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Hi everyone, It's been over a month since the last update. We've been collecting all your feedback in order to make a bigger update than usual, and today it has arrived! The main feature addition is the new custom map pins, which you kept asking for, so we decided to include them in the game. In the beginning, you get 3 custom pins, and for each memory you collect, you gain 2 more pins to set anywhere you want :D. The rest is the continuing housekeeping and fixing issues. This new version is also the same, you will be able to find soon on consoles (the game was approved on all platforms already \o/) and like we always do with our games, we will keep feature parity between all the game builds. We have other features in the pipeline and will keep gathering feedback from you guys in order to make the game even better. Thanks for playing Oirbo and keep that feedback coming!! 1.5.0 changelog
Hi everyone! It's been over a month since Oirbo release, and it's time for a new update, once again tackling a bunch of bugs and issues you guys encountered and adding some QoL improvements. We are also happy to reveal that Oirbo will be coming soon on consoles, the game already runs smoothly on all of them, so it's a matter of getting it certified and published :3, news on timings soon! Once again a big thanks to all the players, the reception far exceeded our expectations, as well as the support that everyone is giving us, so keep it coming, and have fun playing Oirbo! 1.4.0 changelog
Hi everyone! Hope you guys are having fun with Oirbo!!! Today we fixed a bunch of small and bug issues that have been reported to us (shoutout to Sekeri) on huge others not so, still with this update the game should be a lot more stable and have a lot less critical issues and bugs. Thanks for playing Oirbo and keep that feedback coming! 1.3.0 changelog
Hi everyone! We just launched a new update fixing some reported issues! If you are having trouble with the boss keys in the Nature bay or Control Bay area reach out to us directly to contact@imaginationoverflow.com or our Discord Server we will help you out! We had a bug that used more than one key to unlock only one door, thus making it impossible to reach the Nature and Final boss. Fortunately, the bug wasn't that easy to trigger thus not many players were affected. We already started the console ports so expect news about them soon! Thanks for the amazing reception and support, and keep that feedback coming! 1.2.0 changelog
Hi everyone!
It's been a week since Oirbo release, we've been making small patches here and there, but today we release an update with all the issues and bugs you guys reported last week!
A big thanks for everyone playing the game, reaching out to us with feedback and issue!
1.1.0 changelog
6 years, 4 house moves, a puppy, a marriage, and several thousand discord messages. Its been a huge journey but were very proud to finally announce that Oirbo is fully released as V1.0.
The dev team here is 2 people, a coder in Portugal and an artist in the UK, and wed both like to thank everyone for following along as we journeyed through Early Access into final release. Its been a huge project for us so having a community around us has been wonderful motivation.
Since the last major update we have been polishing everything, bug hunting, and making all the systems as sleek as possible.
- Fixed a plethora of annoying bugs and issues
- Updated backgrounds, removed floating elements and pop-in
- Tweaked signs to be more clear
- Adjusted animations
- Added credits!
We will be supporting the game for the foreseeable future, taking care of bugs, issues and reports as they pop up, so if you have any problems be sure to let us know. We have a Discord that you can join to chat with us.
The next task is to support the release with any final small bugs and issues, and begin the porting process for consoles (Xbox, Switch, Playstation). Hopefully a smooth process as this has always been the plan
Were really proud of little Oirbo, and we hope you enjoy playing through the adventure! Were particularly interested in seeing how fast those of you into speed-running can get through the game, if you fancy taking a swing at the record be sure to tag us in your videos!
Our next title is already in development, nothing to talk about just yet, but were very excited to share more in the near future.
Thanks for all your support, and have fun playing through the full release of Oirbo!
Hi everyone, Like we promised, we just pushed a new update to Oirbo, you can download it now (changelog below) More importantly, we finally decided when Oirbo will come out of early access!!!
Hi everyone!
It took us a while but it's finally here, the control bay area is open for business!
With it, we made a bunch of bug fixes and changed some other things like the main menu.
It's been a hard journey for the team and all of you who followed us along with the development of Oirbo, we will keep pushing on and wrap up the game!
Content-wise, we probably won't add anything new until the game's release. We will now start focusing on polishing and fixing all issues and bugs you reported to us so we can release the game in the coming months.
0.10.0 changelog
Hi everybody
It's been a while since our last progress report here on Steam, but if you follow us around you know that we've been working nonstop on the upcoming 5th and final area of the game the Control Bay Area.
We can finally announce that it's done!
Regarding its release, we are thinking of testing it for one or two months with a limited number of players (reach out to us if you are interested!).
After the Control Bay area release to the public we still won't come out of Early Access, we are planning on spending at least a couple of months polishing the game as best as we can (and concurrently working on the console ports).
So the plan right now is to release the Control Bay area in a major update, in the coming weeks/month, and the 1.0 version of the game sometime in Q1 of 2025.
As usual a big thanks for the continued support, and although we are basically 6 months off what we initially planned (we wanted to release 1.0 one year after the EA release) you guys still kept playing and sending us suggestions and feedback, we hope that the Control Bay area meets everyone's expectations!
