After skipping cutscene and then quitting and continuing the level doesn't allow the cutscene skip message to appear on the screen
[ 2022-03-16 05:47:39 CET ] [ Original post ]
Thanks so much for your support for the prologue demo!
This version seemed to have far less issues reported than the last demo I released, which tells me it's going in the right direction.
So what's next?
Speedruns
If you're a speed demon, and have the capability to record footage, I encourage you to submit your runs here: https://www.speedrun.com/lorns_lure_prologue You have to defeat me however, since I currently hold the world record :D Here's the run below, but SPOILER ALERT! [previewyoutube=KqK4McbTyoQ;full][/previewyoutube]
Roadmap
I've compiled a bunch of feedback that requires being addressed. I'll begin tackling them soon as I work on the full version of the game in parallel. I will try and update key items right away, but please bear with me, I am a lone developer!
Stay tuned for more, and don't forget to wishlist the full game below! https://store.steampowered.com/app/1417930/Lorns_Lure/
[ 2022-03-16 00:59:57 CET ] [ Original post ]
The demo is now live!
You can either download it from this game's page, or from the main game page here:
https://store.steampowered.com/app/1417930/Lorns_Lure/
Don't forget to wishlist the main game!
Some notes about the demo:
- It is shorter than the previous demo to create more of a tease :)
- It changes the way crystals function
- There are lots of bug fixes and improvements to the mechanics
- There is a settings menu. It has it's problems, but it will do for now
- It has controller support
- Better main menu
- Same area as the first demo, but completely reconceptualized
- This still doesn't represent the final product, but it's much closer to it!
Known Issues:
- If you are mixing input (M+K and Controller), the tutorial dialogue boxes will not be correct. You can look at the settings menu for the controls instead. I will fix this in the near future by adding a toggle for which control method you're using in the menu
[ 2022-03-11 13:53:34 CET ] [ Original post ]
🎮 Full Controller Support
- Lorn's Lure Standalone Demo Depot Linux [674.61 M]
Lorn's Lure: Prologue is an atmospheric narrative first-person platformer with novel climb-anything mechanics and modernized retro 3D graphics.
Leaving his home colony while tracking a mysterious glitch, an android finds himself in the midst of a vast and dangerous structure, completely hidden from his people's knowledge. Unable to go back, you must keep going to find out where he is being led.
- Dark foreboding atmosphere
- Retro 90s PC graphics, with a modern flair.
- Uncover mysterious lore as you travel into the depths.
- Jump, climb, slide, and scan your way around difficult challenges, using simple mechanics.
- No "Parkour Ledges". Climb almost any vertical wall face using your pickaxes!
- 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.
- Controller support
- Completely new aesthetic
- Quality, gameplay, and Audio settings, and a more robust main menu
- High scores summary available from the level select menu
- A secret unlockable challenge level
- Fixes for design issues in the last demo
- Many bug fixes that increase the quality level and smoothness of gameplay!
- Controller support
- Storage: 674 MB available space
- Storage: 674 MB available space
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