
Laraan is a Science-Fiction game about exploration in a desolate world. Created with a minimalist low poly style. Accompanied by a splendid movie soundtrack.
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About
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
After reducing the game's unpleasant sound mixing to a bearable 10% of max volume, I read the hastily rewritten passages from the Book of Genesis thinking "can this possibly be worth it?" No, it wasn't. The most I can say is that the game can be surprisingly pleasing to look at, with good color choices and smooth polygons, though they are more than once interrupted by off-putting particle effects, such as ones resembling museum security lasers. One cutscene made it look like you were flying through Cap'n Crunch Berries and fart clouds. From time to time I look at what's in front of me and appreciate the scale, detail, or composition of an environment, but there's zero attempt to make you feel like you're not in something that was made on a computer, especially when it comes to boundaries. The controls are slow, floaty, and constrained by a clunky camera. It would be one thing if the camera merely zoomed in to your head in cramped spaces, if it failed to pan up or down when you want it to, or if it gave you the depth perception of a cyclops (it does all of those things), it actively obstructs you, making movement in any direction other than straight ahead feel like scraping caramel off a non-stick pan. Your deaths will come not from genuine challenge, but from walking off ledges, overshooting and undershooting platforms, launching extra jumps because you forgot to release the button, and brushing up against flat-looking insta-death obstacles. At least the autosave is generous. It saves Laraan from being torturous, but it doesn't bring it anywhere close to fun.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] I wish there was a "middle thumb" [/h1] Boy, what was that game. I got it for free a while ago and thought it was pure exploration. Yet, there wasn't much to explore because the levels looked quite similar in itself, with a few interesting details. Instead, there were timed jump'n'run passages, flying, driving and trap levels. Those could have been fun if the controls weren't so wonky. To be fair, I played most of the game with PS4 controller, not the recommended Xbox. I tried Xbox controller after reading it on the shop page and running and jumping got better. BUT the main problem remained: camera angle. That is because if you move the character with your left stick, the camera slooowly adjusts to where the character is faced. Simultanously, you can move the camera with the right stick and the camera often times didn't know what to do (follow the character movement or the right stick). Sometimes the camera just decided to zoom in on the character VERY CLOSELY so that you couldn't see anything else. That was very frustrating, especially with the ♥♥♥♥♥♥♥ trial-and-error passages. Story was kind of (?) the story from [spoiler] Alien: Covenant/Prometheus, including a XENOMORPH like creature attacking you at the end? And you find a LIGHTSABER to fight it?? Also, suuuuper wonky fighting controls. I died several times only to discover you have to hit the xeno ONE TIME with the right timing and it's dead [facepalm]. After all those trials, the giant mechanical space eye gives you Eva and human civilization can be rebuilt, I guess. [/spoiler] The audio was nice, the visuals were often times a little clipped/snatchy. All in all, not a bad game for only having 2 developers, but too frustrating controls and a too shallow story for a thumb-up.
фе
After getting this game as part of a dollar bundle on Fanatical (I think it was Bundle Stars back then?) years ago, I finally decided to play it in 2021. And to be fair, I think Laraan is a pretty OK experience. I affectionately call it "the poor man's [url=https://store.steampowered.com/app/638230/Journey/]Journey[/url]". The scenarios have their charm, the gameplay is ok (although the last part can get a bit difficult), and the music is pretty nice. If you like artsy walking-simulator kind of games, I think you might enjoy Laraan. And I would normally recommend that you get it with an 80%+ discount or in a bundle, but since it seems the dev has pretty much abandoned the game and never puts it on sale, I recommend you watch a Let's Play of the game on YouTube instead. A couple of tips if you do decide to get this game: 1. This game actually has a digital manual. Be sure to check it out on your Steam client. 2. The game saves automatically after each section/scene. Finally, here's another game from the same dev which I really liked: https://store.steampowered.com/app/493700/Monster_Puzzle
Laraan, ıssız bir dünyada keşifle ilgili bir Bilim-Kurgu oyunudur. Minimalist bir düşük poli stili ile oluşturulmuştur. Muhteşem bir film müziği eşliğinde. Eski bir bilgisayar eğlencesi dünyasına girmek üzeresiniz. Laraan, tamamen eski tarzdaki akıcı, sinematik hikaye anlatımıyla Sinema ve Aksiyon / Macera oyunları arasındaki boşluğu dolduruyor. Laraan, bir denetleyici kullanırken en iyi deneyimlidir, bir Windows veya Xbox oyun pedi idealdir. Tamamen eski bir sinematik yakınlaştırma, kaydırma, yakın çekim ve kesme grafik sistemini kullanan Laraan, sizi boyutlar arası seyahatin nefes kesici bir hikayesine dahil ediyor. Lazer kılıcı, kaya çarpması ve canavarlar kükrerken eğileceksiniz. Tam müzik notası ve gerçekçi, dijitalleştirilmiş ses efektleri, kendinizi bir film ses sahnesindeymiş gibi hissettirecek.