Next time we post it will be the Control Bay area update announcement ^_^
Thanks again for playing Oirbo and supporting us on this adventure,
Hi everyone,
It's been almost 2 months since our last game update, with a good reason, we are reaching the end of development of the 1.0 \o/.
The work around the control bay area is going smoothly, although it's taking longer than anticipated. Even so, we are pushing to a release somewhere during July or early August, so stay tuned for more Oirbo goodness.
A big thanks to everyone who keeps sending us feedback and bug reports, we will try to spend a couple of days fixing some of the most common reported issues this month!
Thanks again, and keep crashing those robos!
Hi everyone \o It's been a while since the last update, we decided to stop the weekly updates and push to wrap the Control Bay area, still, we will be making smaller updates and fixing some issues you guys report to us! We are aiming for a June/July release but it will depend a lot on the boss of the control bay area (we have wacky plans xD). Until then, keep that feedback coming, we will try to at least do an update a month until the release date! Thanks again for playing!! 0.9.28 changelog
Hi everyone, this week we finally ended the Steam Input integration and with it all the steam deck requirements, now fingers crossed that it gets verified soon :).
In the coming weeks we will also be playing around with haptics (we will leave an option on the game settings don't worry) and see what else we can do with the system.
Thanks again for the support and comments and keep them coming!
0.9.27 changelog
Hi everyone \o Sorry for the 2-week break in updates. We've been spending all this time working Steam Input into our input control system and it's taking a lot more time than expected, we plan to release it soon as well as the full Steam deck compatibility, the game already works perfectly fine on it, but some glyphs aren't showing properly. The game is also participating in the Dinos vs Robots Fest with a sale, so if you haven't got Oirbo in your library yet, this is the time for it! Thanks again for all your feedback, we will keep making the game better :3 0.9.26 changelog
Hi everyone! Another update is coming to you guys, almost clearing all outstanding issues, only a ""couple"" more to go, hope you guys enjoy it! The biggest change in this update was making Oirbo movement adaptative to the analog sticks, we are working on a new animation to smooth things up, but until then tell us what you think! Thanks again for the feedback, and do let us know your thoughts on the changes we made! 0.9.25 changelog
Hi everybody! Sorry for the 2-week hiatus, the team had a bunch of other random stuff that kept us well-occupied so we had to break our weekly update streak. On good news, we finally started development of the 5th and last area (at least for release) and decided to aim for a June/July final release (just to set a clear goal for us), the intro update is still on QA but we expect to eventually release it to anyone that wishes to try it out. Thanks to all Oirbo fans, for the awesome feedback you keep sending us (even when we don't update the game xD), keep it coming! 0.9.24 changelog
Hi everyone! Hope your holidays were as good as ours was! We halted the updates during the holiday season but we are back and will try to continue and push the weekly small update! Thanks for playing and enjoy! Any issues and suggestions feel free to reach out! 0.9.23 changelog
Hi everyone! This will (probably) be the final Oirbo update for 2023, we should be back in 2024 with more changes, fixes, and goodies for you all! We hope you guys enjoy this one, have fun and happy holidays! 0.9.22 changelog - Improved steam deck experience - Minor changes on enemies colliders - Increased window that allows jumping on top of enemies - Added more navigation nudges across all map - Fixed some laser issues with the Medical Bay Boss - Vines of the Nature Bay boss no longer stay longer than they should - Nerfed Mechanical Boss cannon fight - Planted a Christmas tree somewhere in Oirbo spacecraft
Hi everyone, We missed last week, but we are back to the weekly updates, there are tons of small things we still have to do! This week we have awesome news, the intro section update level design is complete! We still need to do the introduction cutscene and do some decoration and world-building on it, but there is at least one less task for us to worry about! We aim to release the update in the coming weeks so keep posted! Until then do continue sending over any feedback, suggestions or just random comments, we are delighted with all the love that you guys are giving Oirbo, so keep it coming :D 0.9.20 changelog
Hi everyone! Sorry for the 24h delay on the weekly update, we couldn't finish it yesterday, but here it is in all of its glory! We did a lot of work on the Cargo bay area and its boss, as well as fixing a couple of issues. We also finally added support for the most common Logitech controllers (in-game) hopefully fixing all the major issues we had (even with Steam input), still, we plan on integrating fully with Steam input before we get out of the early access! Thanks again for the amazing support and reception you are giving us, critic, good or bad, is always welcomed in any ImaginationOverflow game, and we take pride in consuming all of it and making the game better, one update at a time XD. Well back to work on the next update! Don't forget to keep that feedback coming 0.9.19 changelog
Hi everyone, New week, new update, this time focused heavily on the Cargo Bay area and fixing performance issues. On the Cargo Bay, we tweaked the difficulty on some early and later sections, making it more approachable and some less so xD, basically we are trying to fine-tune the experience of this area for the upcoming major update. The rest are the usual performance boosts and tweaks Thanks for your continued support, don't forget to follow us on our socials and join our Discord community! 0.9.18 changelog
Hi everyone, It's a new month and we restarted the Monday updates!!! Although they should be every two weeks now in preparation for the upcoming major update with the new intro section, so stay tuned and keep smashing those robos! 0.9.17 changelog
Hi everyone, This week we tackled some more visual glitches as well as world-related inconsistencies, like some spawn points in some areas and the default audio profile for the game, we also finally fixed the forever issue of the sound going mute so from now on it should be a better experience overall! Next week we will miss the weekly update since we will be out of the office for the entire week attending a conference, but we will resume the weekly updates on November 6th! As always a big thanks for the support and keep killing those robos!!! 0.9.16 changelog
Hi everyone, More tiny fixes and improvements, on our now normal weekly update! The new intro section development is finally ending, we are planning to wrap it up this week!!! With that, we should be a few weeks off the first public test runs!!!! Thanks again for supporting Oirbo and helping us on this game dev adventure! For all Oirbo news don't forget to follow us on our social media pages! Now, go lose yourself in the Oirbo spacecraft for a few more minutes!!! 0.9.15 changelog
Hi everyone, This week was boss week, we made a bunch of small changes to almost all bosses and we should improve them even more in the coming weeks so stay tuned for that. The new intro section is about 50% complete, so hopefully we will meet our end-of-October deadline for a public beta! Thanks as always for the constant feedback you guys are sending to us and keep crushing those tiny robos!!
