
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 148 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
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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
quitando la sensación constante de estar forzando el juego para avanzar es muy buen juego 10/10
I am not accustomed with Blame universe, but this game is peak. Relaxing 2 hour climbing sessions, with occasional 89 second long falls.
me constantly: "aight, how the f do i go over there? ... nah it cant be this way ..." the game: "yep mate" me: "f hell thats crazy!"
бугагащке 67
good game. i think the different movement abilities could've been more complementary - they all had their strengths and weaknesses and you did need all of them to beat the game, even after you got new ones, but at points it felt like the new ability replaced some of the functionality of previous abilities. very good atmosphere. i liked it
Первые четыре уровня хорошие, остальная половина неиграбельный мусор. В особенности финал в котором если ты за сотую долю секунды не пролетел карту то тебя убивает преследователь. Крюк вообще ни за что не цепляется.
[h1]Do not buy if it's not on at least 50%+ sale.[/h1] The game is very enjoyable - and it all comes crashing down at the very end. Chapter 7 is a complete slog, like the dev wanted to stretch the game time to its very limits. And then the second part of chapter 8 comes. The dev suddenly thought "it's a rage game now", and made the most insufferable, strictly timed level he could come up with. It's a complete opposite of the "careful exploration & uncovering the mystery" game loop you've experienced and gotten used to throughout most of the game. There's no challenge here, just a whole lot "if you did not memorize the layout, jump on this exact spot within the 2 second window, you'll die". Yes, I get that you like hardcore surfing maps on Conter Strike, mr. developer. I was having a blast, and it was all destroyed with that single design decision. I'm just happy I didn't waste too much money on this one.
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.
i love lorning my lure
Players by region
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