
An android is led through a vast structure by a glitch in his visual system. Lorn's Lure is an atmospheric narrative first-person platformer with novel climb-anything mechanics and modernized retro 3D graphics.
Modeled estimate, not a reported figure. How we estimate →
Prices
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About
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, and sometimes frustrating.
Fast and slow paced. Take in the sights as you traverse, and sometimes play as fast as a speed runner!
Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 2.7Kreviews | 86% | — | $1M |
| $7.49−50% | 115ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 148 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A game that’s confused about itself. It does not know what it wants to be – either moody exploration game, a parkour game or a hardcore platformer game. There are bite sized bits of everything but nothing is fully executed. For it to be moody exploration game there has to be something interesting to explore, either levels or subtle plot, but the levels range from good to filler quality while the plot so thin its barely exists. For it to be parkour game there has to be an actual thought put into how the levels are structured but in most cases it’s just playing wheres waldo with ledges that blend into textures or darkness. At the end of the game it pivots to hardcore platformer with a level which is timed and is complete departure from the pace and the difficulty level from the rest of the game.
The first half of this game is so good, so intentfully designed with such good atmosphere, but the second half throws thoughtful design out of the window and opts instead for frustrating precision platforming that feels unintentional and cheesy. The final level is [i]awful[/i]. Like, REALLY bad. Completely awful music blasting on a TINY loop, extreme pressure to go as fast as possible which is a complete 180 from the entire rest of the game, and the most frustrating spawn-in-your-damn-face obstacles. Completely ruins the game.
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Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish, Ukrainian*languages with full audio support
| $14.99 |
| 60ratings |
| 84% |
| — |
| not modelled |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 148 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I see this game as the rough beginning of something that could be great. Mechanically, movement is OK but pivoting your inertia is clunky and commonly you just stall out after making a jump off of a slope. The picks are kinda arbitrarily useless and feel vestigial for most parts of the game. Each new system of movement more or less replaces the last, I would not say they are very complimentary. Atmospherically it was pretty good. There were some nice areas, though fleeting and maybe that's the point. The worst areas seemed to have more gnostic symbolism which I liked. My feeling is the dev had an axe to grind and it kinda feels like they're taking it our on the player. I would have liked a little less depressing or anxiety / panic inducing (looking at you, last level) of an experience to dwell in and at times this game was fantastic for that. Ultimately a somewhat frustrating and negative experience but again maybe thats the point.
Lorn’s Lure is a megastructure traversal game with solid climbing mechanics and excellent atmosphere that is almost ruined by a brutal final level. There are 8 chapters total and chapters 1-7 are phenomenal with just the right amount of challenge. Chapter 8 tests player patience with some frustrating design choices. The final level is challenging for all the wrong reasons. Most of the frustration stems from a new mechanic that is introduced just before a high precision timed escape. The new mechanic is required, behaves inconsistently, and the windows to hit exits are really tight. There is a more relaxed explorer mode that features different goals and a lesser ending, but it is more band aid than a proper fix. While frustrating at times, Lorn’s Lure is still a worthwhile experience. Just be prepared to suffer on chapter 8 or settle for a weak ending.
Игра сама не понимает куда ей нужно, и просит исполнить фокусы с паркуром и менеджментом стамины (мы играем за андроида, какая стамина?), параллельно запрещая даже небольшие падения (конечно, андроид разработанный исключительно для работ в мегаструктуре не может пролететь 10 метров вниз не разбившись.) Не тратьте время на это непонятно что, и играйте в White Knucke. Там хотя бы понятно куда идти.
It's a shame, because visually the game looks awesome, and the idea is quite neat, but gameplay wise this was not even slightly fun. Climbing just feels clunky, it was actually more enjoyable prior to getting the picks, which is just backwards as hell. Only being able to use them on vertical walls, and only if you haven't fallen for more than a second is just so artificial and not fun. also managed to get myself seemingly soft-locked on a platform in chapter 1 with nowhere to go, and had to restart. That was my nope moment. As cool as this looks its just not fun enough to keep going, especially reading other comments saying this is the easy part and its much more frustrating later. No thank you
The final level ruins my opinion of this game. Imagine a fairly chill game that decides to make the last level pixel-perfect platforming where there's rising lava, moving rocks that glitch you, things that close your exit unless you get there in time, fireballs that appear out of nowhere and kill you, and terrible checkpoint placement (hey, do that really hard 3 minute segment without dying, lol). It's one of the few times I feel like a developer has basically stuck a giant middle finger in the face of their players.
