
Discover elements, feed the blackhole, automate with physics, complete missions, get better tools and build megafarms!
Modeled estimate, not a reported figure. How we estimate →
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About
Orbita is a physics-based sandbox game focused on experimentation, discovery, and automation.
Orbs of different elements drift through space, influenced by gravity, momentum, and collisions. When orbs interact, they can merge, split, transform, or trigger chain reactions, creating entirely new materials with unique behaviors.
Upgrade Tree
• After unlocking a few elements, you will gain access to the Black Hole Upgrade Tree
• Upgrades include automation improvements, delivery bonuses, tool enhancements, and unlockable technology
• New upgrades will slowly reveal themselves as you discover elements, complete deliveries, and progress deeper.
Delivery Missions
• Once you made some progress in the game, every few minutes an interstellar visitor will arrive requesting resources
• Deliver the requested element to earn race-specific tokens
• Tokens can be used in each race’s shop to purchase unique and powerful tools
• As you complete deliveries, new alien races will appear with their own rewards and technologies
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like it, there are so many ways to build a production line and with every upgrade you replace the old ones. Since the playerbase is still low, the Dev can working with us.
Paradni hra. Navykova. Za tech par korun v podstate zadarmo.
Incremental, complex game for nerds :-)
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Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is shockingly fun. [i]By miles[/i], the best $4 I've ever spent on Steam - I'd rank it only [i]mildly[/i] below games like Factorio, Rimworld, or Oxygen Not Included; while being extremely distilled, not to mention dirt freaking cheap. In some ways it has a bit of that idler vibe; but a lot less than it might look from the artstyle: this isn't Cookie Clicker. It's a lot closer to a "conveyor-belts and intermediate products" factory-builder; but crossed with a physics-sandbox like one of those sand-pile games or Noita. The core mechanic is moving little spheres of material around in zero-G, and causing them to react with eachother to form new materials; the further into the game you get, the more complex the reactions required to get the next individual type of material - and none of the materials ever become irrelevant (with a couple exceptions), so your limited playing-area gets real cramped, [i]real[/i] quick. But as you discover the recipe/manipulation necessary for a new material, and assemble physics-based production-lines for it, you [i]also[/i] unlock new tools for managing that limited space and all those moving bits and pieces. I haven't quite reached end-game, but my playing-board (factory? laboratory??) is already vastly more complicated than I expected in my first hour playing; this game definitely has hidden depths. It's EA, but there's a lot more content than you'd expect for the price. I'm about 12 hours in and I'm *still* unlocking new materials and tools. And, jzs, it's more satisfying than any game I've ever played. Period. [hr] I do have some complaints, although none of them bad enough to detract from the overall wonder of how high the price/value ratio of this game still is: [list] [*] Dear god, rebindable controls. Trying to stretch to the hardcoded [Q/W/E/R] keys (the only ones in the game) was a real pain on my keyboard. [*] There's no blueprinting system. Even if you [i]design[/i] a really reliable/clever production-structure, if you ever want to make twice as much of that resource ... have fun manually purchasing and placing, every, single, tiny, component. (And in this game, [i]individual pixels[/i] absolutely matter for placement and arrangement; it's extremely fiddly. Though that is half the fun.) This is exactly the sort of game where that'd be [i]such[/i] a fun progression-unlock - like bots in Factorio, the inflection-point where you suddenly don't have to worry so much about fiddly pixel-perfect placement of every little tiny item would be [i]such[/] a breath of fresh air! (Unless it's extremely late-game and I haven't unlocked it yet; but I've see nothing hinting at it, including in the controls list.) [*] [strike]There's a couple vaguely metagame-ish currencies; but the balancing around them seems ... really wonky? unless I'm playing [i]extremely[/i] wrong, somehow? I'm really impressed with myself and my stable, reliable, fully-automated <Omnianexaia> factory ... but in the process of getting there, I only ever acquired ~10 units of the first metagame/optional currency. There's a [i]ton[/i] of neat-looking powerful buildings locked behind that currency; but now I'm far enough in the game I suppose that the trader that provide it have completely stopped appearing, in favour of other/later metagame currencies. Unless this is a bug or I'm doing something wrong, I strongly suggest that [i]all[/i] the metagame traders continue to appear, no matter how far into the game you get. It sucks to basically be permanently locked out of a bunch of the additional buildings, simply because I was focused on progression instead of those side-quests.