Hi everyone! Another Monday another update \o/, with yet more fixes and small changes overall, last week you guys continued to deliver on feedback so we keep doing more and more updates so keep it coming! No major progress on the upcoming intro update (codename), just the usual slog of making new and exciting challenges for you guys. Big thanks for giving us feedback and supporting the game, don't forget to keep in touch with us on our socials ;) 0.9.12 changelog
Hi everyone, Another week a couple more tweaks, this will probably be our most significant update in a while since our to-do list is shrinking a lot XD, this time we focused more on the feedback regarding the Oirbo feel and some design issues that you and we found. The intro overall is still ongoing and unfortunately, we still don't have an ETA, but we will keep you guys posted here and on our social accounts! Thanks again for all the feedback and constructive criticism! Now back to work :D 0.9.12 changelog
Hi everyone \o Another week another update! We are deep into our next big content update, so we continue to honor our commitment to you guys and fix everything that you get to us ASAP! Luckily we are finally making a real dent to the extensive issue list but as games are, issues will continue to pop up here and there so keep that feedback coming! A big thanks again for your support, now it's time to get back to the next content update! 0.9.11 changelog
Hi everyone \o We are back to our usual weekly updates, this time focusing again on small stuff and issues you guys reported back to us, we are already tackling our next big update (name TBA)!!! You can follow us on our socials for daily updates on some sneak peeks!! Keep that feedback coming, we are making good use of it in the upcoming Control area :D 0.9.10 changelog
Hi everyone \o New update this week, fixing yet more minor issues that you reported back to us, and some that we found ourselves. We spent a bit of time figuring out the controller issues that you have reported to us, we are able to fix a bunch (especially the ones that use some third-party software to emulate the Xbox controller) do let us know if everything is finally smooth. Besides that, the team decided to spend the next few weeks polishing everything that we have so far as well as working on the new tutorial sections for the game, which will happen on the Control Bay, so technically the Control Bay development starts now! Next week we will skip the usual weekly update that we've been following ever since the release, the team hasn't stopped since the release so we will take a break and get back in September. As usual a big thanks to all our players and the kind feedback and suggestions you've been sending us!! 0.9.9 changelog
Hi everyone \o
It's Friday update time!!!!!
It took us a bit longer than expected (gamedev FTW), but it's finally here the new and improved Mechanical Bay! We redid about 60% of the area, adding more challenges, puzzles, and hazards. All thanks to your feedback over the past weeks, a big thanks for that!!!
Besides it, we also fixed a bunch of issues and idiosyncrasies that you guys reported, throughout the rest of the game.
For the coming weeks, we will focus on the initial gameplay of the game, changing the entire introductory sections of the game, this is again a direct response to all of your feedback, we heard you and will focus on it next! What about the control bay area you might ask? Don't worry it's coming! The concept that we have for this new introductory section will actually be on the Control Bay area! You will have to wait and see XDDD.
Finally, a big thanks to everyone that took the time to send us feedback, you guys keep reminding us that launching the game in Early Access was a very good decision, and your feedback is really helping us shape the game and increase the overall game quality and enjoyment!
A big shoutout to Melonax, CrankyTemplar, Naka Teleeli, Indie Game Chris, for the honest and constructive feedback!
