
Steam news
Full Steam announcements and update articles for this title.
LORTers,
Lorts of news to share today. Let's start off with a big one.
Earlier this month, we shared that Weapons 2.0 changes will be coming in the v0.8 update. To our pleasant surprise, the response to that news has been super positive from the community and the playtesters who have been trying it out. Thanks again for being such a supportive community to us and LORT.
We've got news to share on the v0.8 update. The good news is that it's the biggest update in LORT's history. We're talking new Quests, Weapons 2.0, many new weapons, a new Adventurer, performance upgrades, visual updates, and much more. Some more good news is the feedback from playtesters has been really positive and we aren't even paying them to say that! That being said, we aren't done cooking just yet. We're working on making some necessary changes based on the playtest feedback and giving all the elements enough time in the oven to fully bake. That means the update will not make it in time for Q2 like we originally thought it would. For future updates, we are not going to guess at release timing way in advance as it sets expectations that we may not be able to meet. So yes, the update is delayed. But, we have the first footage of the newest Adventurer coming to LORT to share with you:
The💥Shots and Prayers🙏 v0.8 Update launches this August. The video above has the exclusive first look at the upcoming Paladin-like Adventurer and all around badass:
Name: Marcus T. Fury
Class: Oathbroken Justicar
Ability 1: Holy Beam - Summon a pillar of pulsing holy light that damages enemies and heals players. Each time it heals or deals damage, gain Holy Power for the Judgment Day Ability
Ability 2: Judgment Day - Consume Holy Power to bless yourself! Receive extra blessings the more you consume! Passive: Not Today - A hard life has given Marcus a resolve of steel, reducing all damage taken by 30% when below 30% health.
Thanks for your support and patience as we make this update the best it can be.
Yup you read that right. You wonderful people have helped this little dev team achieve a crazy milestone: over 500,000 copies of our dear baby LORT sold. We are grateful for each and every LORTer who has spent their hard earned money to pick up our weird little roguelite. Thank you again for your support. Here's to the next 500,000!
If you haven't picked up LORT yet, we're on sale right now through the end of the Steam Summer Sale on July 9. We will also go on sale again when the 💥Shots and Prayers🙏 v0.8 Update launches in August.
That's the news LORTers. Stay cool and hydrated this Summer. LORT LORT LORT.
LORTers,
Hope you've been well. The team at Big Distraction has been hard at work creating our biggest update yet for LORT. We want to pull back the curtain and give you a look at a big change coming in the v0.8 update - an overhaul to our weapons system called Weapons 2.0. Please take a few minutes to read this in full, don't skim it. It's important to understand all the context before you get to the juicy images and gifs near the end. Let's jump in.
So far in LORT, we’ve had the traditional RPG rarity color system across weapons that progressed with each map. With each new map you visited, you were guaranteed to jump one rarity color, sometimes two if you were lucky. The way it worked meant it wasn’t actually tied to a rarity's chance to drop at all, you would just get the rarity that was assigned to the map you were on. So while the weapon said Rare, or Epic, or Legendary, it didn't necessarily feel that way since you are guaranteed a certain tier color per map. It also shares the same rarity colors as the powerups which is a bit confusing. We've also had a lot of feedback from players not understanding the value of Attributes, how they impact weapons and what is the best way to effectively increase your power during a run.
We have created a new system to help resolve the issues above as well as provide other benefits. The new system provides better clarity around weapon and attribute power progression, increases the amount of weapons we can quickly make, and is foundational to the future endless mode.
Behold: the comparison between old and new systems. Me-thinks me-sees some new weapons perchance.
Here is a quick overview of the changes coming in Weapons 2.0:
Weapons 2.0 removes weapon rarity colors and switches to a numbered weapon level system. This makes it much easier to understand what your power level is on a weapon at any moment.
Weapons 2.0 also re-aligns weapon colors to the Attribute(s) they scale with. You will see weapon drops colored red, green, or blue, aligning them clearly with the Strength, Agility, and Intelligence Attributes for easier understanding and power mapping. This system will also work for multi-attribute scaling weapons.
Weapons that have an imbued powerup now have a visual indicator both when looking at the weapon on the ground and viewing the tooltip. You will now see VFX floating around the weapon indicating it has a imbued powerup and the rarity of that powerup.
The left weapon scales with Agility and has no imbued powerups. The middle weapon scales with Strength and has 1 Epic imbued powerup, noted by the single circle and purple line color. The right weapon scales with Intelligence and has 2 stacks of a Legendary imbued powerup, noted by the two circles and gold line color.
Okay well this sounds different. So how does it benefit you the player, LORT the game, and the development process?
More frequent weapon upgrades and loot switching - You’ll have more chances to find more powerful weapons more often on each map instead of just one single upgrade or side-grade. Skilling into Strength? When you see a red weapon drop, you instantly know you want to go up and check it's level.
More Weapons - This change means that we have a lot of weapon models that were used for higher rarities that are no longer being used. We are going to work on turning a lot of those into entirely new weapons, with their own unique feel, attacks and stats.
Faster Weapon Creation Time - Now that we have a weapon level system with less art requirements, we can very quickly design and implement weapons. The development times on weapons is now way shorter, meaning we can ship more weapons with each update. We know y'all want more weapon variety, so do we, and this helps us get there much faster. An example of two new prototype weapons we made very quickly is in the gif at the end of this section.
