
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
VERY GOOD EASY TIMESINK
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
Promising but too short and not worth while. Only 2 stages. Was looking for more.
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
Great game ten out of ten would play again
n1
Have been following this game since the early versions on itch.io and I get that this is a single-dev early access title with quite complex mechanics influencing eath other needing a lot of tuning. Fun concept, good implementation. Progression turns from being quite active at the beginning (and when reaching new tiers every once in a while) and slows down a lot in between that. Meaningful content updates are pretty sparse, but I want to at least see where this goes while just reading the changelogs to - quite frequent - updates for minor stuff until something more substantial comes out. So all in all, I can tentatively recommend the game (but please don't delete forum posts with serious questions. I don't know if I've hit a wall for the current available content or run into a game breaking bug and am currently missing out. Really frustrating.)
disappointing
The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was, is now the position that it isn't. In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation, the variation being the difference between where the missile is, and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the missile must also know where it was. The missile guidance computer scenario works as follows. Because a variation has modified some of the information the missile has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, or vice-versa, and by differentiating this from the algebraic sum of where it shouldn't be, and where it was, it is able to obtain the deviation and its variation, which is called error.
человечки (и не только) делают разные вещи. нравится
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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