
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 →
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
Держал игру в списке желаемого пару лет, подогревал ожидание короткими роликами, где люди круто перемещаются по депрессивным мегаструктурам. В итоге: ужасная скука, полная темень, игра постоянно бьет по рукам, говоря, что надо играть как-то иначе. Постоянно падаешь + вообще не понимаешь куда идти. Каждое малое продвижение ощущается нелегальной механикой - вроде проскочил случайно там, где разраб не предполагал. Инерция движения как на ледовом уровне любой игры Нинтендо. Очень неприятная игра
Наверное, самая душная и неинтересная игра, которую я запускал в этом году. Сделать игру настолько душной, скучной, унылой и затянутой, с наитупейшим геймдизайном... Где с каждым уровнем дрочево говно-паркура с говно-механиками, придуманными «великим» разрабом, превращается в вонючий пиксельхантинг в полной темноте. Я люблю и уважаю инди-игры, и в целом мне глубоко насрать на многие имеющиеся мелкие или даже жирные минусы в геймплее или в сюжете. Я в целом не пишу на них обзоры, но это творение... Я, в принципе, ничего сверхнеобычного и не ждал, максимум — поймать вайб какого-нибудь blame, но даже с этим автор, как по мне, никак не справился. Что музыка, что эмбиент, что локации (которые всё-таки неплохие) никак не вызывали и не создавали атмосферу чего-либо. И, как по мне, вина лежит полностью на херовом геймплее и геймдизайне. Писать довольно нудно про этот самый геймплей, легче потрогать и поиграть собственноручно, и всё сразу станет ясно. Но могу сказать, что за 2 часа геймплея, на которые автор рассчитывает, и в которые вы обязательно наиграете (ибо момент осознания, насколько эта игра лютейшая душнина и кал, как раз-таки наступает именно на 2–3 часу), рефанднуть уже не получится. Игра стремилась брать своей атмосферой гигаструктур, а по итогу берет за щеку от какой-нибудь Motorslice.
Рекомендую цю гру до придбання. Це гра про паркур по мегаструктурі. По суті, це звичайний паркур, але все одно захоплює дух, коли дивишся на масштаби мегаструктури. Окремий великий плюс за українську мову.
Only on sale, and with the acknowledgement that the latter half of the game(primarily chapters 6, 7, and 8) feel like a departure from the first half and not in a positive way, though chapter 7 was probably my favorite after chapter 1.
A wonderful and unique game. Mildly challenging, however, the last level is something else that tends to rewire your brain.
I did not enjoy this for any decent stretch of time in the almost 3 hours I sacrificed, and will thus not return to it. If I had to describe this experience with two words, it'd be [i]gruelling[/i] and [i]monotonous.[/i] Traversing gigantic levels that are almost entirely empty just to pick up a single-digit amount of short, vague text logs on the way isn't all that exciting. Having to do a fetch quest parkouring up and down multiple gigantic towers for an hour is bothersome at best, especially when you have to do it twice over. In general, straying from the path to explore is rarely rewarded despite how massive these environments are, but you also aren't prevented from wasting your time trying. I've had the clunky movement crap out on me a few times, like the ledge vault not triggering and the already short maximum fall distance killing me preemptively because the character slid a little and thus picked up the bit of speed required to shatter into a million pieces upon next surface contact, even on linear segments of a level, more often than not leading to deaths which reset you to wherever the last checkpoint happened to be placed. That is, unless the checkpoint spawns you in mid-air, putting you into a death loop anyway. Across the board there isn't much of a movement flow to speak of, the way the game approaches the handling of angles, jumping or vaulting and its slow climbing makes it impossible to traverse the environment quickly for any longer than a few seconds, and most of the platforming challenges are high climbs, precise jumps and carefully positioned long drops. You are constantly forced to stop, evaluate and perfect your approach. Apparently this culminates in a torturous final level where you must do all this under time pressure while being chased. No thanks. I played the demo of this game way back when that came out, unfortunately for the developer their world is now just another crab in a bucket of mega-structure indie games, and others have simply set the bar higher, either in terms of movement, looks, storytelling, or all of the above. Not sure if I would Not Recommend this game en masse, must be plenty who get a kick out of it, but I certainly wouldn't recommend it to my friends. Most of them already have jobs.