0.9.7 changelog
Hi everyone! Maintaining our focus on releasing fixes, here is a new update! This time solving the different keyboard issues once and for all, by slightly changing the default keyboard control scheme, in order to use keys that are in the same positions in all keyboard types, this will also improve the experience with anyone using gamepads. We worked in the Cargo Bay boss, to ensure that you can track what it's going to do next, so let us know what your thoughts are on the changes! Finally, we did a bunch of quality-of-life improvements, fixing a bunch of smaller yet annoying issues that the game still had. Thanks again for all the feedback you guys are sending to us, it really helps us improve Oirbo! The mechanical bay revamp is also ongoing, we already added a couple of new mechanics to make it more interesting!!! 0.9.7 changelog
Week starts off with another update, once again fixing some issues that you guys reported back to us. Fortunately, the list is getting smaller and smaller, and the issues are getting more and more insignificant, which is awesome since we can focus more time on working on the Mechanical Bay overall. We will try to release that update later this week or early next week! Until then we will continue to collect all issues and fix them as time allows unless it's a critical game-breaking one, those are fixed ASAP XD. Thanks again for the awesome support you guys have given us with this launch and with Oirbo, keep that feedback coming! 0.9.5 Changelog
Hi everyone! One more update before we end the week, since we couldn't really wrap up the Mechanical Bay update this week, we decided to clear a bit of our backlog of issues. A big shoutout to Melonax and Atantuo for helping us out during this update. Next week is development, as usual, we will keep upgrading the Mechanical Bay, and hopefully release an update with it. Now go get those robos!!! 0.9.5 Changelog
Hi everyone! New week, more Oirbo updates, this time no bug fixes (\o/) just tweaking and improving in some areas that you guys reported to us. The big Mechanical Bay update is already underway, still aiming for a Friday release!!! A big thanks for all your feedback! The game is night and day when comparing it to the first version that we released for beta testers. 0.9.4 Changelog
Today was all about getting that annoying Steam Input working, so we spent a lot of time on it, still, we were able to smash a couple more bugs!!! We also changed the puzzle section on the Nature Bay (it isn't a puzzle section anymore xD), for something more Oirbo-like, 2 small challenges, one easy and one hard, hope you guys enjoy it. Keep stomping those robos!!
Hi everyone! 24h have passed since release, thank you so much for the warm response that you guys have been giving Oirbo! Today's update is all about wrapping up some small and medium size issues that have been reported back to us, tomorrow we plan on making some changes to the puzzle section in the Nature Bay as well as toning down a bit the Cargo Bay boss. Keep that feedback coming, and don't forget to leave the game a review ;) Thanks again! ImaginationOverflow Team 0.9.2 Changelog
Hi everyone It's with great pleasure that we finally announce the release of Oirbo, you can get it now on Steam! The game is not yet finished, at least one more area to go (the control area, news about it soon), but we are committed to wrapping Oirbo up in the coming months, right now we have set our goals on the roadmap forum post but both the timings and content can change as the game gets into more player hands. For the coming weeks, we already have planned a big overall in the Mechanical Bay area and fixing any bug or issue that appears in the coming days. The beta testing period was significant to the game we shaped it to be fairer and a lot less buggy, and many beta testers gave us the thumbs up on the Steam Deck experience, so although not perfect it runs as expected! A big thanks to our community, families (especially the ones that nagged us when the game would get out xD), and the dev community in general for all the help given throughout the years. A major shoutout to Sofia, Sarah, Gonalo, Cranky Templar, Shilag and Ian, ones for putting up with us for all these years and the rest for all the help shaping what Oirbo is. Now, go play! Best Regards ImaginationOverflow Team
Hi again xD Here we are less than 24h from the early access release, yet fixing more issues, as usual, a big thanks to everyone that tested the game and reported back their opinions and insights. We plan on continuing this update schedule even after the release. We already have a big update planned for the coming weeks for the mechanical bay, with changes to a bunch of sections and of course the boss(es). Once again a big thanks and big shoutouts to Cranky Templar and Shilag for all the public and behind-the-scenes support and comments, in just this small time in beta the game evolved a lot, all thanks to your feedback! 0.9.1 changelog
Hi everyone! Another week, more oirbo updates \o/. This time one that irons out some issues discovered during the weekend. As we approach the release date (2 more days to go) we halted development of the game to track and squash all the bugs we can find! Thanks again for the amazing support and feedback!!! 0.9.0 changelog
Hi everyone! It's finally here, the mechanical bay is life for all your enjoyment!!! With it a new area to explore, enemies to dismantle xD and a boss that can be 3?! Now besides the mechanical bay area, we also added and fixed a bunch of big and small stuff. Hopefully, this will be our last beta release, and starting next week we can finally push out the final version!! Thanks again for the amazing support and feedback you guys are sending over! 0.8.8 changelog
Hi everyone! It took us some time, but it's finally here! The game no longer deletes your progress when you die, we plan to release an option to play this mode in the future, but until then all the progress you do won't go away when you get killed. Unfortunately with all the bug crushing we weren't able to fully playtest the mechanical bay area like we want before pulling the trigger, so we will delay its release to tomorrow, either way, more fixe 0.8.7 Changelog
Hi everyone! New week, more updates, today we discovered a big one, big shoutout to Cranky Templar for all his help on getting this one fixed. Basically, we had a big issue during the packaging phase of the game that pretty much ruined a bunch of behaviors in run-time. Tomorrow we aim to release the mechanical bay and finally kill the progress lost on death! As usual a big thanks to anyone playing the game and sending us the awesome feedback we keep receiving. 0.8.6 changelog:
Hi everyone! To thank all of you for such amazing support we can only do one thing, act on them, so here you have for your weekend fun, a new Oirbo update full of fixes and balancing tweaks to all areas. Next week we will finally allow all of you to play in the mechanical area and finally act on our promise and remove the progress loss when Oirbo dies. Thanks again for supporting the game and keep that feedback coming!