Clearer Attribute Power Progression - There has been a lot of feedback from players not feeling powerful enough. We believe a lot of this comes down to the game not reinforcing the importance of Attributes. This new system better ties Attributes back to weapons and makes parsing weapon drops a bit easier: when leveling up your Attribute, you will be able to see exactly which attacks and abilities you are upgrading.
Setting up for Endless Mode - By switching to weapon levels instead of rarities, weapons can go to an infinite level number. This is needed for the heavily requested Endless Mode where you will need to acquire more powerful weapons that scale with the enemies, endlessly. This is foundational to the future Endless Mode that we plan to prioritize after we ship the v0.8 update.
New prototype weapon using previous Mace art.
Another new prototype weapon using previous Mace art.
New attribute level up visual effects that also shows you what abilities and weapons the attribute will effect.
We started actively playtesting the update with a small group of players last week. The feedback has been super valuable and we are continuing to make adjustments based on the feedback. Nothing yet to announce on updated release timing for v0.8.
If you didn't know, we are a small team here at Big Distraction. We announced last month we brought on a new Environment Artist who has already started adding to the v0.8 update. This month, we are onboarding two new members to our team, all with the goal of bringing you more LORT. That'll bring us to 11 people working on LORT full time. We appreciate everyone's patience as we work to make the v0.8 update as meaningful and meaty as we can.
This is just one big taste of what is in store for v0.8. We've also got new Quests, a new Adventurer, major visual and performance updates, and much more. We'll break down some of those other new features in future posts as we get closer to shipping the v0.8 update to you. Oh and we are happy to announce that by popular request, the update will ship with new Sprint settings that allow for hold, toggle, and auto-Sprint. And finally, one last sneak peak at one of our new Quest enemies:
If I had a penny for everytime I LORTed, I'd have a LORT ton of pennies.
Hey there past, present and future LORTers,
Quick post to let you know that LORT is on sale for 35% off until May 22. We plan to keep putting LORT on sale as often as Steam allows it. So if you are feeling like giving LORT a shot, now's a great time to get it at a discounted price.
The team has been hard at work on the v0.8 update, which is shaping up to be quite meaty. We're planning to start private playtesting the v0.8 update later this month with a small group to get feedback and squash bugs. We will give yall a sneak peak of some of the update features before it comes out, stay tuned for that. And finally, our new Environment Artist joins the team this coming Monday, paving the way to add more POIs, biomes and more to LORT in future updates.
Here is a pic of a work in progress enemy type we've been playing around with.
Stay LORTy, friends.
LORTers,
The Spring Sale brought a wave of new players to LORT - and with them, a lot of great feedback. We have released an update today to address feedback and a networking issue.
Increased attribute spawn ratio in camps on Normal difficulty to provide more attribute upgrades vs powerups.
We've heard the feedback on difficulty and scaling and know we have more work to do. While we are working for bigger fixes in the upcoming v0.8 update, this change reverts to the attribute availability that was in v0.6 and should allow players to gain more power, more often, and take on enemies easier. When in doubt, get more attributes to out scale your enemies.
Fix network disconnections by reverting networking bandwidth increases that were introduced in v0.7.
LORT is a player hosted game. This will not fix issues that arise from playing with people on opposite sides of the globe as that is ping related. But this should stop stable connections from disconnecting as often.
We appreciate all the feedback. We read every Steam Discussion post, every Discord feedback thread, and every Steam review. LORT is in Early Access and we are committed to listening to your feedback and improving LORT with each update on the road to the 1.0 release. We have some big plans for v0.8 coming in Q2 2026 and will share more details as we get closer to release. Thank you again for the support!
LORT wasn't built in a day.
LORTers,
The fine folks over at Medal.tv came to us and said "LORT looks cool. collab?" and we said hell yea.
Medal.tv is a free game clipping software and you can unlock some exclusive LORT themed rewards for your Medal profile. How do you get them? By playing LORT, clipping it with Medal, and unlocking some sweet sweet profile backgrounds and a few days of Medal Premium.
Check out these Medal.tv quests (not LORT quests don't get confused) below on how to unlock those rewards:
And finally, they cooked up a fun tutorial video for LORTers on how to get started:
If you make some cool cips on Medal, shoot the links our way in the comments or at discord.gg/LORT.
Thanks to the folks at Medal.tv for wanting to promote LORT. As indie devs, we are super grateful for the support.
LORTers,
It's been a fun 2 months since launch. We think it's about time to do an update of our Roadmap as our first one became out of date pretty fast. But first, we've got a sale to tell you about!
Today is the start of the Steam Spring Sale. LORT is now discounted 35% off, bringing it under $10. We are also extending the sale for an additional 2 weeks until April 8. If you've been waiting to pick up LORT or to gift a copy to your friends, now is a great time to take advantage of our biggest discount yet and see all the updates we've made since launch. Okay, now on to the roadmap!
Our first Roadmap is already super out of date, so we've made a new one below. We hit a pretty fast pace of updates since launch: 2 updates in 2 months! Those updates were heavily based on the feedback we received from players during and after launch. In fact, we had not even considered Public Lobbies as a feature people wanted until we heard many of you ask for it after launch. Thanks again for telling us what you want from LORT! Our next update will come between April-June. We are going to give this update a little more time to cook and we think it will taste much better because of it. Here's the new roadmap:
Don't let this roadmap limit your imagination, there is more we will do that is not listed on here. Please continue to give us feedback in Steam Discussions and discord.gg/LORT. 2026 will be the year of LORT! Better LORT than never.