SPOILERS I was tempted to leave a negative review but overall I would say I enjoyed my time enough I would say that the good parts are still worth a play. I saw a lot of people mentioning this and was kind of hoping it wasn't true, but jesus christ the last three levels are absolutely terrible. Still, I think the game's other parts outweigh the negative and I would still reccomend to play it on a sale. There's been plenty of these Blame! influenced mega structure exploration type games in recent years. A similar vibe to Metal Garden, Naissance, and Babbdi. On the aesthetic front, the game holds up pretty well - plenty of stunning, huge environments to bask in with a good diversity in style and level design. This game captures something almost no other does, which is the feeling of traversing out of bounds of a game world. It feels like getting outside the level in a game like HL2 or something and having to somehow find a route forwards, which feels awesome when it works. Its usually not too hard to tell where to go but later on the game definitely suffers from being a bit too esoteric which I'll get to. I wish the universe could have been fleshed out more but the mystique is a fine alternative. Ironically, I think the game's best level is level 3, this insanely tight and eerie cave crawling level that would give nutty putty a run for its money. It's got none of the grand scale and is a more laid back kind of level where you can get into a flow traversing alternating segments of caves and industrial piping. The first five levels I think are pretty good in this aspect. Unfortunately, the game really loses grasp of this concept in the last three levels becoming incredibly punishing out of nowhere, and also extremely confusing. It is ok for a game to be hard, I'm not a baby! But when it comes out of nowhere in the last hours of the game, when I'm expecting to be able to get into a flow and want to see the ending? It is insanely frustrating. Level 6 is particularly egregious, starting with this extreme dropper segment, with almost no checkpoints and no pointers where the player is even supposed to go. The windy tower bit at the end also had me scratching my head as how to progress. Level 7 is fortunately a little better. Then the game gets to the final level, which is so bad I wanted to quit the game and just leave a negative review. Firstly, the level starts by introducing an entirely new mechanic, the grappling hook, which makes up the bulk of this level's gameplay. To me, this just feels so random and divorced from the rest of the game's progression? There have been plenty of other movement mechanics introduced, but to have one on the last level come out of nowhere and basically displace the rest of the gameplay you've been training on the whole time just feels very... uninspired and arbitrary. It's like they didn't think the game's mechanics were strong enough to suit the intense boss rush- oh yeah the game randomly ends with this insanely intense timed boss rush??? Again, it kind of comes out of left field and doesn't feel like a satisfying or logical conclusion to the atmospheric climbing odyssey that the last 7 hours have been about. And don't get me started on the lack of checkpoints and extreme difficulty. Still, despite all that the game has some good, and dare I say even great moments to be had. Usually I'm pretty skeptical of these trendy "vibey PS1 style megastructure games" but the passion and strength of this game really won me over and I would definitely reccomend you give this game a shot if its on sale.
I am not a big platformer/parkour person but with the truly awe inspiring atmosphere and excellent movement mechanics, I was won over very quickly. Wish I had picked this one up sooner!
[b]LORNS LURE İNCELEMESİ[/b] Açıkçası başına hiçbir şey beklemeden oturduğum oyunlara bayılıyorum; çünkü içinden ne çıkacağını bilmiyorsun ve kötü çıktığı zaman zaten bir beklentin olmadığı için üzülmüyorsun. Bu oyun emin olun ki o MÜKEMMEL çıkan oyunlardan biri. Itch.io üzerinden oynayıp dört kere bitirdiğim bu oyunu uyguna gördüğümde, hem yapımcıya destek vermek hem de inceleme yazmak amacıyla Steam üzerinden de satın aldım ve beşinci kez bitirdim. Oyunun hikayesinden, oynanışından ve içeriklerinden elimden geldiğince spoiler vermeden bahsedeceğim, şimdiden keyifli okumalar dilerim. [b]HİKAYE VE HİKAYE SUNUŞU[/b] Oyunun hikayesini aktarmak için bir süre araştırma yaptım ve açıkçası ben bile bu kadar detaylı bir şey beklemiyordum. Hikayemizin kahramanı bir android. İçerisinde bulunduğu sistemde fark ettiği gizemli bir hatanın ve çağrının peşinden gideriz; bulunduğumuz güvenli bölgeden çıktığımızda ise yaşadığı bölgenin sandığımız gibi olmadığını, dışarıda derbeder