— В Мегаструктуре... твоя сила... и мудрость. — Вы любите мегаструктуры? — Да. — А какие сорта предпочитаете? — Да обычные, вот, пожалуйста, Lorn's Lure. Нормальная игра. Пацанская, xули. Играть можно. — Похвалите ещё Мегаструктуры. — Ну как их ещё похвалить? Ну, зaeбись мегаструктура. Пиздaтыe мегаструктуры. Как их ещё похвалить, bлядь? Хе-хе-хе. — А ещё пара красивых слов? — Нeвъебeннaя игра. — Спасибо. — Да на здоровье! Вот оно, мегаструктурное золото.
This is like Celeste, but if it were evil. The game has great concepts, but the movement system creates more frustration than encouragement to explore.
so far its awesome, great atmosphere and cosmic environments. jumping feels pretty precise (outside of sliding which might be a bit uneven). it feels like an actual platformer game, path thru the environment is a puzzle to solve and requires precision - something i often miss from more mainstream platformers where, paradoxically, jumping often feels trivial and thoughtless. i cant stress how cool the environment is. you will love this if u like games like NaissanceE. or like ♥♥♥♥ like BLAME! in general... the maps sell the atmosphere without outright saying anything but added onto that are actual cutscenes and lore notes scattered throughout. this game both has an introspective walking sim energy while also having videogamey ass energy, actual engaging gameplay through the traversal. its a good combo. edit: some more movement mechanics u unlock later feel more and more imprecise/uneven... or its my skill issue. its weird edit 2: completed the game. ppl werent lying that the last chapter might leave a sour taste. that said, its not that long i would say, that chapter... but it is difficult and not always for the right reasons. for example, u will die in it a lot and the checkpoint system is too slow to account for it because you will have a black screen yet the environmental hazards/timers will already have started when you cant do anything and u will be at the disadvantage when you fully load in. and the path you are supposed to traverse is pretty reliant on failing first few attempts because its not intuitive at all to know where you are supposed to go on your first go and the timer is tight and it will seal your path off if you are a bit too slow. the game overall is plenty long but i felt like some mechanics werent used enough maybe? but also not exactly cuz there is plenty of content to... parkour thru on the other hand. it did feel like some of the coolest platforming i had in a platformer game, it was actually engaging and had you thinking about the environment and how to use it a lot. it will throw you some big as sh*t chasm between you and you will look at it and you will be like "how tf am i supposed to traverse that?" and then you try every desperate method you can think of - jumping off walls into some far off pipes, trying to find some hidden ledges to grab onto, wall jumping thru other structures around so you can gain height, infinite dashing thru slopes... the game does not think you are stupid and it fully expects you to find paths that arent 100% visible from the get go and it will throw you some red herrings with some checkpoint placements. it still guides you, a chunk of the pipes u will see will definitely scream "you should climb that" to you but its a good balance. its not an ubisoft or whatever tier yellow paint simulator. theres moments that feel like they have guidance really stripped down and are really cool to solve on your own. you often have a general direction that you know that u have to follow but how to get there is sometimes... really difficult. its not an easy game at all theres also the parkour dlc that i didnt play yet... and i love the idea of that, more jumping...... so my initial problem with not enough might be even more moot edit: ohmygod theres steam workshop support HOLYYYYYYYYYYYYYYY LETSGOOOOOOOOOOOOOOOOOOOOOOOOO. and climbing mechanics might be less uneven than i thought, you need to figure out how they work and it gets better edit 5: a chunk of workshop maps doesnt work, spawns me in a void:( shame edit 8: might be a linux issue
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