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Orbit Reveal

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We reveal the existence of the project codenamed Orbit

Table of Contents

Let’s talk about Orbit
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There is something strangely satisfying about failing alongside your friends.

We have always loved games that turn an ordinary evening into a memory: Among Us, Overcooked, Goose Goose Duck. But almost all of them share the same flaw — they become predictable too quickly. The situations repeat, the strategies get memorized and the magic disappears. That frustration was the starting point for Orbit.

The project was born from something very specific: those chaotic conversations between friends where everyone shouts different instructions, nobody does what they should and, somehow, that is the most fun part of the evening. Orbit takes that chaos and makes it the central mechanic, but carries it into a setting we had not seen before — a setting we will reveal later.

Every session is different: new customers, new recipes, unexpected events. Nothing ever happens the same way twice.

Inspiration
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Overcooked and PlateUp! are the reference baseline, but Orbit takes a different direction from the start. Here it is not enough to cook well — players must also manage inventories, administer space, buy upgrades and adapt in real time to the dynamic events that will affect each run.

On top of that comes the freedom to organize the workspace: stations, machinery, teleporters. Each team can design its own way of operating, and that freedom means two different groups can play the same level in completely different ways.

Cooperation and competition, together
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Cooperating in Orbit is not optional — it is the only way to survive the pace of service. But the game introduces an additional layer that separates it from other entries in the genre: internal competitiveness. While the team works together to complete the shift, each player is evaluated on their individual performance: speed, accuracy, efficiency, support in critical moments. Those who stand out earn better rewards, in-game advantages or items to personalize their character.

The result is an interesting tension: cooperating is mandatory, but standing out is optional… and tempting.

A living system
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The other pillar of Orbit is replayability. Procedural content ensures that ship configurations, event order, recipes and the conditions of each shift are unpredictable. There is no definitive strategy because the game is never exactly the same twice. Every run feels like a new story, with its own moments of chaos, coordination and — almost always — some mistake everyone will remember for a long time.

Orbit is designed so that chaos is understandable, strategy is free and fun emerges naturally from player interaction, not from a script.

Story Mode
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We are also building a story mode, where things are less chaotic and which we recommend everyone starts with to understand the mechanics, the world and everything Orbit has to offer. Arcade modes and challenge modes will be unlocked afterwards, all so that everyone has opportunities to have fun.

What comes next
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There are still many details to reveal, and what we have shown so far is barely the kitchen door.