
An idle game about collecting cancer with quirky stickfigures!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 29 → 1.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
LORED is an idle-incremental game about collecting as many resources as possible, including Iron, Copper, and... Malignancy?! Set your stickfigure LOREDs to work, buy them plenty of Upgrades, and ensure they don't run out of fuel!
There are four tiers--or Stages--of Upgrades and LOREDs! The most powerful Upgrades consume your current host, requiring a prestige.
Leveling up a LORED doubles their Output, but also their Input! Play carefully!

Each of the 63 LOREDs have their own unique animations!



LOREDs will think out loud and may reply to each other!

Talk to LOREDs in-between managing resources!
LORED was first released in 2019, and has been receiving constant development ever since. Since the last public update, LORED has been re-built from the ground up with all new Upgrade Trees and mechanics!
Engagement
Reviews
Themes across 64 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Игра перестала обновляться, застряв в состоянии расширенной демо-версии. Демоверсия дает больше геймплея на данный момент, чем игра после. Тем кому понравилось демо советую остановиться на прохождении демоверсии.
.o.
got done with most of the game and now waiting for the next update, also I love all the memes and jokes, and I will rewatch the last airbender.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 64 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
LORED is an incremental resource-management game that takes the familiar pleasure of watching production numbers climb and surrounds it with strange humor, expressive stick figures, and an increasingly elaborate network of automated systems. Developed and published by Dillon Simpson, it initially appears simple, but that simplicity quickly gives way to a surprisingly involved economy. The objective is essentially to recruit and improve specialized workers known as LOREDs, have them generate resources, and use those materials to strengthen the operation until production becomes dramatically more efficient. It is an idle game at heart, yet there is enough management and optimization involved to make progression feel more deliberate than simply waiting for a counter to increase. The early stages introduce basic resources such as iron and copper while teaching the relationship between production, consumption, and upgrades. Individual LOREDs perform specific jobs, and their outputs frequently support other parts of the economy. This creates interconnected production chains where improving one worker can have consequences elsewhere. Fuel and resource availability must be considered when expanding, preventing the player from thoughtlessly upgrading everything at once. Eventually, what started as a small collection of workers develops into a busy automated operation where numerous resources are being created, consumed, and multiplied simultaneously. Automation is one of the most satisfying parts of the experience. Instead of turning progression into constant manual clicking, the game encourages players to construct systems that increasingly function on their own. The player's role gradually changes from actively pushing production forward to supervising a machine that has become capable of generating substantial resources independently. Returning after allowing the operation to work and discovering that enough materials have accumulated for several significant upgrades captures the classic appeal of the incremental genre particularly well. Progression also benefits from being organized into Stages. New sections introduce additional mechanics and complications instead of revealing every system immediately. This gives players time to understand how one economy works before another layer is placed on top of it. Advancing therefore feels more meaningful than merely unlocking another percentage bonus. New workers, currencies, production relationships, and upgrades can force the player to reconsider priorities that previously seemed obvious. The result is a progression structure that remains interesting because complexity expands alongside the player's understanding of the game. The LOREDs themselves prevent the experience from feeling like a collection of anonymous statistics. These peculiar stick-figure workers have animations and dialogue that inject personality into what could otherwise have been a very dry optimization game. The visual style is deliberately uncomplicated, but it fits the concept extremely well. Watching a growing workforce perform different jobs gives the production system a physical presence, while the colorful and exaggerated presentation makes it easy to distinguish the game's various elements. It proves that an incremental title does not require elaborate graphics to establish a recognizable visual identity. Its comedy is similarly distinctive, although considerably less innocent than the simplistic characters might suggest. The writing contains profanity, absurd situations, dark jokes, and deliberately irreverent material. Some concepts become increasingly ridiculous as progression continues, including unusual resources such as Malignancy. The humor contributes significantly to the game's character, but its particular style will naturally be more appealing to players comfortable with crude and unconventional comedy. Those expecting a completely wholesome idle game based solely on the cute stick figures may be surprised by the tone. The strongest aspect of LORED is the way progression repeatedly provides another objective just as the existing routine begins becoming predictable. There is almost always another upgrade to pursue, another efficiency problem to solve, or another milestone that promises greater production. This creates the dangerous "one more upgrade" effect that successful incremental games thrive upon. Optimization-minded players can spend considerable time analyzing which improvements provide the best returns, while less demanding players can allow automation to handle much of the workload and periodically return to spend accumulated resources. There are limitations to the formula. Anyone who fundamentally dislikes idle games is unlikely to be persuaded by the presentation because waiting, accumulation, repetition, and numerical escalation remain central to the experience. Its growing number of interconnected mechanics can also become confusing, particularly when several resources and production requirements need attention simultaneously. Since the game remains in Early Access, balancing and features may continue evolving as development progresses. Players should therefore expect an experience that is substantial but still subject to refinement rather than something permanently fixed in its current form. Steam Deck compatibility is officially classified as Playable rather than Verified. The game can run on Steam Deck and is generally well suited to shorter portable incremental sessions, but the handheld experience has some inconveniences. Certain interactions may require touchscreen input or adjustments to the controller layout, text entry can require manually bringing up the virtual keyboard, and some interface text may be relatively small on the Deck's display. Keyboard or mouse prompts can also appear in places. None of these issues necessarily prevents playing it on the handheld, but players wanting a completely controller-native experience should expect some compromises. Overall, LORED offers much more depth than its minimalist stick-figure appearance initially implies. Its interconnected production chains, expanding automation, staged progression, numerous upgrades, unusual characters, and increasingly absurd humor combine into an incremental game with a clear personality of its own. The core satisfaction still comes from transforming modest production into an enormous automated economy, but the journey is entertaining because new mechanics continue complicating that seemingly simple objective. With further Early Access refinement, particularly around usability and handheld controls, it has considerable potential to become an even stronger incremental experience. Rating: 8/10
It feels like the game is fighting its own genre. Its playable and somewhat enjoyable but there are loads of other amazing idle and incremental games more worth your time.
Pacing is good for the first hour or so then just hits a wall and doesn't feel like you are doing anything, there are better clickers/idles to play out there, I would skip this one and find something else.
Great game ten out of ten would play again
i hate to give a negative review,but after going to sleep and waking up to a bugged game i cant really recommend it,especially for that price point missing music,any form of audio aside from menu clicks would go a long way imo, feels like a 5$ game for me for now atleast
VERY GOOD EASY TIMESINK
Writing this at the end of stage 2, waiting for stage 3 and I can just say, I kept it for a bunch of days open continuously in the background, its fun seeing things progress little by little if you're that kind of guy. Of course for people with a more idle approach will find a lot of options within the game for automation because i sat quite a bit before getting that, since i wanted to play the game the default way. As for characters and flavor text, I love all of it. Ok some dialogue options are filler-like, but the characters are so ingeniously thought of, with little bits and tropes for each one, from the mandatory NPC guide generics to niche things that the dev used to put his mark on that, so if you're into reading all of those, they pay off, especially with a more organic, borderline-unhinged, humor style. With each layer you find to reset there are stuff to read in order to understand what each does, and not every piece of info is just dumbed down, so there's plenty of stuff for stat nerds. If there's stuff that could be improved upon, I'll be over in the discussions.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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