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
- Fixed issue with Dark Tiles not aligning correctly.
- Fixed multiple decoration pop-in issues.
- Fixed background multiple-layer issues
- Fixed issue on Nature Bay where the player would spawn in a dark area without it being dark
- Fixed N dash bug
- Fixed dash-jump bug from the ground (sorry xDDD)
- Configured Natured Bay thermostat to a nice 5C
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
- Added support for Steam Input
- Added native support for PS5 controllers
- Fixed some graphical issues on the Nature Bay dark section
- Changed Robo Bees behavior to be more obvious of their current state
- Fine-tuned some shaders to improve their effects.
- Improved controller glyphs
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
- Performance enhancements for Steam Deck
- Integrated with Steam Input (still disabled for regular players)
- More changes on a bunch of enemy hitboxes
- Adjusted some timings on enemies and hazards on the Mechanical bay
- Added fertilizer to all Nature Bay plants
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
- Oirbo movement speed is now sensible to the analog stick (walking animation incoming)
- Fixed zoom in/out buttons
- Fixed issue that allowed the "exchange" of damage between Oirbo and enemies
- Fixed Cargo Bay boss attack patterns
- Fixed issues with Nature Bay boss hitboxes
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
- More steam deck improvements x2
- Vastly improved sections memory management
- Fixed hiccups on the Nature bay bee's sections
- A bunch of small bugs and visual issues fixed
- Buffed Oirbo cuteness by 42%
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
- More steam deck improvements
- Changed some hitboxes on the Cargo Bay boss
- Tweaked audio default values
- Fixed audio dead zones on the Nature and Cargo Bay
- Tweaked Mechanical bay shooters on some sections
- Improved Robo bees AI
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
- Tweaked look-up and down animations
- Tweaked player movement, especially mid-aird
- Changed camera follow behavior
- Fixed some issues with some generic game controllers
- Tweaks on Cargo Bay boss animations
- Further reduced death screen time
- Increased tell time on the Nature Bay Boss
- Changed camera sensor to the IMX989
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
- Fixed timed platforms on Mechanical Bay
- Added native support for Logitech gamepads
- Cargo Bay boss no longer throws a tantrum unless its provoked
- Cargo Bay boss no longer trades blows when its attacked while jumping
- Buttons after clicking no longer act as obstacles
- Fixed issue regarding the look-up and down animations
- Given Cargo Boss a pacifier
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
- Minor changes in the Cargo Bay, adjusting nerfing some sections' difficulty and boosting others.
- Fixed more "phantom" blocks that didn't have any colliders
- Major performance upgrade on the big Crusher challenge on the Mechanical Bay
- Tweaks to Split robos over at the Medical Bay
- Painted Oirbo in Carrot Orange
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
- Performance improvements on the Cargo Bay
- Fixed some more pop-in issues in all areas
- Improved the Scythe Robo hitboxes
- Improved Medical Bay boss fight
- Boosted Oirbo cuteness by 103%
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
- Fixed Oirbo animation issues while using the gravity flip skill
- Fixed major and minor issues regarding the environmental sound
- Fixed some spawn points on the Mechanical and Nature Bay
- Changed default audio values
- Changed timings on some Oirbo animations
- Installed anti-motion sickness upgrade on Oirbo
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
- Performance improvements in the Cargo and Nature area
- Nerfed some sections on the Mechanical and Medical Bay
- Improved Oirbo animation transitions
- Removed some visual glitches from the Mechanical Boss
- Installed new green contact lenses on Oirbo
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!!
