
The stage is set. Imagine an old baroque manor, perhaps a hotel or a museum, somewhere in central Europe. A woman wanders in search of answers.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Traditional Chinese, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 60 reviews with recorded playtime.
Reviews
Themes across 60 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
completely awesome. must play for fans of lateral thinking puzzles and mansionvanias (just made that up)
I got about 85% into the game and decided to throw in the towel because I was having so little fun. Despite being advertised as a puzzle game, there's really not a lot of puzzling here. Most puzzles are just entering a room with a lock, and then looking around and reading a letter where a number is underlined and you simply put the number into the lock. In some rooms there might be a slight decoding step with converting a number into hours on a clock, or having to tilt your head to see a hidden number, or typing one of the 3 dates that keep appearing. By and large all the puzzles follow this formula, and when it feels like it doesn't and you finally find the solution, it's rarely some interesting deduction and more like a click of the tongue kind of moment. As someone who loves puzzle games and plays them all the time, this does not exhibit the typical behavior you see in good puzzle games, of introducing a set of mechanics and exploring their possibility space and showcasing you the interesting and surprising outcomes. So, as a puzzle game, I think it barely qualifies, and the puzzles that are there often feel dumb or frustrating. That by itself might still make for an okay gaming experience, but I find that the game violates a lot of the trust with the player and it makes solving puzzles really frustrating. First of all, despite what I said earlier, the game has a habit of throwing puzzles at you that you don't yet have the information to solve. Near the beginning of the game you unlock this room with a nearly comatose woman and are prompted to whisper names to her to get a reaction from her. Every time I heard a new name come up at any point in the story I went to the old woman and whispered the name, and nothing. Time and time again, dozens of times over 20 hours I went there, and nothing. So many puzzles in the game are introduced and you won't have the tools to solve them until many hours later, with no signposting as to what is solvable and what isn't. You'll bang your head against a thing, wondering if you're missing something, only to find out later you didn't even have all the information. Not only is all this trial and error disrespectful of the player, the way in which you do it is painfully slow, with the hotel having a labyrinthine layout, and your character walking slow as molasses. Later in the game you unlock the ability to run, but it only works for like 5 minutes and then you have to go and "recharge" your run. There's a bunch of other little ways in which the game wastes your time, but I will spare you. So okay, lots of busy work, puzzles not very fun, but there's a story here, right? Is that cool? Well, I personally didn't find it very interesting. It's confusingly told, and often requires you to read boring correspondence and piece together cryptic visions. 20 hours in, I can't confidently describe to you the entire plot of the game, and I don't feel especially compelled to keep playing to learn more. The one thing this game does pretty well is the visuals. It's very stylish and there's a cool technique with texture sampling that I haven't seen in a game before. It genuinely has a great presentation. I just wish I could say the same about what it's like to play it.
I have used this word in a few other reviews of games I particularly enjoyed, and it applies to Lorelei as well: the game is remarkably coherent. It is less a game about solving puzzles and more a game about how people create meaning. Its puzzles do not merely unlock doors, but also memories, works of art, and stories. The hotel merges clues, timelines, and identities together. What initially appears to be chaotic noise ultimately reveals itself as a collection of perfectly valid puzzle pieces - they had simply been assigned to the wrong picture. The hotel is not only highly atmospheric, but also a joy to explore thanks to how interconnected it is. You'll constantly be opening shortcuts or finding new opportunities to give Lorelei the caffeine kick she so desperately needs. Most puzzles are built around information gathered throughout the game and cleverly reuse recurring motifs in fresh ways. Having a pen and paper nearby for notes is highly recommended (though screenshots sometimes as well). The game also blends a surprising variety of styles without any of them feeling out of place. Whether it transforms into a point-and-click adventure or has you trudging through corridors in a classic PlayStation-era Resident Evil aesthetic, these ideas showcase Simogo at their best. The same applies to the puzzle design, which alternates between simpler challenges and more demanding brainteasers. Thanks to the game's non-linear structure, I always had something to work on, and it frequently created that irresistible "just one more puzzle" feeling. Only rarely did I get completely stuck and have to consult a guide - and usually the issue was that I had simply overlooked something. That's the price of non-linearity. What doesn't work nearly as well is the one-button control scheme. It makes everything clunkier than it needs to be because you cannot simply back out of actions. For example, leaving a menu requires selecting an on-screen "Exit" button. I'm also not a fan of Simogo once again choosing to explain the core plot near the very end. If they want to tell their stories in such an artsy and cryptic fashion, they should have the confidence to fully commit to it. In the process, the game raises some very old questions: Can art free itself from capitalism? How can one create art without an audience - art that is perceived only by the eyes of the cosmos? There is a certain irony - and perhaps a message - in the fact that Renzo's art is ultimately experienced by players and purchased in the form of this very game.
