
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
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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 | 2.9Kreviews | 86% | — | $1M |
| $7.49−50% | 115ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 150 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A wonderful 3D platformer that will entice you with puzzling movement and "Was I supposed to do that" plastered over a 3rd of its walls. The lore is invidious, its depressive swings will comfort you as you fall and it swoons you over with a vague goal of understanding. You won't need a walkthrough or tutorial to complete this game, the hints provided (optionally enabled/disabled) are helpful enough. Side-note; for the lore, it appears that Rubeki's "Hatch" serves as a sort of 'chronological sequel' to Lorn's Lure. There's a lot less content and mechanics, though. I'd rather read a book to scratch that itch.
One of those days I wish I could give a more precise rating on steam rather than YES NO I did enjoy this game, but sadly I think its held back by at least a couple letter grades due to JANK alone. While this game does include jump buffering like any good platformer would, it fails to buffer anything else that could potentially use it. I would bet you a solid 50% of my deaths in this game were due to falling and hitting the floor on the same frame as the fall kill indicator appearing, making a ton of what looked like safe jumps unsurvivable. I feel like having the fall indicator appear for just a 10th of a second BEFORE any of its effects kicked in would shoot this game up from like a 6 to an 8 at least. I also thought the [spoiler]grapple[/spoiler] in the final level could use a buffer. Often, it'd be out of range, I'd throw myself at a wall, click to [spoiler]grapple[/spoiler]... Oops! I clicked it a single frame before I was within the appropriate range and now im plummeting to my death !! (Also, to add to the [spoiler]grapple[/spoiler] issues... SUBTLE SPOILER: [spoiler]The environment before the difficult section is bright and makes it very hard to see your UI, making the intro to the grapple a bit annoying.[/spoiler]) This game is a little misleading with it's "climb almost anything" marketing, there is a lot more unclimbable stuff than there is climbable. Most of the time the only thing that's climbable is the exact thing you need to get on to progress. Some chapters have more than others tho. Occasionally areas will require you to hump an 89 degree slope in order to progress, where visually it just looks like an unclimbable wall. Got stuck running in circles a couple times because of this. Visually the game is really cool, thought it felt a little same-y at times though. I liked chapter 4 visually a lot. The story I found not all too interesting, but it is not obtrusive at all which is really great. I did enjoy occasionally hearing the thoughts of our robot guy. But just know that if you don't give a hoot about Lorn's Lore this game won't force you to sit through anything. A lot of the other reviews complain about the difficulty spike in the last chapter, and I have to agree that the spike is a bit too crazy. Of course, a precision platformer is going to be frustrating a times, but due to a lot of the jank I outlined earlier, its significantly more frustrating than I think it ought to be. Previously, every issue in the game was remedied by slow moving gameplay and frequent check points. Was it jank? Sure, but the game was forgiving enough that holding onto patience wasn't hard. The last level rips those comforts out of your hands! Checkpoints? ♥♥♥♥ em. They are rare in this section. I really enjoy the speedrunning mechanics and I was hopping around quickly the entire game, so I'm not against a "chase" sequence one bit, but by god is it precise, there is ZERO time for dilly-dallying here ! For a couple of the checkpoints, you have to start running while the black transition is still covering the screen if you expect to make it through the obstacles in time. I like challenging, hard games, I like to overcome frustration in a game. But the final level dipped a little too deep into the bad kind of frustration. I wasn't satisfied by overcoming it, I was just glad it was over. It really soured the ending for me and my opinion on the game as a whole. Still giving it a RECOMMEND because I did enjoy jumping around. Despite the jank, the rest of the game is forgiving enough with its checkpoints and only rarely asks you to be extremely precise, it never dipped into that bad kind of frustration that just isn't fun. I give it uuuuuuuh 6.5 / 10 ??????????? yeah
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Stats
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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 |
| 61ratings |
| 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 150 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
É um jogo muito divertido, relaxante (Até chegar na fase final) e com uma ambientação muito interessante Recomendo bastante, pois tem conteúdo suficiente e é bem legal de explorar as megaestruturas
great game
Kojarzysz jak gdzieś skoczysz w grze, nie wiesz czy 'dociągniesz' skok do krawędzi i na ułamek sekundy aż podnosisz się na krześle? No więc średnio połowa tej gry wywołuje to uczucie co kilkadziesiąt sekund. Gra w parkourowym stylu, zdaje się mocno inspirowana zabawami typu 'surf' na mapach do Counter-Strike, ale ma kilka własnych mechanik. Okazjonalny backtracking nie był aż tak irytujący jak bym się spodziewał, ponieważ wymagał nowego podejścia do 'tej samej' trasy. Wbrew pozorom, rdzeń fabularny rozgrywki jest dość prosty, odległość kolejnych krawędzi często sporo wybacza, a checkpointy są dosłownie co parę sekund (a i wczytanie takowego zajmuje mniej niż jedną). Dla hardkorów jest zbieranie kryształów i tryb symulacji dla każdego z 8 rozdziałów jako nagroda. Nie wiem na czym polega, bo nie jestem platformowym hardkorem. Ale fani tych masochistycznych gier typu "getting over it" powinni być zachwyceni. Podstawowe przejście kampanii zajęło mi też więcej (uśredniając, godzinę na rozdział, a jest ich 8) niż bym się spodziewał po tego typu grze indie. Produkcja typu "kino drogi" gdzie fabuła jest podawana szczątkowo i zdawkowo. Przetestujemy tu czy aby na pewno nie mamy agorafobii, akrofobii, aneblofobii, batofobii, klaustrofobii, kenofobii, gefyrofobii, monofobii czy oczywiście gefyrofobii czy jakiegoś innego rodzaju przestrachu, o którego istnieniu nie wiem. Na osobisty minus ostatni rozdział (zarówno jego pierwsza jak i druga połowa). Nie podobało mi się tu nic - rodzaj przeszkód, rozwój fabuły, muzyka czy nagła presja czasu, gdzie każda sekunda ma znaczenie. Choć czasowo chyba najkrótszy segment gry, okraszony był dla mnie największą ilością zgonów (236 gdzie wcześniej chyba tylko raz przekroczyłem setkę). Samo zakończenie fabularne choć nieco rozczarowujące, to w sumie wpasowuje się w ideę całości. Dodatkowo warto wspomnieć że gra posiada też DLC dla hardkorów oraz warsztat społeczności, gdzie można rzeźbić własne poziomy.
It is what says on the tin, climbing game.
This is the best megastructure game.
nice game if you're into pipes
rain world 3D
Fantastic game. Excellent work.
Players by region
Where this game's players are, estimated from review languages.
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