LORTers,
Thanks for everyone who has already jumped into the v0.7 update and reported bugs for us to fix. This is a small update to fix issues we have found since yesterday.
Special shoutout to TyDragon on Discord.gg/LORT and TheDemi420 + Whymsical on Steam Discussions for reporting these issues.
Fixed camp Attribute shards sometimes having very delayed spawning under poor network conditions with high player counts.
Fixed the Chapel of the Broken Oath snapping poorly into the terrain making the doorway unusable.
A LORT a day keeps the Doctor away.
LORTers,
Today, we released the v0.7 update focused on Difficulties. Let’s dive in.
Upon starting a run, you now have the option between three difficulties: Easy, Normal, and Hard. This is our first version of difficulties in LORT and we hope that adding these will appeal to both new and veteran players. Check out the deep dive on difficulties shared earlier in the month here.
New rewards await those brave and skilled enough to take on the Hard difficulty. Can you cop the new drip?
A new structure has been spotted on Hilly Billy Countryside. The locals call it the Chapel of the Broken Oath. Is it memorialized as a holy site or the scene of a blasphemous crime?
Are you or your friends waiting for a sale to buy LORT? You're in luck! LORT will take part in the Steam Spring Sale and extend it for an additional two weeks. You can get LORT for 35% off starting March 19 until April 8.
Added Difficulties - Easy, Normal, and Hard
Hard is locked by default. Unlock it by beating the game on Normal.
If you have already beaten the game prior to this update, you should have Hard already unlocked.
New Magma Skins - Unlock them by defeating the game on Hard with each Adventurer.
New Unlocks and Steam Achievements.
Added Chapel of the Broken Oath to Hilly Billy Countryside.
Added Giga Glug-Glugger Rune Juice upgrade to increase Healing Flask chugging speed.
Enemy scaling now takes into consideration players leaving mid-level.
Goblin Appetizer - Increased camps required for quest from 4 -> 8.
This should set players up for success to take on the boss. We recommend you always strive to gain the most power you can!
Fix for Rune Juice upgrades missing in multiplayer games for players with large amounts of upgrades.
Fix for Blinkblades’ Blink-Jutsu sometimes teleporting you under the map or outside the boss arena.
In case this still happens, there is now a fall back that teleports you onto the map instead of falling to your death.
Powerup Shops - reworked the layout of shops. Now there is one side dedicated to purchases for gold and the other side dedicated to trades. Also comes with extra visual indicators of current stock count.
Reworked powerup pickup VFX and optimized performance.
Cloak And Dagger - changed VFX color.
Boomers Blessing - adjusted VFX for better visibility.
Increased size of Wandering Slime weak point hitbox (the eye).
Goblin Trapper - New Stab VFX.
Goblin Brawler
Now uses melee attack damage for charge attack.
Removed slow when a player is hit.
Goblin Thief - Updated VFX.
Goblin Slimecaller - Enemy now has to take damage before they summon slimes.
Fire Slimes - If you stand in multiple Fire Slime fire zones, you will only take damage from one of them, not multiple.
Big Chill Billy
Tornados - Made damage zone match visuals.
Snowball Throw - Made the throw wind up more readable.
Whirlwind - Reduced Damage.
Davey Bonez - Increased Homing Orb damage.
Final Boss
Increased Homing Orb damage.
Adjusted black hole to have new timing and bigger VFX.
Added an in-world icon of the Van location during the Escape.
Wizard Tower - Cursed skulls no longer can be destroyed and will not trigger when an invisible player with Cloak and Dagger runs by.
Set POI powerup shards to use the white spirit icon.
Added more road signs.
Adjusted wood and barrel colors.
Hilly Billy Countryside
John Goblin’s Grave POI - Changed tree color to make it easier to find.
Sunflower Field POI
Improved walkability over earth mounds.
Players can now rotate around mounds while digging.
Gym - Fixed a floating chest.
Funkwood Hollow
Adjusted collision and layout of Canopy Cache tree to be more player friendly.
Croaks Camp POI - Increased visibility of POI by adding VFX.
Changed VFX on speed boost zones.
Added voice lines on Adventurer selection.
Added event cone angle mixing for some ranged enemies & enemy projectiles. This should make it easier to hear incoming attacks.
Overhauled menu UI audio.
Player damage taken efforts now play every time they take damage + Player Hit SFX mixed to be more intelligible.
Improvements to safe opening sounds.
Fixed Pistol not playing firing sound during the last few bullets.
Fixed and better mixed enemy telegraphs overall, including Goblin Brawler punch, Slimes, Goblin Lobber attacks & fire zones, Goblin Smusher & Goblin Thief.
Fixed tooter sound cutting off when swapping weapons.
Added setting to disable the chat window.
Added setting to disable screen shake.
Updated some Rune Juice shop upgrade icons.
Re-ordered skins to follow progression flow.
Disabled pausing during cutscenes to prevent issues.
Improved environmental landscape performance.
Improved boss arena VFX performance.
Improved grass performance on Hilly Billy Countryside.
Fixed training dummies in Campsite at Land’s Edge counting towards damage stats.
Fixed imbued powerup names going outside the bounds of the tooltip box.
Fixed Lawrence Fishbird’s pupils not dilating during flight.
Fixed Pathetic Shivs being misspelled.
Fixed typo in Mace of Windoo description text.
Fixed navigation issue when using a controller and selecting a skin + switching tabs.
Fixed rare issues that caused powerup tooltips to appear broken.
Fixed clients not seeing their pickup animation play when they picked up a powerup.
