
Orbit is a Multiplayer Platformer game. Customise your own character and battle other Players and/or AI controlled Bots across a variety of randomly generated planets. Gain the advantage by earning XP and looting each Planet before your opponents do!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Orbit is a Multiplayer Platformer game.
Battle against other Players and/or AI controlled Bots across a variety of different planets. Gain the advantage by earning XP and looting each Planet before your opponents do!
Features:
- Gravity Mechanic - Players can travel around all 4 sides of a Planet, adding new ways to explore the map.
- Full Multiplayer/Online Support - Players can easily host and join other games at the click of a button.
- Random Procedural Generation - Planets are randomly generated meaning levels/maps are different each round.
- Customisation - Characters can be customised with a variety of different Armours and Colours.
- XP/Leveling System - Earn XP by looting and fighting. This can then be used to gain new abilities and upgrade stats of your choice, depending on your own playstyle.
- Weapons - From a "Giant Battery" to a "Snake-Whip", there's many weapons to find to defeat your enemies with.
- Abilities/Finishers - Each weapon has a "Special" attack linked with it. Save these attacks for just the right time to surprise opponents!
- Retro-Like Aesthetic - The game is heavily inspired from 16-bit games and follows a similar art style.
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Genres
Stats
Languages: English**languages with full audio support
Reviews
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I saw the vision but it was out of focus.
Orbit is an independently developed multiplayer action platformer created and published by Shadey. The game entered Early Access with a relatively straightforward goal: place players on randomly generated planets and allow them to fight, explore, collect useful items, and strengthen their characters while dealing with either human competitors or computer-controlled opponents. Its mixture of procedural generation and platform-based combat gives it an identity that differs from traditional arena fighters built around fixed stages. Rather than learning a handful of carefully constructed maps, players must adapt to whatever terrain a particular match produces. Exploration plays an important role because the generated planets contain loot and opportunities to earn experience. This makes wandering around the environment more than a way of reaching another opponent. Searching can potentially provide an advantage before the next confrontation, although spending too much time gathering resources can also allow rivals to become stronger. The resulting balance between exploration and aggression is one of Orbit's more interesting qualities. Players need to decide whether improving their position is worth delaying a confrontation, especially when an opponent could be doing exactly the same thing elsewhere on the planet. Combat gradually becomes more interesting once Orbit's different offensive and defensive mechanics are taken into account. Players can attack opponents directly, dodge incoming threats, use weapons, and employ specialized moves capable of changing the flow of a fight. A stronger standard attack provides additional offensive power, while an aerial leap that transitions into a ground slam creates another option for approaching enemies and can leave targets temporarily stunned. Melee knockback is particularly appropriate for a platforming environment because moving an enemy into a dangerous position can be just as valuable as simply reducing health. These mechanics make positioning an important element of combat rather than treating every encounter as a straightforward exchange of damage. The ability system adds further variety. Orbit includes abilities covering mobility, offensive enhancement, stealth-oriented behavior, unusual projectile attacks, summoned assistance, and other advantages. The importance of these abilities is that they encourage different approaches rather than forcing every character into precisely the same combat pattern. Mobility can help an aggressive player rapidly close distance or escape danger, while invisibility can support surprise attacks or disengagement. Offensive abilities can increase pressure, while summoned creatures and unconventional attacks create additional complications for opponents. There is enough mechanical variety here to suggest meaningful experimentation even though the overall production remains comparatively small. Health regeneration also influences how encounters unfold. Remaining away from active combat can eventually allow a damaged player to recover, providing an incentive to disengage when a fight is going badly. This creates a natural pursuit-and-retreat dynamic. A wounded player may attempt to use platforms and environmental obstacles to escape long enough to recover, while the opponent has a reason to continue chasing before regeneration can take effect. When combined with dodging, knockback, abilities, weapons, jumping, and terrain differences, this system gives fights more tactical possibilities than the game's simple presentation might initially suggest. Procedural planet generation is arguably Orbit's defining feature. Randomized environments make matches less predictable and reduce the effectiveness of memorizing a single optimal route. Players instead need to examine each planet as they encounter it, locating useful terrain, resources, opponents, and potential escape routes. This unpredictability can create memorable situations, particularly when the generated layout interacts well with the combat mechanics. The tradeoff is that procedural generation does not always deliver the careful balance of handcrafted competitive arenas. Some environments will naturally produce more enjoyable confrontations than others, so players who prefer meticulously