Hi everyone, First of all and as usual a big thanks to all feedback and suggestions. We decided that we will remove the loss of progress on death, so you can expect that in the coming days. Besides that here is the changelog for 0.8.4.1
Hi everyone! It is with great pleasure that we announce that Oirbo will be released on Early Access on July 19th! It's been a tough (almost 5 years) of development, and even though the game isn't 100% done, we know it's already an awesome experience and couldn't wait to share it with you guys. Don't forget to wishlist it if you haven't already and like/retweet the announcement tweet ^_^ Thanks again for sticking around with us and we hope that you like Oirbo :oirbo: [previewyoutube=ImVvuYo612M;full][/previewyoutube] https://store.steampowered.com/app/1074280/Oirbo/
Hi everyone, We are happy to announce that Sudoku Zenkai is finally online on all platforms! Cross-Play is now enabled too, so you can play with your friends no matter the platform they are playing at!!! For more details check our blog https://store.steampowered.com/app/809850 Don't forget to wishlist our upcoming game too! https://store.steampowered.com/app/1074280/Oirbo/
Hi everyone! We just released a new version of our Sudoku Zenkai game with a new multiplayer service provider. For you the changes should not be noticeable, but do let us know if you find any issues! The update is online on Steam, itch and Android, the iOS and Nintendo Switch versions are still waiting to be certified on their respective stores, we will let you know when they all passed certification. For more info regarding the update check our blog post. We also fixed a couple of small and big issues reported, so if you find any more issues do let us know! Best Regards
Hi everyone!
We lied! We just released a new update for Oirbo demo, with some bug fixes as well as some suggestions from you guys, the changes for this update are the following:
Hi everyone!
The last demo update (for a while), is here! We just pushed the demo update to steam and the other stores where Oirbo is present! So you can go and get it!!!
The content didn't change, you can still play only the first 2 areas, but now you will have a couple of new features:
Hi everyone!
As you know we are still investing time on Oirbo demo in order to act as soon as possible to your feedback in order to restart the feedback loop, today we just released a major update to the demo with a bunch of fixes and suggestions from you guys, as well as some cool new stuff XD.
[New] Warehouse area boss design remake
[New] Item collection popup
[New] Key bindings signs
[New] Mouse support on the main menu
[New] Door design
[New] Dark section environment at the Nature area
[Improvement] Changed a few of our Visual Language Signs to improve readability
[Improvement] Changed some Visual Language Icons
[Improvement] Nerfed laser sections
[Improvement] Slightly changed a bunch of platforms in order to facilitate navigation
[Improvement] Nature area entrance
[Fixed] Rascals issue that made them not spam sometimes
[Fixed] Mine explosion
Next week we plan to publish an overall to the character and death screens, so stay tuned for that.
A big big thanks to every player that shared their opinions with us, we collected it all and act on practically every issue reported, so keep that feedback coming!!!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi everyone!
Another promise delivered (a few days late, sorry xD), we just published a devlog exploring all the issues we detected by your gameplay, and how we will address those! Also fun stats in the end xDD.
To the madlads that finished the demo in 7 minutes and to the other that finished the demo twice, we would love to chat with you guys! Reach out to us in any of our social platforms or right here on steam!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi everyone!
As promised the new devlog is up, we talk about the upcoming demo updates as well as the next work that we will tackle on the next area the mechanical area, so check all about it on our blog!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi everyone! We are so excited to announce the latest demo version of Oirbo, besides a bunch of bug fixes and balancing upgrades we also include for the first time both the Cargo Bay and Nature Area. Right now you can play 2/5 of Oirbo's Levels. Besides the new level, we completely revamped the Nature Area with a few more challenges and visual elements. Now, with the launch of the 0.6.0 demo version, we are also hosting an open contest for all Oirbo demo players, the prize? A free copy of the game upon release, on all digital stores where Oirbo is launched! So what do you need to do? [olist]
Hi everyone!
It's been a while, but we are finally back to dev logging (XD), you can read what the hell happened since our last status report, our current and future plans on our blog!
But you can expect more devlogs with more content updates coming more regularly!!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi everyone!
After so long we finally get everything back together and it's time for a new devlog!!! We talk about how we will convey to you the story, lore, and mechanics as well as show off our new billboard system, check this and more on our newest devlog!
A big thanks for all the feedback and support that everyone is giving us!
We also wish Happy Holidays to everyone, keep playing, and stay safe!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi everyone!
Today we unveil how the medical boss will behave, the its art it's still on the concept phase but you can already see how its patterns will work, at least on its more basic form xDDD, read all about it on our latest devlog!
A big thanks for all the feedback and support that you everyone is giving us!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi everyone, We decided to make a quick post with a little more information regarding Oirbo, the team, and the contents of the demo.
https://www.youtube.com/watch?v=369LNYcSkvc Hi everyone! After finishing most of the third area of the game we decided to create a quick teaser, you can watch it on youtube or directly on the Oirbo Store page. Hope that everyone enjoys it and don't forget to wishlist it too! https://store.steampowered.com/app/1074280/Oirbo/ Feel also free to follow our daily news on our Twitter or Facebook!