Fixed crash when closing via Alt+F4 or hitting the X from Windows Task Bar.
Fixed camera clipping through terrain.
Fixed Rune Juice and gold boxes taking damage after being opened.
Fixed Wolff's Law not scaling properly.
Fixed Boss’ spawning immunity totems outside the boss arena.
Fixed final boss saying overlapping dialogue lines.
Fixed crossbow reload time not being impacted by super high attack speed.
Fixed Strongbow hits not working correctly when point blank aiming down at a Slime while at low FPS.
If your LORT lasts longer than 12 hours a day, see a doctor for a high five.
LORTers,
It's time for a little preview of what is coming in next week's update. After releasing The Stabbening last month, the team has been working quickly to bring to you Difficulties. We knew when we released LORT that the one sized fits all approach to difficulty was not a long term solution. Since launch, we heard a lot of player feedback regarding difficulty so we made it a priority to release a first version as quickly as we could. Here is what you will see when you start a run in LORT once the update is out on March 16:
Unlocked by default, Easy is a more relaxed LORT experience. Easy is meant to be more welcoming to new players while also being a chiller LORT experience for you to learn different biomes, enemies, and build combos without being too stressed. Some details on Easy:
Weaker and fewer enemies
More gold and item drops
More Attribute availability
Increased health regeneration
More shops
Less Rune Juice rewards
Unlocked by default, Normal is the standard LORT experience. Normal is the LORT you know and love, with slightly lower Attribute availability than the current live version. Other than that, nothing much has changed so if you love Normal, we think you'll still love the new Normal. Normies rise up!
For those wanting to sweat a bit more and earn some extra Rune Juice, Hard is for you. Hard is locked by default and you will have to beat the game on Normal to unlock it (those of you who have already beaten LORT prior to this update will have Hard unlocked already). This is our first stab at a harder difficulty and there is a good chance that it is hard enough for some but not hard enough for others. We are in Early Access and will continue to iterate on LORT, including all difficulties. Some details on Hard:
Stronger and more enemies
Less gold and item drops
Fewer Attribute availability
Decreased health regeneration
Fewer shops
Way more Rune Juice rewards
The timing of this update coming out next week is pretty important for LORT. The Steam Spring sale starts on March 19 and we want to give all the new players who will be discovering LORT for the first time as enjoyable of an experience as we can. And, we know that those of you who have been playing for the last 2 months have been craving more of a challenge. So we are hoping this update can deliver on both while also introducing critical bug fixes and more. The next Adventurer will not be in this update - but they have made their mark on the Hilly Billy Countryside for you to discover.
Thanks for your continued support of LORT and the team at Big Distraction. We are super excited to keep serving yall more LORT in 2026 and beyond.
They LORT like us - Kendrick Lamar
How now brown cow? LORT on NVIDIA Geforce NOW of course! Yea that's right, you can play some good ol' LORT via GeForce NOW cloud streaming right now. Can we say now any more times?
We've heard some requests from LORTers to get the game up on GeForce NOW, so we worked with the folks over at NVIDIA to make the dream come true. LORT is now a "Ready-to-Play" game which you can access from the free or paid tiers as long as you own the game on Steam. If you don't know about Geforce NOW, it's an NVIDIA service that let's you play games from your Steam account via cloud streaming. You can learn more here.
We hope this unlocks more LORTers to join in the LORTing everyone is doing.
LORTers,
Thank you to all that have joined us so far for The Stabbening. We have a small update to fix a few issues.
Fix for perma slow bug happening during healing flask usage.
Thank you to "D" on Discord for sending in the video footage that helped us find and resolve this issue. You too can help make LORT better by submitting videos of issues to discord.gg/lort.
Fix for key binding changes not saving.
Fix for pistol audio not working after multiple shots in a row.
Fix for multiple gameplay crashes.
Added an extra WARNING message when resetting profiles to make it extra clear you are resetting your progress for Unlocks, Rune Juice, etc.
Do you believe in LORT after LORT?
LORTers,
Our roadmap said to expect the first update in Q2 2026. Psyche! It's out today! Get a first look in the trailer below and then jump into the highlights + patch notes.
Welcome to The Stabbening.
It's time to get froggy. Meet Croaks Malone, the Veilbound Assassin of LORT. An Agility fiend, Croaks slips in and out of shadows, getting the drop on his enemies for a critical strike. Equipped with his trusty Blinkblades, he uses the ancient art of Blink-Jutsu to teleport to his thrown dagger and own the battlefield. Blessed (and cursed) by the Gift of Demon Jeff, this frog starts with an extra Dodge charge as well as 15% Parry. Find Croaks in Funkwood Hollow to unlock him and the Blinkblades to start stabbing around in the dark.
By popular request, you can now search and join public lobbies from inside LORT. When starting a run, you are prompted to choose whether it is Private or Public. Along with this new system are updated Host controls like the ability to Ban players.
As a reminder, we intended LORT to be played solo or with friends. With this new system, you are opting in to play with the internet's finest folk. Please, be kind to one another. Help each other. And help us create a friendly LORT community for both new and veteran players.
You now have 3 account progression profiles for LORT - allowing you to have separate progress for unlocks, Rune Juice, Adventurers and more. Along with this, we have revamped our account save system to make it more robust and reliable. This should fix any of the rare account save issues facing some players (really sorry about that).
Added Public Lobbies by popular demand!
Includes new options for creating a lobby (Private or Public) and new Host controls like Banning players.
Public lobbies are only joinable at the start of a run.