- Fixed issues on some puzzles, that couldn't be solved without a specific skill, yet were accessible with a combination of other skills
- Performance improvements in the Mechanical Bay area
- Fixed weird visual glitch with the Medical Bay Boss
- Improved hitboxes in the Nature Bay Boss
- Adjusted timings in the Cargo Bay Boss
- Installed anti-motion sickness add-on to Oirbo
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
- Fixed timed platforms on Mechanical Bay
- Nature Bay Robo Bees now have a visual indication of their anger state
- Oirbo no longer spawns with gravity inverted if it enters an astral section or fast travels
- Fixed issues with fast travel during a dark room
- New health containers now replenish health
- Fined the Nature Bay boss for growing banned substances
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
- Adjusted the wall jump overall feel
- Fixed some graphical issues that caused weird scan lines in some rooms
- Nerfed some Hammer rooms
- Slight changes to Oirbo's Jump and Double jump
- Minor redesigns on some platforming sections across all areas
- Fixed some world floor/ceiling issues where colliders were missing
- Trimmed down Nature Bay canopy, it was getting hugeeee
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
- Fixed hammer issues where sometimes they pushed you to inside walls
- Slightly changed Scythe Robos hitboxes
- More performance improvements on content-heavy rooms
- More tweaks on Oirbo animations and controls
- Upgraded Oirbo footwear, it's growing too fast :3
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
- Improved Astral sections movement, the camera is now a lot quicker to "look at" the direction you are heading
- Changed some sceneries on the Nature and Mechanical Bays
- Improved hitboxes on some enemies
- Fixed some pop-ins in all areas
- Fixed some issues regarding frame drops on some sections in Mechanical and Medical Bays
- Changed Robo Bees AI configuration
- Changed Robo Bees AI configuration
- Fined Medical boss, for dangerous working laser conditions
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
- Fixed issue where wall jump didnt work after being revived by the anesthesiologist robo
- Fixed some health puzzle tile issues
- Fixed some map inconsistencies on the Mechanical Bay
- Fixed some collision issues with some "Spikes"
- Fixed Mechanical Bay map pins
- Fixed a ton of small issues that caused health orbs to behave weirdly
- Improved controller support for players that use virtual solutions
- Fixed Mechanical Bay cannon boss fight camera issue
- Eased a bunch of camera transitions
- Fixed hammer's wall jump issues
- Buffed Oirbo cuteness by 33%
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
- Mechanical Bay content overall, more puzzles, challenges, and hazards!
- Fixed Mechanical Bay shooter enemies sometimes getting out of bounds
- Improved Oirbo wall jump
- Added Health Orb puzzle map pins and respective memories
- Fixed some Medical Bay background inconsistencies
- Map pins now maintain size when zooming in and out
- Fixed some glitches with dark sections where the borders wouldnt turn off the lights
- Cargo Boss no longer reacts to damage after death.
- Nerfed Mechanical Bay Boss
- Fixed janky camera movement on some boss fights
- Fixed camera issues on some sections of the Mechanical Bay
- Fixed Death screen map view
- Extended story log 6 to be easier to understand
- Improved all area signs
- Updated Cargo bay area shadows and lamps that were incorrectly placed
- Fixed audio issues
- Mechanical Bay boss saw is now even sharper
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
- Changed default keyboard layout, to better improve the experience on non-querty keyboards
- Updated official Steam layout
- Changed Cargo Bay boss colliders
- Added more tells to Cargo Bay boss patterns
- Reduced death screen time
- Improved Pause menu responsiveness
- Fixed collider issues on platforms in the Nature Bay entrance
- Mechanical Bay Cannon and Saw bosses no longer appear after the main fight if not defeated prior to it.
- Fixed issue that caused background music to stop playing
- Cargo Bay Boss is now egg yolk yellow
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
- Fixed issues where in some sections where Oirbo would spawn inside walls
- Fixed Giant Oirbo memory collections
- Collecting regular or golden memory chips now takes into consideration visited and unvisited locations
- Improved Nature Bay double jump tutorial section
- Minor tweaks made to Oirbo handling
- Added more iframe time when Oirbo respawns
- Lava Flying Robos no longer drop more than 1 lava ball
- Fixed more camera issues
- Fixed more pop-ins
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
- Added more signs and environment nudges to help navigation
- Changed the location of some collectibles
- Oirbo now reacts to being in wind zones correctly
- Tower section now only requires you to defeat it once
- Tweaked Astral sections controls
- Fixed some tile errors
- Improved support for QWERTZ and AZERTY keyboards
- Fixed some camera issues
- Fixed more hidden sections triggers
- Added a bunch of health orb challenges
- Fixed random crash on Mechanical Bay boss
- Improved camera, now it nudges forward to help visibility
- Fixed map panning issues
- Fixed issue that locked the player menu into the map tab
- Fixed pausing issue that prevented pause after some time
- Buffed Oirbo cuteness by 42%
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
- Improved Cargo Boss fight,
- Changed the Nature Bay map with the new section
- Improved native support for non Playstation, Xbox and Switch controllers
- Tweaked Medical Bay Area controls and camera
- Reduced Cargo Boss Neural capacity
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!!