Заставляет задуматься. Рекомендую
Laraan is an experimental science-fiction adventure that places atmosphere, symbolism, and cinematic ambition above conventional gameplay structure. Developed and published by Flynn’s Arcade, the game positions itself as a hybrid between an interactive film and a minimalist exploration title, aiming to evoke reflection rather than adrenaline. From its opening moments, Laraan signals that it will not guide the player through a traditional narrative or mechanics-heavy experience, instead inviting them into a sparse, abstract world where meaning must be inferred through mood, visuals, and fragments of context. The story framework is intentionally opaque and philosophical. It opens with a creator-like monologue contemplating humanity’s capacity for violence and destruction, setting a cosmic and almost spiritual tone. The player then assumes the role of Zoah, a largely silent protagonist tasked with seeking out the Eight Golden Stones across strange, interdimensional landscapes. Rather than presenting a clear plot with defined characters and motivations, Laraan relies on implication and symbolism, encouraging players to interpret its themes on their own terms. This approach can feel intriguing and mysterious, but it also risks alienating players who prefer clearer narrative direction or emotional grounding. Exploration forms the backbone of the experience, with players traversing large, barren environments rendered in a low-polygon art style. These worlds feel deliberately empty, reinforcing a sense of isolation and insignificance within a vast, indifferent universe. The environments are punctuated by abstract structures, platforms, and occasional vehicles that break up the monotony of movement, but interaction with the world remains limited. At its best, this design fosters a meditative, almost dreamlike rhythm, where movement itself becomes part of the experience. At its weakest, the emptiness can feel less intentional and more like a lack of content, causing long stretches of traversal to feel repetitive or aimless. Mechanically, Laraan is extremely simple, relying almost entirely on movement, jumping, and navigation. There is no combat system, no deep puzzle logic, and very little in the way of mechanical progression. Unfortunately, the basic controls do not always feel as precise as they need to be, especially given how heavily the game leans on platforming. Jump timing, momentum, and camera positioning can occasionally work against the player, turning otherwise straightforward traversal into moments of frustration. Because the gameplay loop is so limited, these control issues are more noticeable and harder to overlook. One of Laraan’s most distinctive features is its attempt to use cinematic camera techniques to frame gameplay. Dramatic pans, zooms, and fixed angles are used to present the world in a film-like manner, often emphasizing scale or isolation. While these moments can be visually striking and reinforce the game’s artistic goals, they sometimes clash with playability. During platforming or fast movement, the camera may obscure important information, making it harder to judge distances or hazards. This tension between cinematic presentation and player control is central to Laraan’s identity, and whether it feels inspired or irritating depends heavily on player tolerance for experimentation. The audiovisual presentation is where Laraan finds much of its strength. The minimalist visuals, though simple, are cohesive and consistent with the game’s tone, and the soundtrack plays a crucial role in establishing mood. The music leans toward ambient, cinematic compositions that underscore feelings of loneliness, awe, and quiet contemplation. Sound design is sparse but effective, allowing silence and space to carry emotional weight. Together, these elements create a distinct atmosphere that lingers even when the gameplay itself struggles to maintain momentum. Reception to Laraan reflects its niche appeal. Players drawn to experimental, art-driven games often praise its ambition, visual identity, and willingness to depart from mainstream design conventions. Others criticize its lack of mechanical depth, unclear narrative, and rough execution, finding that the game’s ideas are stronger than their realization. The experience is short and focused, but its limited interactivity means it relies heavily on player mindset; those approaching it as an abstract audiovisual journey may find value, while those expecting a more traditional adventure are likely to feel unsatisfied. Ultimately, Laraan is less a game in the conventional sense and more an interactive concept piece. It prioritizes mood, symbolism, and presentation over engagement or challenge, resulting in an experience that feels introspective but uneven. While its ambitions sometimes exceed its technical polish, it remains a curious and distinctive title within the indie space. For players interested in experimental storytelling, minimalist worlds, and meditative science-fiction themes, Laraan offers a brief but thought-provoking journey. For others seeking structured gameplay, narrative clarity, or mechanical refinement, it may feel more like an unfinished idea than a fully realized adventure. Rating: 5/10
Помийка!
Мужики без вас мне не получить, выручайте, жена сказала если тут будет 150 пальцев вверх и 10 наград то она купит мне ящик пива! А, если будет больше - по её мнению, то она мне сделает кое-что))) upd.: спасибо большое
This controls so poorly lol why does the camera work like this?
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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