Added Croaks Malone, the Veilbound Assassin, as the newest playable Adventurer!
Unlocked via challenge. Go find the frog in Funkwood Hollow!
Unlockable skins.
New Weapon - Blinkblades!
Unlocked by finding Croaks in Funkwood Hollow.
5 new powerups - some are locked behind challenges and Rune Juice upgrades.
Drowsy Dose Dropper
Runner's Inhaler
Fishy Fuse
Peeper's Popper
Papal Proximity Mines
Safes now appear in levels. Test your lock picking skills!
Existing Rune Juice upgrade offerings have been expanded by 40 additional upgrades.
Damage numbers now display power-up icons, letting you see what caused the damage and how much it dealt.
Revamped the Account Save system and added Profiles.
Added a lot of error checking and logging to the save system.
Fix for rare bug that would wipe account progression save files (really sorry about this existing in the first place).
If you encounter any issues with saves, please reach out via the Bug Reporting channel in discord.gg/lort
Signed the LORT executable for Windows to stop Windows 11 Smart App Control errors from occurring.
Astrid
Increased base parry rating 5 -> 50.
Increased base armor 121 -> 125.
Bernie
Ignition ability - Added a lot of poise damage so enemies get staggered more often.
You can now move your character while on Attribute and Powerup choice screens. This should feel better for player flow and also fix issues where forward movement would be buggy after interacting with these screens.
Weapons are now hidden during player taunts.
Mace - Increased hitbox length to make landing hits feel better.
Strongbow
Added the ability for weapons to be able to dual-scale (Pistols can tri-scale). Strongbows now dual scale off whichever is higher between Strength or Agility.
Expect more dual/tri scale weapons in the future!
Wand - Made alt fire damage ticks scale with attack speed.
Updated several powerups to ignore weapon proc coefficients when the powerups communicate that they should trigger under a specific condition (On Crits, On Kill, Enemy Types, Health % Conditions, Nearby, On Hurt, Behind Enemy, During Day / Night, and Damage Type).
Idol of Sick Moves: Increased ability damage bonus from 25% -> 35%.
Powerup Chest of Healing Things
Adjusted powerup quality drop rates to increase odds of rarer powerups dropping.
Increased cost slightly to offset quality increase.
Adjusted powerup shop trading UI - now you can still see all of your powerups but the ones that can be traded are more visible.
Funkwood Hollow Slimes
Increased cooldown for their Knockback attack.
Changed VFX colors from orange to green.
Funkwood Hollow Spirit Balaclavas - Increased hitbox to make them easier to hit.
Reduced Funkwood Hollow Night 2 scaling (was incorrectly outsized in difficulty).
Final Boss Fight - Increased Rune Juice reward.
Increased difficulty slightly on Trollhole Summit Nights.
Wraiths got new outfits.
Game now automatically pauses when you hit Esc in a solo run.
Added dark overlay to the stats/inventory screen (Tab) so its more clear when you have toggled it on.
Added numpad glyphs to key bindings in settings.
Fixed Tab and R keys not being re-bindable.
Updated cursed skull color on Wizard tower so you can tell them apart.
Stats - Renamed Powerups Sold to Powerups Traded.
Removed cap on how many markers can show up on the compass.
Updated a few powerup descriptions for clarity.
Updated styling of challenges that are locked in the unlocks menu.
Improved visibility of Healing Shrines.
Updated VFX indicators - Red is for Enemies, White is for Players.
Now if you exit a run while on a level, your progress is not deleted and you will be able to continue from the previous camp.
Note: Players have been asking for a way to rejoin after disconnecting from a co-op run. While we do not currently support re-joining while on a level, you can re-join at any of the camps. So if you disconnect, your team can either beat the level and you re-join at the next camp, or they can quit and restart at the previous camp.
Updated Camporama quest to require 4 Camps and 2 Trials to help players understand the importance of attributes.
Library, Gym, and Skatepark POI's now count towards the Camporama quest requirement.
Updated Enemy Arrows, Firethrowing Goblin jumps, Slimes & Slime Kings audio.
Fixed issues with Big Chill Billy's snowball throw, Final Boss' lightning attack & Final Boss' attenuation.
Mixed up ambience, enemy spawns, player status effects & players taking damage.
Updated prioritization for Boss SFX and VO lines, as well as crucial player weapon actions.
Added sound for firing pistol when out of ammo.
Adding missing gore impacts to magic sword.
Normalized music source volume.
Music now always restarts when returning to camp.
Fixed Attribute pick-ups not having consistent volume.
Fixed character select audio not playing when using controller/Steam Deck.
Fixed healing audio bugs when under high latency.
Fixed main menu music sometimes double playing.
Fixed bugs with boss arena spawn points on Funkwood Hollow.
Fixed player nameplates disappearing when a tutorial ping occurs.
Fixed problems with Final Boss weapons appearing incorrectly on lower end hardware.
Fix ground VFX around opened powerup chests not matching the rarity color of the spawned powerup.
Fixed Lumber Lieutenants wandering too far.
Fixed enemies getting stuck in trees.
Fixed rare bug causing broken powerup tooltips when the player enters the van.
Fixed menu button highlight issue when using controller/ Steam Deck.
Fixed night enemies sometimes appearing after daybreak.
Fixed bow animation when falling so they don't flip in your hand.
Fixes for multiple crashes.
Fixed being able to start the Final Boss fight without having a quest selected.
Improved wave spawning so that enemies should not fail to spawn at boss fights, Trials, and other spawners.