Hi everyone!
We are sorry about this downtime we had some personal issues to sort out but we are finally back at 100%, and with a new devlog ready! You can check the latest Oirbo news and developments on our blog! Next one we will probably include some cool insights on the medical area boss, so stay tuned!
A big thanks for all the feedback and support that you everyone is giving us!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys, another couple of weeks and more stuff done, this time we finished the medical area level design, another milestone for us especially because it was right on time with what we schedule for it \o/. Now we will tackle the boss and the environment design, for more on the last sections that we worked checkout our devlog!
A big thanks for all the feedback and support that you everyone is giving us!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi everyone! We just released another Demo update, fixing some issues reported and improving some others xD, you can download the 0.5.8 version right now! Today we also made the #62 Oirbo devlog, where we talk about the details of the last enemy that we implemented for the medical area, and the usual status report, you can read all about it on our blog. A big thanks for all the feedback and support that you everyone is giving us! https://store.steampowered.com/app/1074280/Oirbo/ Feel also free to follow our daily news on our Twitter or Facebook!
Hi everyone!
We just released an update to our Demo, fixing a few bugs that you reported back and adding another Assembly Pod (where you spawn) into the map.
On the developer department, we are making huge progress on the medical area (the third of the game), above you can check a little gif of one of the enemies (WIP)
A big thanks for all the feedback you guys are sending over to us and keep it coming!
Don't forget to drop us a wishlist.
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi everyone!
We just released the 0.5.6 version of Oirbo demo, fixing some issues that you guys reported to us, a big thanks to all the feedback and suggestions that you've been throwing at us!
Today we also resumed our Oirbo devlog series, uncovering what we are working on and our plans for the future.
A big thanks for all the feedback and support that you guys are giving us!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi everyone, We decided to make a quick post with a little more information regarding Oirbo, the team, and the contents of the demo.
Hi everyone! We are hosting an event on our Discord Server where you can join and ask us anything. We will also prepare some behind the scenes content from previous and upcoming development of the game. You can also join before or after the actual event, we are always there ;) If Discord isn't your thing you can also ping us on either Twitter or Facebook!
Hi everyone! We are hosting an event on our Discord Server where you can join and ask us anything. We will also prepare some behind the scenes content from previous and upcoming development of the game. You can also join before or after the actual event, we are always there ;) If Discord isn't your thing you can also ping us on either Twitter or Facebook!
Hi guys!
The Steam Game Festival, Summer Edition is almost here, and we are still preparing up and polishing as much as we can Oirbo demo! We hope that you guys enjoy everything that we included in the demo, but don't forget that we left a bunch out too.
On this week devlog, we talk exactly about everything we've been doing to Oirbo on these past weeks and what we are planning to do during the event.
You will be able to talk directly to us and ask us any question, (a little secret you can already do that, just join our Discord Community), but we are trying to see if we can also make a streaming session with you guys, but it will depend on a bunch of factors that we do not control (like the internet speeds right now).
Even so, we are excited to show off what we've been working for almost 2 years now, we hope that you guys enjoy Oirbo!
A big thanks for all the feedback and support that you guys are giving us!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys!
This week on oirbo #59 devlog we talk a little about the upcoming demo, that will be featured during the upcoming Steam Game Festival!
The demo will take place in Oirbo nature area, you will be able to explore most of it (about 2/3) and you can expect content for 1 to 2 hours of gameplay, depending on how you explore it.
The nature area spotlighted in the demo won't necessarily be the same that we will have in the end game, although we aren't planning on any overall structure changes.
For the complete details be sure to check our devlog!
A big thanks for all the feedback and support that you guys are giving us!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys!
Two weeks ago, we weren't in a great place creatively, fortunately for us that gone and went and we are finally making progress again!!!
We started the new enemy, added some puzzle elements, and achieved one of the most important design goals we had since we begin developing the game, read all about it on our blog!
We are also proud to announce that we will be part of the Steam Game Festival, Summer Edition, so you can expect a demo of Oirbo by June! We are also planning some other ways of us getting involved with you guys during the event, so stay tuned for them too!
A big thanks for all the feedback and support that you guys are giving us!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys!
A new devlog is finally online, this time we go a little meta, talking about some issues we are having on the med area. But we still end up with lasers, and who doesn't like a lot of them xDDD.
Next week we plan to finally complete all the med area enemies and mechanics so stay tuned for more news, here or on any of our social media channels ;)
A big thanks for all the feedback and support that you guys are giving us!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys!
After a skipped week Oirbo devlog is back! This time we reveal the new look and feel of the medical area, some new cool art that we've done for Astral Oirbo and the medical area "spikes" and we cap it off with the usual level design progress gif, so go check it!.
As usual a big thanks for all the feedback and help that you guys are giving us!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys,
Last week were all about finalizing some of the main mechanics of the ongoing med area, we finalized the Anesthesiologist Robo and the new health draining button, you can read all about it on our blog!
As usual a big thanks for all the feedback and help that you guys are giving us!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys,
Coming from one of the most productive weeks so far on Oirbo, we talk about the new design, the new enemy and the new button that we worked all week on the latest devlog!
