
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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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 148 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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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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
| $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
Задумка хорошая, но все основные геймплейные механики работают хуже чем в любой другой подобной игре. Желание играть отбила вторая и третья глава, где тебе необходимо практически вслепую прыгать от стен (Эта механика работает только когда ей надо, в 99% процентов случаев персонаж не липнет к стене и отпрыгнуть от нее просто невозможно) Как игрушка на один вечер - пойдет. Думаю что процент полного прохождения небольшой, поскольку игра кал
Such a beautiful, haunting game perfect for any fans of BLAME! or other Megastructure media. However, the dev really started to take the piss with the level design of levels 7 and 8 of this 8 level game, so there's a reason only 20% of players bother to actually beat it. Don't feel like you have to force yourself if you stop having fun. To paraphrase the end of Metal Garden, the journey is the answer.
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.
I've been waiting an awful while for this game, ever since the demo included in the 2021 Haunted PS1 Demo Disc. I was expecting it to have more of an emphasis on exploration and optional content but I suppose it's my fault for assuming so. I could really get behind a 3D platformer, there's plenty I love, but the movement in this game doesn't support its own genre. In my opinion they either need to rely on exploration/semi-open levels to intrigue the player, or challenging, in-depth movement mechanics that allow for a low of skill expression. Instead, Lorn's Lure is mostly a quest to find out the game is a purely linear parkour course with an emphasis on speedrunning, except the movement is very slow and clunky. I've heard there's air dashing and a grappling hook, which could make for some great speedy movement techs if they weren't locked behind the last parts of the game. The game being divided in levels with extremely jarring transitions doesn't help either. It makes sense in a game like Ultrakill where there is plenty of skill expression, but Lorn's Lure left me with zero appeal to redo levels faster considering all you can do is slowly shamble across walls at a snail's pace. In the end, I didn't end up being interested in what ended feeling like a walking-sim with clunky movement even if the environments are appealing. If I'm wrong and the game needs more time to get to more interesting parkour, please leave a comment because I seriously want to enjoy this game. I'm aware my review is very critical, but I will gladly purchase the game again if it means I might find some enjoyment out of it. Edit: I wanted to add that the crystal sound is VERY distracting as it plays throughout the entire game while constantly ending abruptly in a loop.
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.
I suppose it's a me problem but hear me out here... I've played the Prologue of this game a while back and I was really invested into it. I fell in love with the visuals immediately and enjoyed doing everything that was possible in that demo. But for the final release? Complete opposite reaction. It is a great game but I still think it has quite the salty price for Parkour of all things so I did end up refunding it.
this game was really really good and i recommend it if youre just interested in climbing through cool areas but the last section was just "oh no i guess i dipped my ass hair in the spaghetti sauce, guess ill die" for 30 minutes with a 10 second dnb loop playing
I like the environment of this game and the huge scale of things. However, the inconsistent wall jumping and the speed at which you reach terminal velocity within an INCH from landing on a platform that is not far down is frustrating me to no end. I want to explore this game's world and learn what the owl is but I have to drop it before I lose my mind in frustration. Only made it to the start of the fifth level.
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