- Improved Steam Input Support
- Changed the Nature Bay puzzle section
- Fixed Anesthesiologist issues when it caught the player when it was already dead
- Fixed more hidden sections that didn't properly reveal when the player was near
- Fixed more pop-ins
- Performed a manicure on Oirbo
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
- Updated Steam configuration to enable Steam input on controllers that aren't directly supported
- Fixed mixed camera issues
- Fixed soft locks on the big Crusher challenge
- Crushers now allow you to wall jump
- Nightwatch power-up now has the correct visual representation
- Fixed some hidden sections triggers
- Revised control input on Medical Bay Astral sections
- Add the missing Health Pod and button on the Nature Bay
- Mechanical Bay decoration pop-in fixed
- Medical Bay background fixes
- Animation updates for the Oirbo character
- Fixed memory pods unveil
- Fixed hidden section map pins
- Fixed golden memories (this required some changes to the save system, older saves will need to visit past collected items in order to clear the pin from the map)
- Added fangs to Oirbo
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
- Added death marker on the map
- First death no longer deletes progress
- Fixed map issues on weird resolutions
- Fixed some popup decorations on the Cargo Bay
- Fixed some visual glitches regarding the black tiles
- Fixed glitch that only disabled dark areas on spawn
- Fixed conveyors animations
- More health challenges
- Health challenges now have SFX
- Fixed loading fps drops when reaching the mechanical bay
- Mechanical bay hidden sections are now hidden in the map
- Had Oirbo checked out by a competent mechanic
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
- Fixed missing tiles on Mechanical Bay
- Fixed dark section trigger on Mechanical Bay
- Memories now scroll correctly to any map pin even if not in the current area
- Mechanical Bay map pod now works as expected
- Unlocked maps now correctly show up
- Fixed weird glitches with map pins
- Conveyors now move in the correct direction
- Nature Bay, the puzzle that requires a health orb now doesn't despawn
- Fixed pause menu random bug that disabled player movement
- Fixed golden memories issue. (Requires new Save)
- Increased max zoom-out on the map
- Fixed map navigation speed on big resolutions
- The game now pauses when the overlay is open or the controller disconnects
- Fixed about
- Nerfed Oirbo simulated heart, anxiety was ruining its jumps.
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
- Added Mechanical Bay area!
- Added UI sound effects
- Added new signs to help the player navigate
- Boss health no longer sticks around when it's not killed
- Health orbs now make a sound when collected
- Fixed some UI presentation issues
- Fixed camera going haywire on loading, uncovering unexplored sections
- Fixed random soft locks on loading screens
- Fixed moving lasers sections
- Fixed fps drop on some Astral sections
- Increased visibility of Button in the Tower section
- Removed performance-heavy decorations throughout Area 3
- Re-designed A3 boss arena to be more visually forgiving
- Updated some sprites to tile better
- Polish and decoration streamlining
- Nerfed Oirbo cuteness 10%
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
- Progression is no longer lost when killed
- Fixed about
- Fixed Anesthesiologist spawn points
- Fixed other issue that could cause the tower challenge to soft lock
- Fixed Medical Bay Laser challenge issues
- Fixed some camera issues on Medical and Nature Bay
- Made some tweaks to map pins to improve navigation
- Fixed astral hidden sections not being triggered
- Fast travel now changes the environment track
- Fixed environment track fades
- Oirbo is now 69% more orange
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:
- Added steam achievements (alpha)
- Fixed Split robos issue that prevented them sometimes from splitting
- Medical Bay can now be explored without the double jump
- Fixed map border issue
- Fixed packaging-related bugs, that yielded weird behaviors in-game, mostly on the medical bay and Nature bay
- Fixed loading issues (caused by the pause menu being opened while the map loads)
- Oirbo antennas now move twice as fast
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!