This week we are aiming to polish the new enemy, and continuing working on the floor plan and level design of the medical area, so stay tuned!
As usual a big thanks for all the feedback and help that you guys are giving us!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys!
A new week and as usual new devlog!
This time we do a review of what we've been doing for the past 2 weeks, mainly a lot of level design and the creation of the new mechanic Astral Oirbo (the one you see in the gif above).
Now for this week, we will tackle the all so important anesthesiologist, a kind of mini-boss that will be present across the medic area, and the button mechanic for this area.
As usual a big thanks for all the feedback and help that you guys are giving us!
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys!
Last week we finally ended the first version of Oirbo User Interface \o/.
With it, we got a huge motivation boost from it and we are finally ready to tackle the new area! It's been a few months since we added actual content to the game so we are super eager to start but first will fix some loose ends on our engine.
The devlog is as usual on our blog, feel free to read it and let us know on your thoughts of the UI ;)
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys!
This week devlog we go through the hurdles that we had to pass in order to get the map system that we wanted to deliver to you guys.
We also finally ended the character screen and are aiming to start the third area of the game this week! We are already working on the area tiles and hopefully next week we can give you guys a sneak peek of what you will be playing!
Until then don't forget that you can try the super early alpha over on our Discord Server (we are running the early alpha in there)!
And to add the game to your wishlist
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys!
This week we finally jumped in headfirst to the in-game UI, we finalized the fist tab that serves as a guide to the skills that you progressively unlock and made the side panel which is misc of information, from location to inventory. You can read more about it on our blog.
Don't forget that you can try the super early alpha over on our Discord Server (we are running the early alpha in there)!
And to add the game to your wishlist
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
We want to start 2020 with a proper alpha build for you guys, so we finally decided to do a proper UI that is actually usable to other human beings besides us. You can read all about it on our blog.
Don't forget that you can try the super early alpha over on our Discord Server (we are running the early alpha in there)!
And to add the game to your wishlist
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys
This week we continued working on Oirbo VFX as you can see from the dash preview above.
But besides that, we finally locked in the story and how we will deliver it, it may not seem much but it means that we can start working on the systems and on world with much more confidence that we had for this previous 2 areas, where we would leave places blank to put future lore related stuff.
Besides the story we also started working on the UI:
For more info, you can check this week's devlog.
Don't forget that you can try the super early alpha over on our Discord Server (we are running the early alpha in there)!
And to add the game to your wishlist
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys!
In the last couple of weeks we've been working on adding some VFX to the character the world, today we can finally show you our process thought on adding each element. You can read all about it on our blog.
We also finally started working on the enemies for the medical area, the first one is this fellow:
It won't take you any damage, but it will make your head spin, after all it's code name is anesthesiologist robo xDDDD. More on this very soon!
Don't forget that you can try the super early alpha over on our Discord Server (we are running the early alpha in there)!
And to add the game to your wishlist
https://store.steampowered.com/app/1074280/Oirbo/
Hi guys!
Another week full of new stuff on Oirbo, we finally wrapped up the loading system, in such a way that you won't see or feel any loading happening while you traverse the entire spacecraft.
With the loading system complete we also did the fast travel system which will help you avoid walking around too much, hopefully reducing the overall time on backtracking quests. And finally, we finalized the new base animations for Oirbo character, with a complete overall to its design too! You can read all about it on the latest DevLog!
What do you guys think of the new animations and character style?
As usual a big thanks for the support and feedback that you guys keep giving us!
Don't forget that you can try the super early alpha over on our Discord Server (we are running the early alpha in there)!
And to add the game to your wishlist
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Today marks the third anniversary that Stellar Interface officially came out, and for the first time since launch we don't have an anniversary update, the reason is that we decided to stop content development on Stellar Interface and focus on future ventures, like our upcoming title Oirbo. It wasn't an easy decision to make, but we think its time to move on and stop always having the game on our minds while we work on other projects. Stellar Interface is and always will be the first game we ever made and published and that won't ever change, even today we still hope that sometime down the line we will be able to publish on the PS4, since it's the only goal that we still didn't meet with the game, but as of right now we will stop pursuing publishers for it as well as stop all content and new features development. We will still try to update the game with bug fixes reported to us and we will collect any suggestions or ideas for a possible sequel. A big thanks for all that played the game, and we will stick around collecting your feedback and working on any issues that you encounter, we just need to move on and completely focus on Oirbo right now, and hopefully in the future, we will get back and make a so desired sequel to the game! You can read the complete post-mortem on our blog and wishlish our next tilte on steam: https://store.steampowered.com/app/1074280/Oirbo/
Hi guys!
Today we posted yet another devlog on our blog, we are finally getting everything sorted out and we are finally starting to add final art/animations/details on it. We still have a bunch of content to add but it's always nice to close up open circles.
This coming week we expect to do some critical performance tests as well as finally starting tackling the huge VFX and GFX todo list that we have for the game.
As usual a big thanks for the support and feedback that you guys keep giving us!
Don't forget that you can try the super early alpha over on our Discord Server (we are running the early alpha in there)!
And to add the game to your wishlist
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Hi guys!