Potential fix for steam crash at shutdown.
Potential fix for attribute shards taking a while to show up in 8 player games.
Thanks for your support and patience as we worked on this first major update. We'll be keeping an eye out for any issues that may arise after this update and work to fix them quickly. After that, we go back to working on the next update focusing on Difficulty.
When in Rome, LORT!
We gonna get real froggy with it.
Start your day, everyday, by LORTing yourself.
Fam. We did it. 250,000 copies of our LORTy game LORT have been sold after launching on January 21.
It really feels surreal to be writing this post. We are super grateful. And we are super excited. This sales achievement means we have the fuel needed to continue supporting and updating LORT.
We hope you're looking forward to our February Public Co-Op Lobbies update. And then after that, we will be tackling difficulty.
ba da ba ba baaa I'm LORTin it.
LORTers,
We said we would listen to your feedback and incorporate it into future updates. One clear piece of feedback has been around public co-op lobbies. We didn't think people would want to group up and play with randoms as much as we have seen and heard. Thanks for bringing this to our attention and we're happy to announce we have quickly pivoted and are working on a solution that will come in February.
Below is a screenshot of how you will be able to browse and join public co-op lobbies.
Some answers to questions you may have:
When starting your own run, you will be prompted on whether you want that to be Private (friends and lobby codes only) or Public (appearing on the lobby browser for anyone to join).
Host controls that currently exist in-game (reach these via Esc menu) will also work for Public lobbies which allows you to limit how many people can join, if the lobby is locked or unlocked, and be able to kick players. There is also two new settings in Host controls that allows you to switch a lobby between Private and Public and also ban players.
This will introduce some new problems that you should be aware of:
Matches are scaled based on how many players are in when you leave the camps via the van. If someone leaves mid-level, the scaling remains based on how many players started the level.
We would like to make this scaling adjust more dynamically in the future. We had originally planned for people to play solo or with friends, so this was not anticipated as something we would need initially.
Currently, you can have players join while you are mid-run at each camp and will be able to with Public lobbies as well. When people do this, they are very behind in attributes/powerups/weapons/gold. In the future, we would like to find a way to allow late joiners to catch up mid-run. No promises, but we will try our best.
We know people do be snatching other player's powerups without their permission from chests and bosses - very rude behavior. We will monitor issues like this to see how impactful they may become. Our original intent was you would be goofing around with friends who you know well, but random players online will obviously behave a bit differently...
Many PvE games we have played have been able to foster quite a helpful and polite community, not just on Discord but also in Public lobbies. We would like that to be the same for LORT. Please, help your fellow LORTers out, be kind, and just have a good time.
Oh, and the Rogue + Daggers update that was planned for Q2 2026 will come in the same update as the Public lobbies in February. We told you, we cookin over here.
We are and will continue to listen to your feedback to find out what you want most for LORT while we continue to keep making new content for the game. After the February update, our sights are set on difficulty and what our options are to solve that for you as quickly as possible.
LORT me once, shame on you. LORT me twice, you're my new best friend.
LORTers,
Smaller update for you today to address some issue's we've had with progression loss. Details below.
v0.5.3
Improved the reliability of our account progression saving system to prevent losing all unlock progress under rare circumstances
Known Issue
There is a known issue that Alt + F4 can cause mid-session runs and account progression to not save. Please, only shut down the game by hitting Exit to Desktop from the Esc or Main Menu. We're working on a fix for this in a future update.
It is an honor to bring you more LORT. We'll keep doing it.
Live LORT and Prosper!
What a launch weekend we are having. Thank you for 100,000 units sold of our sweet baby LORT in just over 3 days. This is absolutely nuts.
The team is working hard on game updates to bring you newer, better, weirder LORT for you to LORT to soon.
We hope you all have a weekend full of Legendary loot drops, one-hit brick kills, and the pleasant squawks of our dear dear Lawrence Fishbird.
When life gives you lemons, make LORT.
LORTers,
Thank you for the warm welcome on Launch. It has been awesome to read, watch, and listen to everyone's experience with LORT. And with that in mind, we've made some adjustments in today's update to address your feedback.
We've heard feedback from some players that the game feels too hard in general and too hard for solo. LORT is a Roguelite and isn't meant to be a super easy game. You are meant to die and learn how to overcome the challenge of each new level, enemy, and boss. We also base our balance around solo play first and foremost, with the understanding that the game will likely be easier in multiplayer. But, we also don't want it to be too aggravating to jump into quickly and have fun.
A huge part of LORT is learning what make's a good build and how to get chadded. In this update, we've adjusted some enemy difficulty while also reinforcing the best way to grow your power - attribute upgrades. These are the Strength, Agility, and Intelligence pickups you get from defeating camps. Almost everything in LORT scales based off these upgrades and in order to become a god, you need to optimize for these. Each character has a Primary Attribute they scale best with: Astrid with Strength, Cliff with Agility, and Bernie with Intelligence. But of course, if you're feeling confident, mix it up and find the build that works for you.
Here is a short 3 minute video from BB Smooth on how to scale quickly in LORT - please give it a watch if you want to learn how to crush Goblin scum in no time.
Adjusted Attribute spawn rate in camps from 70% -> 90% with a weighting towards more stat combinations at higher tier camps.
There is still a 10% chance you can get powerup drops from camps.
Added a new player tutorial prompt reinforcing the importance of attributes.