- Changed the Sound Effects Volume icon
- Improved hint screens to be more readable
- More shadows in the tile maps for easier platforming
- Updated fast travel marker and map pod
- Fixed Cargo area boss animations
- Improved sign animations
- Fixed various visual bugs fixed
- Changed control scheme on the Medical Area astral sections
- Added finer control on the sound sliders
- Added master volume slider
- Fixed Anesthesiologist soft locks
- Fixed Tower challenge soft lock
- Fixed Anesthesiologist freezes
- Nerfed some elements of the Medical Area
- Nerfed some elements of the Medical Area
- Made Oirbo's eyes greener
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
- Skills can no longer be caught before the skill pod opens
- Fixed some graphical issues
- Cargo death sound no longer plays randomly
- Nature area key signs now disable when a key is collected
- Fast travel while on a dark section no longer carries the dark effect.
- Fixed chest memory
- Removed invisible walls on some sections
- Fixed audio balance issues
- Fixed bug that prevented the player from spawning in some situations
- Fixed stability issues
- Fixed more pop-in issues
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:
- More navigation and help signs, hopefully helping out the Nature area navigation
- Fixed death screen, deaths and items counter
- Nerfed the Cargo Boss tantrum, giving it more time until it makes damage
- Spike seeds now disappear after a while
- Fixed a loading issue that prevented some sections of the map to load properly
- Minor visibility and feasibility improvements on some sections
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:
- New optional skill added (Attract health orbs)
- New Death Screen
- Redesigned Visual Language Signs
- Reduced loading times between spawns
- Redesigned dash challenge section on the hive
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]
Warehouse Boss
The fastest gamers to defeat the boss will be crowned winners, the winner announcement will be live on October 15th. You can enter multiple times, the players with the quickest times will win a free key of Oirbo to any platform where Oirbo is launched! What about news and roadmap? On Thursday we will release a new devlog stating the current state of the game and our plans for the future, so stay tuned for that!!!!
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.
About the game
Oirbo is an action-adventure platformer with Metroidvania elements, where you control a tiny robot called Oirbo to uncover its mysterious origin. The game takes place on a huge interstellar spaceship, divided into interconnected open areas, filled with hostile robots, skills to unlock, puzzles to solve and items to collect. Oirbo will be a textless game, all the story elements, menus, and in the future, all the game descriptions will be written using the game's own pictogram based visual language combining the platforming challenges with the mystery of a new language to learn and explore.
The Team
The team is composed of the usual trio in game development, a programmer (Diogo Cardoso), a designer (Eddie Yorke), and an audio engineer (Stephen Pierce). Combined we have worked on dozens of different games and other projects, as ImaginationOverflow, Oirbo will be our 4th game, it will also be the biggest game we've made so far. Oirbo development started in August 2018 (almost 2 years ago xDD) and we expect to release it somewhere in Q1 of 2021 for PC, and on Q2 for consoles. Until then we hope that you join us and help test it and give us feedback to make Oirbo the best game we developed.
The Demo
Oirbo will ultimately have 5 different areas to explore. The demo takes place in the Nature area the "2nd" area of the game. This is subjective since after the first area (the warehouse) you can pretty much explore all the other 4 areas at will (although you won't be able to fully explore any of them without finding and unlocking all skills). The remaining area code names are Medical, Mechanical, and Control. The demo will have 2 unlocked skills, the Night Vision and the Dash enabling you to explore about 3/4 of the area, the only aspects that you won't be able to explore are sections that require some skills unlocked later in the game. Since the entire area area is open to exploration, the demo time can vary depending on the route you take and what side content you decide to see. You can expect between 30 minutes to 2 hours of content depending on how far you explore the Nature area. The demo ends after you defeat the area boss, but you can play it as many times as you wish. We disabled/blocked a few game features for this demo, such as the lore memories, the spacecraft logs, fast traveling, all borders to adjacent areas, and the game save system. The latter implies that every time you exit the game or go back to the main menu, the demo will restart from the beginning.
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.
About the game
Oirbo is an action-adventure platformer with Metroidvania elements, where you control a tiny robot called Oirbo to uncover its mysterious origin. The game takes place on a huge interstellar spaceship, divided into interconnected open areas, filled with hostile robots, skills to unlock, puzzles to solve and items to collect. Oirbo will be a textless game, all the story elements, menus, and in the future, all the game descriptions will be written using the game's own pictogram based visual language combining the platforming challenges with the mystery of a new language to learn and explore.
