2026-08-28 16:45 UTC · Community Announcements · TheJan14
Hello everyone!Today we want to talk about something that may look fairly simple from the outside, but turned out to be one of the more unexpectedly difficult parts of developing ORBA: localization.ORBA will be available in three languages: English, German and Japanese.We would have loved to support even more languages, but we made the decision to only localize the game into languages we actually have access to ourselves. Localization is more than putting a sentence into a translator and replacing the original text with the result. Especially once a game starts inventing its own terminology, c
2026-08-21 16:50 UTC · Community Announcements · TheJan14
Hello everyone!The time has finally come: ORBA is officially releaseing September 13th and the leaderboard is yearning for your scores! But the game wouldn't be what it is today without the feedback of our valued demo players. This is why we want to take the time and review what changes we made based on your feedback.Button Remapping@ThePiPiper, @MagisOne of the most asked for features was the ability to remap the controls - which is certainly understandable as ORBA both has a unique default input scheme and relies on tight, reliable controls at the same time. This is why, ultimately, there wa
2026-08-14 13:46 UTC · Community Announcements · TheJan14
Hello everyone!In today's devlog, we've got a very special guest: my wonderful, amazing friend Luka (itch.io, soundcloud), who generously lent us his incredible talent to create five (!) unique soundtracks for ORBA that are absolute bangers - just because I asked (I still can't believe it). He's going to take you through the making of the music for the last two levels. Happy reading (and listening)!Missing #2? We wrote a technical, itch.io specific devlog about the web demo, you can find it here: DEVLOG #2: Deploying ORBA to the WebHi all! Today I want to tell you a bit about Orba’s original s
2026-08-09 13:05 UTC · Community Announcements · TheJan14
Hello everyone!We are very happy to announce that ORBA will officially release September 13th this year!Here is a look at what is waiting for you in the full version:Three Final TrialsComplete your ascent through three brand-new, challenging Trials before you finally reach the top: FIRE, AIR and VOIDGhost ChallengesTest your speed on the global leaderboards by racing directly against other players' recorded Ghosts. Study their movement, hone your routes, and push for the ultimate run.Lucky Charm Abilities Unlock a whole array of powerful new Lucky Charms Abilities!Full Skin CollectionComplete
2026-02-21 14:48 UTC · Community Announcements · TheJan14
Hello everyone!Eddy Games did an interview with me on Youtube where we talk about:Building games outside the AAA pipelineDesigning difficulty curves in time-attack gamesThe evolution of Orba’s art directionWorking with family across continentsBalancing a stable career with creative passionYou can watch the full conversation here:Huge thanks to Nathan for having me on the show! If you have any questions about the topics we covered (especially about the art direction or the difficulty curves) drop a comment below. I’d love to hear your thoughts!Kind regards, Jan
2026-01-25 11:03 UTC · Community Announcements · TheJan14
Hello everyone!While we continue developing more content for the full release of ORBA, we are also constantly improving the game’s core. We want to share an in-depth look at our journey and the improvements we’ve made since the launch of the ORBA Demo in December (long read ahead!).Streamlined TrialsIn earlier stages of ORBA's development, the Tower was one continuous, uninterrupted climb. When we implemented the Trials as closed segments of the climb, we didn't follow this idea to the end. The player, for example, still had to advance to the Custodian's Chamber after delivering the Orb to the
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