Adjusted Goblin Lobbers (the little fire guys)
Reduced radius of fire patches from 300 -> 250
Slowed attack speed or ranged throw from 1.5x -> 1.2x
Added more lead in to jump throw to make it clearer when the attack is coming
Added more time between jumping up and throwing the projectile
We are aware of a rare chance for account progression to get corrupted and lose progress. We are actively working on a fix and hope to have an update out in the coming days to fix
We are very sorry this bug occurred. Definitely feelsbadman. But thank you to those who reported this issue and provided us log files so we work on fixing this quickly.
We’ve seen some confusion around how account progression works. All challenge progress and any Rune Juice unlocks you purchase are saved to your account and persist across runs.
Some players have noticed that after finishing a multiplayer session, when they host a run for the first time, they are asked to complete the first-time user tutorial (the flask setup). This is expected behavior, not a bug - each player needs to complete this tutorial once when hosting for the first time.
We've also seen a lot of discussion around multiplayer and wanting to be able to play with other people easier. We are actively working on a solution here and should have more to share soon. We think you'll like it.
Thanks again for a really surreal launch. We are a team of 10 who worked on this game for 2 years. We're all gamers here and appreciate the passion you have all expressed for LORT. Here's to many more updates in the future.
Eat. Sleep. LORT. Repeat.
LORTers,
The way you've been slaying Goblins has impressed us. We found a few small issues that we are releasing a update for. If you are having trouble connecting in multiplayer, make sure everyone has updated their game to the latest version v0.5.1.
Fixed an issue with controller input icons not appearing on HUD when using a controller on PC or playing on Steam Deck.
Changed in-game text when starting a run to say "New Run" instead of "New Save/ New File" to avoid confusion.
LORT free or die LORT!
Praise the LORT! The day has finally come!
LORT is available now. Will you be the first to beat it? Good luck to all the Goblin slayers, you're going to need it!
You can grab it with a 34% off launch discount until February 3rd for under $10 USD.
We've got a launch trailer. It's pretty LORTy.
Thank you to everyone who has wishlisted, played the demo, told their friends, and shared LORT with the world. We are super grateful for your support and cannot wait to continue to build this game with the community.
We've had playtesters spend hundreds of hours in the game but as with all game launches, there will be some bugs that have slipped through the cracks. Rest assured, we are monitoring Steam Discussions, Reviews, and Discord for issues that arise so we can identify the biggest issues and get them addressed ASAP.
In LORT We Trust.
LORTicles,
Today's post is all about our Early Access Roadmap and what to expect from LORT on launch + beyond. The full image roadmap is below (and is also on our Steam Store page) and then below that we will go into some more detail. Let's dive in.
If you've been playing the LORT Demo (which goes offline on January 16), you'll be pleased to know that was just a taste of what LORT has to offer. We've made a number of changes to the content you played in the Demo PLUS there are 3 new levels, 3 new level bosses, and one epic Final Boss to experience in the release version. The version of LORT we launch in Early Access is fully playable from start to finish with all enemies, levels, and boss fights ready to test your god tier skills. There's also a bunch of weapons, challenges, and free unlockable skins for you to grind as you learn the ways of LORT.
The game is playable on Steam Deck. We are in the review queue with Steam to check our Steam Deck compatibility. The only thing we advise is that if you are playing multiplayer, it is better to have someone who is playing on the best hardware (likely a desktop PC) be the host of the session so you get the best performance. If you have any Steam Deck specific feedback, please send it our way via Steam discussions or Discord.
Here's a peak at the 4 biomes in LORT. They look inviting but they are going to wreck your s***.
Free Unlockable Skins? without a Battle Pass? In the year of our LORT 2026? YES!
You'll see an outline of our planned first update on the Roadmap. Honestly, this is our best guess at what will be in it and when it will drop, but all of that could change based on the feedback we get from you all once we launch LORT. Our hope with everything we do is to exceed expectations both on timing and content, but we feel this is a good foundation of what to expect. We also will likely have some fast updates go live soon after launch to address any major bugs, crashes, or balance issues as well.
We have a lot of ideas for LORT. A lot. But while we like our ideas, we ultimately want to make what you and the rest of the community want. So we will be waiting, watching, reading, listening, and engaging with the community post release to see what we should bring to LORT. In the 2 years working on this game, we've got it this far. Now, LORT is all of ours and we are going to shape the future together.
And that is a Roadmap. The Roadmap is not final and will change as we adjust our plans based on your feedback.
LORT launches on January 21 at 10am ET. You can find the time it launches in your region here: https://everytimezone.com/s/48ac8697. Tell your friends. Tell your parents. Tell that weird guy at work who sends you a meme once every few weeks. We'll see you at launch.
LORTers,
Release is less than 2 weeks away. With that in mind, this post is to take care of some house keeping regarding Creators and the Demo.
Demo
The Demo will be removed from Steam on Friday, January 16. The demo is super out of date and we do not have the resources to keep it updated. We're a small team, so our focus is on the main release of LORT and putting all our energy there. If you are yearning for anymore demo sessions, get them in before it's gone.
Creators
We've had various Creators reach out to see if they can partner with us on promotions for LORT around launch. In order to streamline these requests and weed out many of the bots that seem to be emailing us, please do the following if you are a Creator and are interested in chatting with us about promotions:
Email [email protected]
Start the subject of your email with - "I'm Feeling LORTy"
Provide the details about your channels, why you're interested in LORT, and how you are looking to partner with us
We'll be back next week with our Roadmap news post.
Keep calm and LORT on.