The Team
The team is composed of the usual trio in game development, a programmer (Diogo Cardoso), a designer (Eddie Yorke), and an audio engineer (Stephen Pierce). Combined we have worked on dozens of different games and other projects, as ImaginationOverflow, Oirbo will be our 4th game, it will also be the biggest game we've made so far. Oirbo development started in August 2018 (almost 2 years ago xDD) and we expect to release it somewhere in Q1 of 2021 for PC, and on Q2 for consoles. Until then we hope that you join us and help test it and give us feedback to make Oirbo the best game we developed.
The Demo
Oirbo will ultimately have 5 different areas to explore. The demo takes place in the Nature area the "2nd" area of the game. This is subjective since after the first area (the warehouse) you can pretty much explore all the other 4 areas at will (although you won't be able to fully explore any of them without finding and unlocking all skills). The remaining area code names are Medical, Mechanical, and Control. The demo will have 2 unlocked skills, the Night Vision and the Dash enabling you to explore about 3/4 of the area, the only aspects that you won't be able to explore are sections that require some skills unlocked later in the game. Since the entire area area is open to exploration, the demo time can vary depending on the route you take and what side content you decide to see. You can expect between 30 minutes to 2 hours of content depending on how far you explore the Nature area. The demo ends after you defeat the area boss, but you can play it as many times as you wish. We disabled/blocked a few game features for this demo, such as the lore memories, the spacecraft logs, fast traveling, all borders to adjacent areas, and the game save system. The latter implies that every time you exit the game or go back to the main menu, the demo will restart from the beginning.
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!
About the game
Oirbo is a 2D action-platformer adventure that takes place on a huge spacecraft divided into interconnected areas. Search in every section for the pieces that make out the history of the journey and enhance your skills and components to get to new heights. Explore every section of the spacecraft to reach your goal, but beware of the army of robots that are coming for you; avoid them; fight them or simply outsmart them on this futuristic hand-drawn adventure in space! https://store.steampowered.com/app/1074280/Oirbo/ Discord | Website | Steam | Twitter | Instagram | Facebook
About ImaginationOverflow
We are a small team of 3, a programmer, a designer, and an audio engineer that started making games a few years ago, our first game Stellar Interface was released here on steam in late 2016 and since then we did some small mobile games before finally deciding to make another full-fledged game.
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!
About the game
Oirbo is a 2D action-platformer adventure that takes place on a huge spacecraft divided into interconnected areas. Search in every section for the pieces that make out the history of the journey and enhance your skills and components to get to new heights. Explore every section of the spacecraft to reach your goal, but beware of the army of robots that are coming for you; avoid them; fight them or simply outsmart them on this futuristic hand-drawn adventure in space! https://store.steampowered.com/app/1074280/Oirbo/ Discord | Website | Steam | Twitter | Instagram | Facebook
About ImaginationOverflow
We are a small team of 3, a programmer, a designer, and an audio engineer that started making games a few years ago, our first game Stellar Interface was released here on steam in late 2016 and since then we did some small mobile games before finally deciding to make another full-fledged game.
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!
Oirbo
ImaginationOverflow
ImaginationOverflow
TBA
Indie Casual Adventure Singleplayer
Game News Posts 89
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Positive
(14 reviews)
https://oirbo.com
https://store.steampowered.com/app/1074280 
Oirbo is a 2D action-platformer adventure that takes place on a huge spacecraft divided into interconnected areas. Search in every section for the pieces that make out the history of the journey and enhance your skills and components to get to new heights.
Explore every section of the spacecraft to reach your goal, but beware of the army of robots that are coming for you; avoid them; fight them or simply outsmart them on this futuristic hand-drawn adventure in space!
- Beautiful hand-drawn art
- Classic platforming and combat system
- Choose your own path to explore a monolithic spacecraft
- Not a single line of human text to read!
- Discover new skills and put them to the test them on challenging platforming puzzles
- Piece together a fragmented story from the past
- Responsive controls with either keyboard or controller.
- Dozens of enemies to fight and overcome
- 5 bosses to vanquish
- OS: Ubuntu 14.04
- Processor: Dual Core CPU 2 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia GeForce 8000. ATI Radeon HD 4800 Series. Intel HD Graphics 3000
- Storage: 200 MB available space
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