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.
What is Explore Mode?
It aims to smooth out very difficult spots for players that were expecting an atmospheric exploration game throughout. This means: - No more chases (Chapter 3, Chapter 8) - More platforms in Chapter 5 intro descent - Chapter 6 wind tower has more platforms to help with some of the difficult wind sliding parts. The highlight is Chapter 8, since it's basically completely different, and even has a different ending so that it makes sense lore-wise!
How do you enable Explore Mode?
It's in the Gameplay Settings menu as a check box. If you start a chapter in that mode, DO NOT resume the chapter with the mode off (and vice versa)! This will likely cause issues with progress. If you already started one of the affected chapters, I recommend starting it again.
Here's a video preview
[previewyoutube=j6vOTodM3v4;full][/previewyoutube] I'm open to expanding on this mode, so if you have other places that could use smoothing, just let me know. Enjoy!
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:
Lorn's Lure Speedrun.com
NG+ is definitely the most popular option, but still hoping a full NG run gets completed soon :) [previewyoutube=9G_OHLTggd4;full][/previewyoutube] Good luck!
Just wanted to let you all know what I'm working on since the first two updates have been released.
1. Explorer Mode
I've heard your concerns about how a few sections are very challenging, and not what was promised on the Steam page. This is totally fair, and I want to apologize - my creative drive went rogue. However I want to make it up to you by adding an Explorer mode! This will remove the time pressure from chapter 3 and 8; it will add platforms and checkpoints in certain areas to make it a smoother experience as well. I'm currently struggling with how to change the last chapter for obvious reasons, but I'll think of something!
2. Modding Support
After Explorer Mode is sorted out, I want to make tools to help folks mod the game! The goal is to provide a bunch of prefabs in a template unity project, where you can make your own challenge levels, or even an entire level! At the same time the community also seems to be working on modding in the more difficult way. Let's see who figures it out first! There is more on the horizon, but I'll reveal as I go :)
Steam Deck Verified!
I also wanted to announce that Lorn's Lure has just been fully Steam Deck Verified! Green checkmark and all.
Mac M2 Support
Recently some of you raised that Steam displays a warning that Lorn's Lure doesn't work on the latest Mac OSes. This is FALSE! It absolutely does work on it, but not sure why it's labelled that way, so I'll work with Steam support to figure it out. Stay tuned for more!
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.
- Full Run and Crystal Run achievements should now load :)
- Chapter 6 loading bug likely fixed (There was a case where the culling group did not trigger when scanning)
- Chapter 8 path obstruction bug likely fixed (trigger logic changed to be consistent with saving checkpoint)
- Fixed a slide in the chapter 8 tutorial area
- Chapter 4 now correctly only has 4 scans vs 5
It's time for the first of many updates!
Here's the list of patch notes:
Bugs:
- 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
Control jank fixes:
- 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
Waste tunnel improvements:
- 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
Failed Biome improvements:
- 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
Dissolution improvements:
- 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)
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!
Just wanted to give a post-launch status update.
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!
After 256 years, Lorn's Lure is finally out!
(Note that it might take Steam a little while to propagate availability everywhere)
What you should know
- 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!
What's next?
- 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.
Launch Trailer
Please help boost it! [previewyoutube=vAa2JQM7GRM;full][/previewyoutube] I hope you enjoy my game!
[previewyoutube=VVUF-bkKytY;full][/previewyoutube]
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]
Need Korean Localization
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.
Another Omega Cohort Incoming
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,
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?)
>> So I'm placing the application form here <<
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
How's Development Going?
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!
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
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
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
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!
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!
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!
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!
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!
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!
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 :)
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!
And welcome to the Steam Next Fest newcomers!
A bit of background for you:
- I am a solo dev, doing this as a passion project!
- Lorn's Lure is scheduled to release this year - I'm aiming for October at this point given the fact that my day job has been all-consuming lately
- My name is not actually Rubeki, but I'm okay with people calling me that
The Patreon Launch
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!
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!
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/
The demo is now live!
You can either download it from this page, or from here:
https://store.steampowered.com/app/1890480/Lorns_Lure_Prologue/ 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
The second Lorn's Lure demo is officially being released on...
March 11th!!!
You will find it on this page, as well as the "Prologue" page here<< The benefit of having it as a standalone demo is that: - I can get real reviews to judge how it will be received at launch - Free games tend to get higher visibility, so it may generate more of a player base! I know I said the Lorn's Lure Demo 2.0 will be in the February Steam Festival, but I never received the invite given that the internal release date didn't align. By the time I found out, the application deadline passed... So here we are! To build anticipation, I have also removed the old demo. The reason is that it no longer represents the experience as much as the newest demo. Anyway, stay tuned for the launch date, and for more media - since I'll be continuing developing the game as usual.
!!! It's Demo 2.0 beta time !!!
If you want to be involved in testing, please fill out this form: https://forms.gle/9b5QPerJ8D6a96gC9 I'll select about 10 - 20 people by Monday and distribute the keys shortly after. You have until Saturday the 8th of Jan EOD (EST) to submit. Caveat: I am using itch.io to do the beta distribution, since it's way simpler than Steam - I hope nobody minds... Let's gooooooo!
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:
- Beta testing for the new demo (expect an announcement either later this week or next)
- Demo release some time in Feb (depending on Steam's Next Fest schedule)
- Continuing development, and more media updates
Stay tuned, stay healthy, and here's to 2022!
Lorn's Lure
Rubeki
Rubeki
1970-01-01
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 32
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive
(1312 reviews)
https://rubeki.com/
https://store.steampowered.com/app/1417930 
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Lorn's Lure 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... And why he left in the first place.
- 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.
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