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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Or should I say "Floaters"?
I wanted to share my new project with you. It's called MEGANAUT, and yes it takes place in the Lorn's Lure universe!
You can wishlist it now here:
https://store.steampowered.com/app/3610500/MEGANAUT/
I would have made it a Lorn's Lure DLC, but the gameplay is too different for me to have pulled that off, so you'll get a standalone game instead.
I started this project to flesh out the lore of the megastructure a bit more, and also improve my game design skills. It's a challenge I set for myself - to take what I learned while making Lorn's Lure and see how much I've improved.
I hope you enjoy it once it's out!
These seem to always cause problems so I just got rid of them. Performance seemed similar with and without, so hope this solves some of the levels not showing up bugs people get!
Linux support for workshop maps actually maybe? Gotta test. Also added support for turning fog clouds off in your custom maps. Just set the FogTo's alpha value to zero in the AtmosphereDefinition component (attached to the "Atmosphere" gameobject under "Systems"
Mostly German language translations have been updated. Also should fix the death screen text in this locale! Apologies, long overdue!
Slight addendum where I now maintain the hidden mouse cursor in-game, while still unlocking the mouse with this additional setting.
I added the ability to unlock the mouse from the center for accessibility tools that need it.
The Workshop is now live >> HERE << !!!
It's launching along with the map making tools! The closed beta saw very few issues, so I'm confident I can maintain it when open to all.
Instructions on how to build maps can be found on the workshop page itself by clicking the "Learn More" button, but can also be found >> HERE<<
[previewyoutube=T4b13esj-nY;full][/previewyoutube]
There was an issue where it would always be visible. Fixed!
Wasn't able to play multiple workshop maps before. Only picked the first one. This fixes it!
Fixed issue where stamina was depleting too fast for grapple after my changes.
Attempted to fix the global volume zeroing. Let me know if it didn't work...
I enabled the Simulation button. Here you will see workshop items :) Workshop has not been enabled yet, but this is in prep for the map maker beta!
I'm officially opening up the closed beta map making tool applications!
You can make simple parkour maps, or entire stories with these tools.
Hopefully some cool maps will be available when the tools launch to the public!
>> Apply Here <<
Along with the Autumn sale, Steam Award nominations are starting!
I humbly ask y'all for nominations in the Most Innovative Gameplay category.
I don't actually expect to win, but it's fun to be a part of this community anyway :)
In case new players who don't follow my updates don't know what it is!
Hey climbers, just pushed a minor update to the Explore Mode for quality of life improvements. This includes:
Sorry this took so long but I had to redo a good chunk of the last level, and I'm battling a very bad flu.
I just wanted to let y'all know that the speedrunning community is up and RUNNING (get it?).
I hope this community grows, as I seriously enjoy watching the runs, and would love to see it hit GDQ one day!
If you're a runner, check it out here:
Just wanted to let you all know what I'm working on since the first two updates have been released.
If you've always wanted a cute plushie version of The Android, you can now pledge $2 to this Makeship petition!
>> https://www.makeship.com/petitions/the-android <<
This plushie will be an adorable rendition of The Android which will lure your eyes and prevent your Energy Core from expiring <3
If it gets 200 pledges in 10 days, they'll charge the rest, and ship it to ya.
Otherwise, your $2 is refunded.
Cheers!
Had to make a smaller followup update after some issues were reported.
It's time for the first of many updates!
Here's the list of patch notes:
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!
After 256 years, Lorn's Lure is finally out!
(Note that it might take Steam a little while to propagate availability everywhere)
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=FdScBTIaRn4;full][/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!
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=jQDKuKTZVjo;full][/previewyoutube]
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?)
Come one come all! Closed Omega testing is now open for applications!!!
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.
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!
I've got another area complete, and only 1.5 left to polish!
Beyond that there's:
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!
Just a song on loop to study to in the Megastructure :) [previewyoutube=l5tdTlQLZt0;full][/previewyoutube]
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!
It's been over a month since the last update, and progress is still quite speedy!
Lots of progress since the last announcement!
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:
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 :)
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.
It's been a while since the Steam Fest and I've made a bunch of progress since then!
And welcome to the Steam Next Fest newcomers!
A bit of background for you:
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!
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?
The second Lorn's Lure demo is officially being released on...
Happy New Year!
Hope everyone had a decent holiday - I sure did. I ended up taking 2 weeks off after a very long time without a break, so this update will be short.
Anyway, here's what to expect in early 2022 from Rubeki:
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