I loved Sayonara Wildhearts and love puzzle games so I went blind and with high expectations It did not spark joy I liked the artstyle, the great but sadly occasional music, some of the puzzles But the pacing was a slog and too many puzzles felt more like keys and doors rather than figure it out Story is intriguing at first then shows its hand before "the reveal" that mostly made us go "That's it?" I guess it is yeah Also I hate mazes (Thankfully bf would do those parts for me). Biggest frustration of all though is that for no discernable reason they decided to make it a analog + start (settings menu exclusively) + one button game Every button under the sun is Interact AND confirm AND open inventory, depending on context so you have to open your menu, navigate it for notes and click the button to go deeper in the menu to find clues you forgot, then navigate all the way back out of it to the Close menu button. And of course the combination lock littered through the entire game that could clearly rotate both ways is only rotatable one way with the action button. And confirmable only by navigating to a separate part of it then clicking with the action button. Idk if it's as ass to play on KBM but this was torture on controller. Someone made a mod for it apparently but was too lazy to set it up
I maybe didn't go into this with the right expectations, coming off of playing Blue Prince where the puzzles are complex and the layers deep. This game, in comparison, has often quite simple puzzles and really only one layer of depth (in terms of the gameplay). Opting for more of a straight forward lock and key puzzle design. Solving these individual puzzles was enjoyable at times, but also sometimes just felt like quaint busywork. I couldn't make heads or tails of the narrative they were trying to tell until much later in the game. In the end, I enjoyed the story and framing around it. My problem was mainly just the sheer amount of text they throw at you, some important, but a lot that was kindof just fluff and filler. And I couldn't tell the two apart. There's a lot of fun visual shenanigans that this game employs that I thought were neat. The atmosphere also gets downright spooky at times. I played through this with a couple friends and a pen and paper. We were definitely very intrigued for the first third of the game at least, getting bogged down as it progressed by pacing and the lack of puzzle complexity. It took us 2 whole months to sit through and finish it. There were a number of nights of playing it where I was dozing off while my friends made progress. Overall I liked the game, but it didn't blow me away.