It's been some busy weeks working on Oirbo, the Nature area is finally done, and we are finally starting the UI, we already have some stuff implemented and ready to use, you can check all of them on our latest devlog
A big thanks to all our Steam followers for the feedback and suggestions and keep them coming!
Don't forget that you can try the super early alpha over on our Discord Server (we are running the early alpha in there)!
And to add the game to your wishlist
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
After a week rest, Oirbo Development is back and with big changes and ideas XD, read all about it on our newest DevLog
If you miss our UI concepts you can also check them out here, they are still concepts but we will have them playable very soon ;)
Don't forget that you can try the super early alpha over on our Discord Server (we are running the early alpha in there)!
And to add the game to your wishlist
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
A few days late, but last week devlog is finally online!
The past week was all about finishing up the nature area boss, which we did, now, of course, it needs a little polish here and there, but the base structure is done! Time to have fun with it!
Don't forget that you can try the super early alpha over on our Discord Server (we are running the early alpha in there)!
And to add the game to your wishlist
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
This week devlog is finally online. We finally ended the bees and merged the art with the level design. With the merge done it's finally time to start the implementing the area boss.
This coming week we will have to do a serious crunch since we have an important milestone coming up that we can't afford to miss, so hopefully by the end of the next week the Area2 is 90-100% complete!
Don't forget that you can try the super early alpha over on our Discord Server (we are running the early alpha in there)!
And to add the game to your wishlist
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
Another Oirbo dev week went by and you know we have a new devlog talking about it!
We finally put the AI module to the test. It's far from perfect but it already provides a nice and tense pursuit, hopefully by the time we tweak everything it will just be a blast running away of those bees XD.
The area is almost completely decorated and the Boss area design is locked, time to implement it!
Don't forget that you can try the super early alpha over on our Discord Server (we are running the early alpha in there)!
And to add the game to your wishlist
https://store.steampowered.com/app/1074280/Oirbo/
Feel also free to follow our daily news on our Twitter or Facebook!
This week on our weekly devlog we show the progress of the week work. We paused the development of the game a few days to start up our AI module to give you an extra challenge on Oirbo. On the art department, we almost finished the decoration of the nature area, don't forget to check the screenshots out in the post!
Until then don't forget to add the game to your wishlist
https://store.steampowered.com/app/1074280/Oirbo/
And try the alpha that is available over on our Discord Server (we are running the early alpha in there)!
Until then feel free to follow our daily news on our Twitter or Facebook!
This week DevLog is a little short, we had some other tasks to do, but still, we were able to implement our first optional power-up, implement a new mechanic and design 3 new sections! We are coming very close to the decoration phase where this area will really look alive!
Next week, we will again be full-time on the game, and hopefully, we will be able to show you how the whale from last week will look in-game XD
Until then don't forget that you can try the game today on our Discord Server (we are running the early alpha in there)!
Until then feel free to follow our daily news on our Twitter or Facebook!
This week the nature area work continued, after dominating the wind mechanic we started adding some huge elements to the area, both visually and for gameplay purposes.
We added a new enemy, the Scythe Robo that promises fun encounters and wacky tactics to kill.
Finally, we have a huge whale xDDDDD, read that and more on our DevLog!
Don't forget that you can try the game today on our Discord Server (we are running the early alpha in there)!
Until then feel free to follow our daily news on our Twitter or Facebook!
Hi guys,
This past few weeks we continued hard with developing Oirbo, this week devlog is online on our Blog so be sure to check it out.
Don't forget that you can try the game today on our Discord Server (we are running the early alpha in there)!
Until then feel free to follow our daily news on our Twitter or Facebook!
Hi guys! Development continued this past week and we reached a huge milestone, we finally ended the first area. With it all the content creation process is figured out so we should wrap up the new areas much more quickly! We also made a quick gameplay teaser video, before the release of the announcement trailer. You can check the gameplay video and devlog on our blog. The new alpha update was also launched today and you can get it directly from our Discord Server. Feel free to follow our daily news on our Twitter or Facebook!
Hi guys, today we released a new alpha build over at our Discord Server (we are running the early alpha in there)!
If you want to see all the goodies that we've made this month, join in and play it for free today!
We also released this week devlog over at our Blog So be sure to check it out!
We will be releasing a trailer and some more news very soon!
Until then feel free to follow our daily news on our Twitter or Facebook!
Hi guys!
Last week we finally got actual art for all the enemies and started working on finally having decent environments. Hopefully this week we will finish it up and release yet another alpha build.
Checkout our Blog Post for the full DevLog.
Don't forget to join our alpha testing on our Discord Server!
Until then feel free to follow our daily news on our Twitter or Facebook!
Hi guys!
This week we continued our crusade to remove all the placeholder art! Be sure to check our newest devlog on our Blog.
Don't forget to join our alpha testing on our Discord Server!
Until then feel free to follow our daily news on our Twitter or Facebook!
Hi guys!
The newest Oirbo devlog is now online on our Blog be sure to check it out!
Next week we will have a new alpha build over on our Discord Server so be sure to opt-in to it ;)
Until then feel free to follow our daily news on our Twitter or Facebook!
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