LORTers,
We're shedding a few tears over here after reaching a big milestone. Our beautiful baby roguelite LORT has received over 100,000 wishlists on Steam.
We are incredibly grateful to everyone who has taken time to wishlist, play our demo, leave a demo review, comment, trash talk the fire lobbers, and any other way you have supported the game. We started working on LORT almost 2 years ago and announced it back in May. And to think that now 100,000 people have express interest in our game - it's unimaginable. We're LORTin ourselves with joy.
We're using this milestone to fuel our development for the last few weeks of the year. We're taking a short break as a studio during Christmas and New Years, and will be back in 2026 to launch LORT on January 21.
Happy Holidays. Merry LORTmas. and we'll see you in 2026.
<3 Big Distraction
Hey LORTers,
We've got some much anticipated updates for you on the release of LORT.
Release date
We have a release date! It is January 21, 2026. We know this date is later than the previously stated Q4 2025 time frame, however we need the extra month to make sure LORT is great on day 1. We've received a ton of great feedback from playtests and want to spend time integrating what we've heard. So we know it's a bummer that LORT isn't coming sooner, but we're excited to deliver LORT at its best for launch!
Price
Many of you have been asking for pricing. LORT will have a discounted launch price of less than $10 USD. We want to make this game super accessible for you and your friends to play. For a full list of expected pricing in all regions, check out this sheet.
Early Access
We will be launching LORT as an Early Access game. While LORT is fully playable in it's current state and is a complete run, we're focused on continuing to develop the game with the community to expand on the variety of gameplay, features, and replayability of LORT. We have a lot of experience working alongside communities to regularly integrate player feedback especially during our time working on early Seasons of Fortnite, Rocket League, and other community driven games.
We will publish a post before launch that details the Early Access roadmap and current game content. You can read our Early Access Q&A on our Steam page here.
Demo
We plan to keep the demo up now and remove it once we launch LORT. We are doing a small update to the demo today to fix a few crashes. There are no gameplay updates to the demo planned.
Gun
You've all been asking about gun. And we are happy to say the pistol is finally ready. Get a glimpse of pistol gameplay below and get ready to pump goblins full of lead when LORT launches.
Thanks for all of your support. Please, tell all your friends and get ready for LORT to launch on January 21, 2026.
Live. Laugh. LORT.
Today, we released an update that resolved connection issues in multiplayer. We have seen promising results that the issue has been fixed and load times are faster.
Grab some friends and go slap some Goblins!
LORTers,
A big Cliff Bowman sized hug to all you for checking out the demo. We've been reading the reviews, issue threads, and discussions (get gud amirite?).
We've got a quick patch we are rolling out to address some issues before Next Fest. Rest assured, the other issues we've logged will get updated in the full release. We’re a small team and many of you are asking us to release the full game ASAP. That is our goal as well so we are focusing all of our efforts on the full game. That means you should not expect any demo updates from here on out unless something catastrophic happens.
Regarding crashes: the top 3 crashes we see are from outdated drivers, specifically with integrated graphics. Please, if you crash, or even if you don’t, update your drivers to the latest versions. This should help with the majority of crashes we are seeing.
Update notes:
Input bindings
Removed Mouse 3 and Mouse 4 from being hard coded as dodge.
Fixed various input bindings not working like K, \, and Left Alt.
Quests - gated Track and Whack Quest behind a challenge.
Fix for the Tutorial not progressing in some instances.
Updated look of Cursed Trial so that less people try to attack the floating skull (you’re supposed to kill the spawned enemies, attacking skull does nothing).
Spectator - Controller mappings updated so Right D-pad goes next player, Left D-pad goes to previous player.
Updated offline play startup time.
Updated Simplified and Traditional Chinese font to Sans Serif for better legibility.
Made some button sizes more legible.
Known issues:
We are aware of a networking issue that is blocking some players from playing with each other. We hate that this is happening. We are actively investigating this to see if we can solve it ASAP.
It's Demo time baby.
You can jump in right now to get a taste of what the full LORT game will have to offer. The Demo includes:
3 Adventurers - Astrid, Cliff, and Bernie all equipped with their own abilities and attitudes.
The beautiful landscape of the Hilly Billy Countryside - with tons of Goblins, loot, and a final boss that will kick you down under.
A sampling of the finest Weapons gaming has to offer like swords, maces, crossbows, wands and more! (not the gun though - you have to wait for the gun)
Powerups. Many powerups. Find your favorite and break the game with it.
22 challenges to unlock new stuff in your runs. Plus, we intend to make your unlocks and rune juice progression transfer to the final game (if it doesn't happen we'll be sad too).
Again, this is just a taste. In the full game, a run will consist of 4 levels, each with their own boss, and culminating in the final face off against the Curse of LORT. Think it's too easy? Well don't worry, the later levels will get harder. You will die.
As a reminder, LORT can be played solo or by up to 8 players in co-op. So if you can't beat it solo, enlist the help of your friends. Oh and once you play, consider throwing a review on the demo page for that sweet sweet algorithm. Smash that LORT button!
Localization Feedback
LORT is localized into 14 languages. This is our first pass on localization and we want your feedback. Email [email protected] with feedback about your specific language to help us make LORT better and better.
Discord
We have one. It's a good time. Come share your clips, thoughts, tips, and rage about the fire lobbers.
Alright, that's it. Go play. Tell your friends. Tell your parents. Tell your enemies. Tell the world.
Live. Laugh. LORT.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for LORT, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main LORT statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.