olmuş, karmaşık bir dünya bulunduğunu fark ederiz. Bu dünyanın derinliklerine inerek hatanın sebebini çözmeyi amaçlarız. Bunun etrafında şekillenen hikayemiz bizi daha da çıkmazlara götürerek sonda cidden etkileyici bir yere bağlanıyor. Oyunun sonuna ulaştıktan sonra cidden kendimizi "NE?" derken buluyoruz. Oyun, hikaye sunumu konusunda oldukça cimri. Bölüm başlarında izlediğimiz sinematikler ve bölümler içindeki bir iki diyalog dışında, gördüğümüz şeyleri tarayarak bilgi alıyoruz hikayeden. Çevresel hikaye anlatımı tamamen var diyemem ama yer yer kullanılmış ve oyunun geneline güzelce yedirilmiş durumda. [b]OYNANIŞ[/b] Oyun, oynanış kısmında parkur sistemini çok farklı bir şekilde işliyor. Tırmanma kancalarımız ile dikeyde oluşan dünyalarda tırmanıp iniyoruz. Daha önce (kendi açımdan söylüyorum) bu tarz bir parkur oyunu deneyimlemedim ve şahsen bu özgün konsept beni oldukça içine çekti. Tırmanma kancasının çeşitli ekipmanlarla her bölüm güçlenmesi, duvarlarda kayma ve tutunma gibi hareketlerin açılması açıkçası zamanla sıkıcılaşan oynanışı tekrardan alevlendiriyor ve bu oyunda kalmanıza sebep oluyor. [b]ÇEŞİTLİLİK VE HARİTA TASARIMI[/b] Oyun, çeşitlilik konusunda kısıtlı bir alana sahip olsa da bunu oldukça iyi değerlendirmiş. Haritadaki etkenler, silahlara taktığımız yükseltmeler oldukça hoş ve oynanışa renk katıyor. Özellikle tüm yükseltmeleri elde edip oyuna tekrar başlarsanız oyundan 5-10 kat daha fazla keyif alırsınız. Yükseltmeler dışında yapabileceğimiz hareketler, duvarda kaymak ve duvarlarda koşmak gibi özellikler cidden oyuna büyük bir artı olarak yansıyor. Harita tasarımları cidden özgün ve sürükleyici; her haritada anlatılmak istenen hikayeyi hissedebiliyorsunuz. Yıkılmış harabeler, kimsesiz dev fabrikalar veya devasa çöller cidden de ortamlara ayrı bir ruh katıyor. [b]ATMOSFER[/b] Açıkçası oyunun atmosferi muazzam. Boş yerlerde gezerken ne bir müzik ne bir mırıldanma var; sadece karakterimizin nefes sesleri ve rüzgarın uğultusunu hissediyorsunuz. Haritalarda sağa sola tırmanırken ister istemez bir huzursuzluk içinizi kaplıyor ve etrafınızı inceleme ihtiyacı doğuruyor. Haritaların tasarımları da bu rahatsız edici atmosfere daha da ürpertici ve tekinsiz bir hava katıyor. Oyunun sanat tasarımına diyecek tek bir söz bile yok; bu tekinsiz atmosferi haritalarla birbirine bağlayan harika bir bağlaç olarak kullanılmış. [b]TEKRAR OYNANABİLİRLİK[/b] Açıkçası oyun bittikten sonra dönüp sıfırdan ikinci kez oynamanız için size tüm yükseltmeleri açık bir şekilde kancanızı veriyor ve tüm bölümleri hızlı bir şekilde tekrar oynamanıza olanak sağlıyor. İkinci sefer bitirdikten sonra tekrar bitirmek için simülasyon modunda oynayabilirsiniz fakat onun haricinde atölye haritaları da eğlenceli olabiliyor. Şu an çok fazla bulunmasa da zamanla elbet ki haritalar artacaktır. [b]SONUÇ[/b] Lorns Lure kesinlikle kozmik korku türünü seven herkesin tatması gereken bir lezzet. Bu oyunu oynarken cidden kendinizi ayrı bir dünyada, büyülenmiş halde buluyorsunuz. Fiyat açısından indirim dönemlerini beklemenizi öneririm. Gönül rahatlığı ile pişman olmayacağınızı söyleyebilirim. Ben şahsen hiç bilmeden, şans eseri keşfedip aldım ve yaşadığım deneyimleri, fikirlerimi sizlerle paylaşmak istedim. Umarım işinize yarar ve oynarken eğlenirsiniz. -İYİ OYUNLAR DİLERİM-
4/5 - I'm hungry for more Pros Massive sense of scale: Expansive environments convey a feeling of insignificance within the world. Immersive atmosphere: Ambient sound design and music capture the mood and elevate the experience. Environmental storytelling: I enjoyed discovering the narrative through the world itself. The story felt like it was of consequence, and gave me the feels. It's one of those games you can spend hours pondering and reading theories. Satisfying traversal: After completing sections, I looked back and had a sense of awe in how far I had travelled, through such an alien an environment. Cons Tedious backtracking: The game frequently forces you to retrace your steps. Pacing suffers when you are forced to backtrack through completed areas immediately after finishing a task, rather than progressing the story. Uninspired building design: The architecture and visual design of the buildings that people would have inhabited are nonsensical and felt lazy. Weirdly enough this took me out of the game more than anything, And it got worse deeper into the game. Climbing: Can feel tedious at times and not as much fun as parkour. Controls: Mostly good, but I would have preferred there to be less ability to maneuver while in a jump. It was sometimes unclear whether you could wall jump on certain slightly slanted surfaces.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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