designed tournament-style stages may find the variability inconsistent. Character customization helps provide a degree of personal identity. Development updates have improved character models and expanded customization while also revising visual elements such as weapons, objects, blocks, NPCs, alerts, and damage indicators. These improvements are useful because clarity matters considerably in a fast platform combat game. Players need to recognize threats and understand the consequences of attacks without struggling against the interface. Orbit does not attempt to compete visually with expensive modern multiplayer releases, but its uncomplicated presentation suits its small independent scope. Computer-controlled bots are particularly valuable because Orbit is fundamentally structured around competitive encounters. Bots allow matches to remain possible when other human players are unavailable, and adjustments made during development have attempted to make their reactions, attacks, and dodging behavior feel fairer. This is an important feature for a niche multiplayer game because the experience would otherwise depend almost entirely on finding active opponents. AI cannot fully reproduce the unpredictability of another person, but it preserves the basic gameplay loop and gives players an opportunity to learn the combat mechanics. The multiplayer focus is nevertheless Orbit's largest practical limitation. Its strongest moments are likely to occur when human participants are competing, adapting to one another, exploiting terrain, collecting equipment, and experimenting with abilities. A limited active population can make that intended experience harder to consistently obtain. Anyone approaching Orbit primarily for competitive online play should therefore understand that the availability of other players may have a significant impact on enjoyment. Bots reduce this problem but cannot completely solve it. Orbit's Early Access status should also shape expectations. The project has received additions and revisions involving abilities, combat behavior, regeneration, knockback, AI balancing, customization, character presentation, weapons, and other graphical elements. This demonstrates that its underlying concept has been expanded over time. At the same time, the game still carries the unevenness associated with a modest independent project. Its systems are more ambitious than its presentation, and the amount of refinement and content cannot necessarily match larger established multiplayer platformers. As a free-to-play game, however, Orbit is easy to experiment with. The absence of an initial purchase requirement makes its rougher elements considerably easier to accept. Players interested in procedural environments, character builds, PvP platforming, looting, and unconventional indie multiplayer concepts can explore its mechanics without a substantial barrier to entry. Partial controller support also provides an alternative to keyboard controls for players who prefer a gamepad in platform-oriented action. It is not a highly polished or content-heavy competitive platformer, but its combination of exploration and fighting provides enough originality to make it worth investigating, especially for players who enjoy experimental indie multiplayer games. Rating: 7/10
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[h1]botが欲しい[/h1] ver.0.1の感想。 マルチプレイ専用の2Dゲーム。他のキャラを倒せば勝利というシンプルなゲーム性(だと思う)。武器は複数種あるし、必殺技みたいなのもあって興味深い。ステージ上のアイテムを取得してレベルアップもでき、全体的に色々やろうとしているのは分かる。 ただしマルチ限定なのにbotがおらず、人もいないので1人でアイテム要員の敵を倒して周るだけというゲームになってしまっている。将来的に実装されるのかわからないが、マルチ限定で楽しさを味わうこと無くアンインストールしてしまう場合の方が多いのではないかと思う。 あとはマップの大きさ。マップは戦闘ごとに生成しているっぽい雰囲気だが、人数に合わせて生成しているのだとしたらOK。最大8人であのマップだと狭そう。また、タイトルが示すように惑星っぽいところを移動しながら戦うにしても、もうちょっと楽しい感じのマップが欲しいと思った。ただの円形(四角だが)ではあんまり…という気がする。 ------- ■箱コン 十字キー:メニューのカーソル移動 LS:キャラ移動 RB, LB:アイテム切り替え LT:なんか身を隠すみたいな… RT:攻撃(青ゲージ使用) X:必殺(赤ゲージ使用) A:ジャンプ Y:インタラクトやメニューの決定やら B:メニュー ------- とにかくbotがいないと始まらないと思う。もしくはこのままステージクリアタイプの2Dアクションゲームにしたらいいんじゃないかと。
Orbit, Çok Oyunculu bir Platform oyunudur. Kendi karakterinizi kişiselleştirin ve rastgele oluşturulmuş çeşitli gezegenlerde diğer Oyuncularla ve/veya AI kontrollü Robotlarla savaşın. XP kazanarak ve her Gezegeni rakiplerinizden önce yağmalayarak avantaj elde edin!
I like when the ants ummmm
i JUMPED INTO A LOBBY AND THE CREATOR OF THE GAME DESTROYED ME
Orbit is a fast-paced fun platformer with unique abilities and responsive controls. The game can be played with bots but is most fun when played with friends. The simplicity of the game is easy to pick up and play but features like dash/dodging and stat boosts add enough complexity to the game to create depth and a high skill ceiling (the dodging is very satisfying when timed properly). Leveling up gives the player a choice in which type of stat they want to increase. This allows players to maximize the effectiveness of various weapons and their respective special abilities (each weapon has its own special ability). The weapons themselves are fun to use, range weapons tend to do less damage but can be used to hit and run (kite) other enemies. The melee weapons tend to do the most damage and are more risk reward oriented. The game has you constantly moving around the map to either farm npc’s for more weapons/ammo/stats, to attack other players to disrupt their progression, or to ultimately eliminate them when you have the upper hand. Overall, it’s a really fun Indy platformer and would highly recommend getting some friends together and starting a lobby.
免费 没中文 没成就 轨道 《轨道》是一款多人平台跳跃游戏。 在各式各样的星球上,与其他玩家或 AI 机器人对战。赶在对手之前获取经验值、搜刮星球物资,掌握制胜优势! 游戏特色: 重力机制 —— 玩家可环绕星球四周移动,带来全新的地图探索方式。 完整多人 / 在线支持 —— 玩家只需轻点按钮,即可轻松创建或加入游戏。 随机 procedural 生成 —— 星球随机生成,每一轮关卡与地图都不相同。 自定义系统 —— 可使用多种盔甲与色彩自定义角色外观。 经验 / 升级系统 —— 通过搜刮与战斗获取经验,用来解锁新技能、升级属性,搭配属于自己的玩法风格。 武器系统 —— 从 “巨型电池” 到 “蛇形鞭”,多款武器等你发现,用来击败敌人。 技能 / 终结技 —— 每把武器都附带专属特殊攻击,留到关键时刻使用,打对手一个出其不意! 复古美术风格 —— 游戏深受 16 位游戏启发,采用相近的视觉风格。
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