[h2]정제된 불안정함으로 엮인 세련된 문제집[/h2] 저는 이 게임을 킨 순간부터 엔딩을 보고 끌 때까지 심리적 불편함에 줄곧 시달렸습니다. 메인화면 브금은 신경을 곤두세우는 날카로운 음으로 연주되고, 카메라의 구도도 자유롭지 않고, 어지럽기까지 하며, 배경 음악도 전혀 없고, 조작키 수도 매우 축소하여 같은 버튼을 여러 번 누르는 수고가 필요했기에 이 게임의 첫인상은 딱히 달갑진 않았습니다. 하지만 게임을 하면 할 수록 이 의도된 불편함이 세련되고 우아해 보였습니다. 레이저아이 특유의 절제된 구도와 경험은 다른 게임에서 맛보기 힘든 매력이었거든요. 최대한 불편함을 피하기 위한 개발진들의 노력도 어느 정도 보였습니다. 예를 들면, 카메라 엥글이 정면을 절대적인 축으로 두어 이동 방향이 갑작스레 변하지 않게 하였다든가. 캐릭터의 이동 방향을 카메라 기준이 아닌 방위축을 기준으로 해서 사각형의 방을 탐사하는 데 알맞게 하였다든가, 눈에 보이는 장점들이 많았습니다. 아쉬운 점을 꼽아보자면 아래와 같습니다. 1. 퍼즐들의 개연성과 통일성 레이저아이에 등장하는 퍼즐들은 전부 공유하는 키워드도 가지고 있지 않고, 스토리에 녹아들지도 않고 있습니다. 그저 세련되게 포장된 문제만 우수수 쏟아지는 문제집이죠. 물론 퍼즐게임이니까 당연하다고 생각이 들 수는 있는데, 레이저아이는 그 정도가 좀 심한 편입니다. 저는 후반부터, 이 게임에 몰입이 완전히 풀려버렸고, 그저 아이큐 테스트를 하는 느낌으로 문제 풀이만 하고 있었습니다. 2. 공부의 강요 저는 글로 설명하는 스토리 서술 방식을 상당히 싫어합니다. 저는 책을 읽으러 온 게 아니라 게임을 하러 온 거니까요. 더구나 이 게임은 글로 스토리를 서술하는 것을 넘어, 글 속에서 키워드를 찾아내는 문제들을 냅니다. 물론 진짜 공부의 영역처럼 어렵거나 비겁한 문제를 내진 않지만, 플레이어로 하여금 독서를 강요하는 느낌이 들어, 썩 유쾌하진 않았습니다.
my buddy and I chose this game as the next puzzle adventure to get into because we can't help but love a good haunted mansion puzzle and the style/aesthetic of the game had us hooked very quickly. And man, this was a blast to get through. the puzzle design was fantastic, the game does sooo well to teach you its specific way of thinking and then continues to challenge you to adapt that line of thought until it becomes more and more abstract. There's specific key words and dates that will be burned into you to permanently you unconsciously start looking for them and suddenly see them everywhere. (I'm very glad that my buddy is very good at rotating things in his mind, and I'm pretty good at math, through our combined powers we managed to solve most puzzles pretty quickly heh.) The writing was phenomenal, especially the script pages had us hooked, the way the story was told in pictures and screenplays and videos and videogames and fairytales - it's theatre and cinema in more than one way. I think we spend a good chunk of our time playing this game talking about possible ways to interpret conversations or scripts or diary entries. Also, I tell you what, it's extremely fun to act out certain script pages with another person! However, we both would have liked for the game to have to say a little more about the themes that it used. Even the ending while confirming a bunch of our interpretations, left a few things open that we would have liked to have an expansion on. But. It is a very good game. Especially because a) banger soundtrack (especially thee credit song is worth playing through this game) and b) you can pet the dog many many times and the animations are fantastic 10/10 So, it's gonna be a recommendation from me, and a personal tip to stream for and play this with another (artistic) friend! (also, we finished the game at exactly 18:47 o'clock. if you know you know)
艺术是因观众存在而存在的吗? 对艺术追求极为偏执的导演 在现实中创造了一部没有观众没有资本介入只属于自己的极端作品 Lorelei作为参与的一员通过超级计算机将现实掩藏起来 不管怎么说整个游戏简直是艺术品 语言太贫瘠描述不出通关的感受 只觉得喉咙发紧眼泪打转 Renzo最终践行了属于自己的艺术追求 不同时间线重叠 不同身份重叠 真实和虚拟 都交汇在了玩家身上 一直起鸡皮疙瘩 用零碎时间断断续续玩了快40多个小时终于通关+线索全解锁 如果可以用一整块时间完整体验完应该会更好(也许并不 毕竟迷宫真的要来回跑好久 游戏开始时仿佛自己是一粒沙漏中的沙子 泡在大量的线索中迷茫的寻找出口 等过了那段极其狭窄的通道 一切豁然开朗 所有谜题都对应出了答案 把散落在整座酒店中的谜题逐渐对接上真是舒适无比 彼此各归其位没有一点冗余 玩到后面有种快要拨云见日的感觉 上头到原神新版本都不想玩了(bushi 解谜游戏好玩的点依旧是能和作者对上脑电波 经常卡关 但退出游戏等脑子歇下来再重新开始 就从不同的角度想到了答案 交互方式非常古老的只保留了一个按键 游戏存档和本身的叙事高度贴合虽然很不方便但异常沉浸了 OST也很有品 最后通关的歌词的隐喻暗含了整个故事 画风也很极致和先锋 啊 艺术品!(还要再感叹一遍) 感谢Simogo在2024年做出了这款游戏 好伟大 在我看来艺术是为共鸣而存在的 游戏和艺术都需要观众 正如 Lorelei and the laser eyes 这部作品需要玩家去探索一样 晚安 Lorelei 晚安Renzo
