
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.
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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
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish, Ukrainian*languages with full audio support
Engagement
Hours played at review time, across 54 reviews with recorded playtime.
Reviews
Themes across 54 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
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.
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
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.
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
— 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.
Lorn's Lure is an atmospheric first-person exploration platformer with rewarding movement mechanics and a remarkable sense of scale. Climbing and traversing its colossal abandoned megastructure is consistently engaging, thanks to the freedom of its parkour system and the constant feeling of venturing into the unknown. The PS1-inspired visuals, ambient sound design, and minimal storytelling create a mysterious experience that lets the environment speak for itself. If you enjoy exploration-driven games with a unique atmosphere and satisfying traversal, Lorn's Lure is well worth your time.
I played this on PC with an XBox wireless controller on my couch, and it was a really fun experience; I even opened it in VR a few times. I Really enjoyed this game, beat it, and will come back from time to time because the replay-ability is awesome. Great story, music, graphics, architecture. I got stuck in a couple spots, but coming back with fresh eyes or restarting a level made me happy. Very happy with this purchase, the developer, and the community.
Bu oyuna fall damage koyanın aklını s*keyim. Ben devasa alanlarda bulmaca çözmek (nereye gitmem gerektiğini bulmak) istemiyorum, hızlı hızlı parkur yapmak istiyorum. Yükseklik hasarı olmasa, çift zıplama olsa, wall jump oyunun başında verilse, koşma olsa çok daha iyi olurdu. Bu haliyle b*k gibi, giderim mirror's edge oynarım, o da b*k gibi ama en azından daha fazla mekanik var. PARKUR OYUNLARINI İLLA BULMACA OYUNUNA ÇEVİRMEK ZORUNDA DEĞİLSİNİZ ANLAYIN ARTIK MK
Man, this game just tickles a part of my brain that I really miss in a lot of games in terms of movement and exploration. I was initially having some difficulty in the second chapter getting the hang of the Tic-Tac double jump move, but when I realized you could jump backwards into a wall and then launch yourself forward, it was off to the races, and flinging myself up and down the towers was a blast! I also really appreciate the generous checkpoints in this game since it encourages you to try risky jumps knowing that you can just reset exactly where you were (at least on the Explorer difficulty). I can imagine this game would be awesome for people looking to really master the move set and try to speed run it, but it's also great to just explore at your own pace.
Keep in mind this review will have spoilers so beware. My general review is this is certainly one of those games where you could play maybe an hour or two of it, really enjoy it, then stop playing it and I wouldn't say you have missed that much. In fact, stick to the demo. I think the majority of the game is good however. The setting is nice, the background lore is good, and you want to see questions you have answered. The game just simply ends on such a sour note that it physically exhausted me to the point of just dropping it completely. I wanted to go back in, look for the things I missed, try challenges, and the DLC. Not anymore, not after that last chapter. For context, I streamed this game. Upon vod watching myself for clips, I started to notice how I was actually beginning to get frustrated around the tail end of chapter 5, and well into chapter 6 and 7. This was mostly due to the fact that, while you always have your objective marker at hand, it became less and less obvious how exactly the game expected you to get there. This is probably intentional as this megastructure isn't just meant for simple traversal, but constant trial and error really takes away from the experience. You never really feel like you're in a rhythm when it comes to the platforming in the later levels because you are constantly experimenting, trying to find the solution to what the game wants from you. Chapter 7 is the most egregious with this as you lose your picks at the start, and then are forced to rely on everything else you have gotten until this point. This is fine, the problem is you start to feel floaty. The air jump bounces and bumps you off of walls, making the vertical climbing awkward. You clipped the edge of the structure you are trying to ascend? Well you got flung away from it, good luck on the second try. Chapter 7 feels more like a level that was made for a 3D camera rather than a first person one. This isn't so bad, as you aren't really in any rush. You're not being chased, you have no enemies, no ticking clock, nothing...until the last chapter. The last chapter starts simple enough, you jumped into a portal, and are in some sort of weird, relaxing area with non-Euclidian structures everywhere. Your picks are back and you have a new gadget, a grappling hook! This honestly is kind of something I was expecting much earlier. Grappling hooks are REALLY fun when it comes to first person platforming (Idols of Ash proving this recently) You are expected to get a grasp of it fairly quickly in chapter 8, and it gives you some difficult platforming to use with it. Again, you are sort of confused as to where you are supposed to be going. When you reach the end of the heavenly area, you are then thrust into the REAL part of chapter 8. The final half of chapter 8 was just a real punch in the face to the player for enjoying the game as it was up until that point. You are expected to not only have mastered everything (Yes even the grappling hook that you got 10 minutes prior) but also perfected it to the point of clairvoyance. Knowing exactly where the level is wanting to take you in a time trial surrounded by insta-death everything. Moving walls are kill planes, and there's a wave of insta-death sludge behind you. Whatever trial and error you experience up until this point is multiplied by 100 as you are constantly dying for not timing everything by the perfect quarter second and jumping on the perfect pixel. Like I said, I felt exhausted at this point. I just genuinely felt saddened that this game which was once full of atmosphere, just took such a thematic 180 into a difficulty mountain. This is the end of the game, and this reveal the game gives you (which really doesn't explain anything) felt like an afterthought because I was constantly pressing T to restart. To me, it seemed like the dev just wanted to wrap it up and didn't know how. The ending is just simply not one, it's a disappointment. It genuinely felt like a bad joke. I can't recommend this game, just play the demo frankly.
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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