* Este juego lo ha jugado un amigo mediante el préstamo familiar y no le deja publicar reseñas porque no posee el juego. Esta es la reseña después de jugarlo durante 4 días y 23 horas * Loreley and the Laser Eyes es un juego de puzles muy, pero que muy, duro. Entré en el juego sin saber nada, no me vi trailer, no leí de que iba, ni siquiera leí las etiquetas del juego, fui completamente a ciegas. Cosas buenas que he encontrado en el juego: -La estética es increíble, la música acompaña muy bien en las situaciones y no se hace pesada a pesar de ser un juego de puzles donde vas a escuchar la música en bucle repetidas veces. -Puzles muy variados y satisfactorios de completar -Historia MUY interesante. La historia se cuenta a cachos que vas formando poco a poco en tu cabeza, he estado jugando este juego con un amigo y no hacíamos más que teorizar que podía ser cada cosa que nos van contando. Cosas malas/mejorables del juego, que quizá hace que disfrutes menos. -Los controles. De verdad los controles son horribles, sólo hay 1 botón de acción en el juego y no hay botón de ir atrás. Es decir si entras en el menú diario y entras en 1 entrada del diario, tienes que darle a la X en la entrada del diario, luego a la X en el diario y luego a la X en el menú lo cual hace que navegar por el menú a la larga es tedioso. -Me he sentido muchísimas veces que no sabía que hacer. El juego no te dice en ningún momento que puzles puedes hacer y que puzles no puedes hacer y te puedes sentir perdido navegando por el mapa sin saber que ya tienes las herramientas necesarias para hacer alguno de los puzles que tienes disponibles. Cosas a tener en cuenta: -El juego es MUY, PERO QUE MUY dificil en mi opinión. Algunos puzles los hemos sacado relativamente fácil o pensando muy fuerte pero hay otros que hemos tenido que tirar de guía porque no eramos capaces de entender la lógica del puzle. A veces es que llegabamos demasiado pronto al puzle, otras veces es que simplemente no hay ninguna guía ni pistas en el juego. Esto puede estar bien y estar mal, en mi opinión debería de haber un poco de guía para hacerlo perfecto. Después de todo esto, que se sepa que hemos disfrutado el juego, lo recomendaríamos, nos ha dejado calvos y a nuestra calvicie le ha salido calvicie pero ha sido una experiencia super chula y ojalá hubiese más juegos como este. Si Annapurna Interactive tiene 1 millón de fans, yo soy uno de ellos. Si Annapurna Interactive tiene mil fans, yo soy uno de ellos, si Annapurna Interactive tiene 1 fan, ese soy yo. Si Annapurna Interactive no tiene fans, es que yo ya no estoy vivo. Gracias
Great puzzles, great plot. Nothing quite like it out there. Any game that requires me to do things on a notapad is a winner to me and this one requires it in the best ways Would recommend the control fan patch though for easier menu navigation
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Concurrent players on Steam, sampled daily since tracking started.
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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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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