[/strike] - Rebalanced in the immediate patch [*] [strike]There's a couple places in the game where something "held" in your cursor interacts with the game-world while you move it around; but then, there's other places where it doesn't until you let go / "put it down". That should really be consistent. For example, a "Matter Compressor" can be waved around - picked up and moved across a big, complicated factory, without it affecting anything until you put it back down in its new home ... but a "Iron Wall" cannot; it will whack into things and throw them out of alignment while you try and move it around, which is [i]horribly[/i] dangerous in this game. This also happens with the "buy" menu, which is even worse, because you can't see what's underneath the buy-menu until you click the item ... which then instantly affects whatever's underneath the buy-menu. Yikes.) The number of times I've gone to relocate a wall, and had it whack a big orb of fire straight through a half-dozen delicate mechanisms, causing my entire board to get destroyed ... oof. Real painful, and not in a rewarding/learning way.[/strike] - Fixed literally a day after I posted this, dang son [*] [strike]Finally, progression in general still needs a tiny bit of work. For the first 14-ish tiers of material, I was pretty much never bored - it never [i]felt[/i] like an idler game, I always had something to work on, even when I needed to save up a good bit of some other material. Progression slowed down significantly around <Omnianexaia> or <Crylexa>; but luckily, I'd just happened to put in a [i]ton[/i] of effort into a very high-throughput <Omnianexaia> factory, so that wasn't [i]too[/i] bad. Unfortunately, even with that cranking along, it is [i]punishingly[/i] slow to produce any <Protexion>; and <Nulvanexia> (which I haven't produced yet) feels punishingly out of reach. (A size-three <Protexion>!? ♥♥♥♥♥♥♥♥♥, that's going to take [i]hours[/i], even with the entire board dedicated to producing it.) (My experience here is potentially colored by the above meta-currency issue; maybe you're intended to have gathered far more Terra Tokens by this point, and are expected to have shifted over to producing everything with the fancy buildings that gets you?)[/strike] - Rebalanced in the immediate patch [/list] All told, this games is easily an order of magnitude better than - if not *several* orders of magnitude better than - any "idler" I've ever played. You owe yourself giving this a try.
[h1]Komplexes Idle‑Automation Erlebnis mit spürbarem Grindfaktor[/h1] [h2]TL;DR[/h2] Orbita verfolgt ein cooles Konzept, ähnlich zu shapez, aber der Grid ist deutlich zu klein und die Automatisierung dadurch extrem mühsam. Viele Systeme sind interessant aufgebaut, aber der Fortschritt fühlt sich oft grindlastig an. Ein komplexes Idle‑Automation Game, das viel Geduld verlangt. [h2]Atmosphäre und Einstieg[/h2] Der Einstieg ist solide. Man versteht schnell, wie die grundlegenden Systeme funktionieren, und die Präsentation ist klar genug, um die ersten Schritte angenehm zu gestalten. Die Atmosphäre bleibt funktional und technisch, was gut zum Automationsfokus passt. Insgesamt wirkt das Spiel sauber, aber eher nüchtern. [h2]Gameplay, Systeme und Progression[/h2] [h3]Spielstile und Flexibilität[/h3] Orbita bietet theoretisch viele Möglichkeiten zur Automatisierung, aber der kleine Grid schränkt die Flexibilität stark ein. Man kann kreativ werden, muss aber oft umständliche Lösungen bauen, weil der Platz nicht ausreicht. Das Konzept ist spannend, aber die Umsetzung fühlt sich häufig zu eng an. [h3]Progression und Charakterentwicklung[/h3] Die Progression ist spürbar grindlastig. Token als Währung sind eine gute Ergänzung zu den Basic Upgrades und Tools, aber auch hier dauert vieles sehr lange. Viele Systeme wie die Portale haben eigene Upgrade Stufen, was grundsätzlich motivierend ist, aber der Weg dorthin kann extrem zäh werden. Manche Freischaltungen haben bei mir wirklich lange gedauert. [h3]Kampf und Bewegung[/h3] Es gibt keine Kämpfe oder Movement‑Mechaniken. Der Fokus liegt vollständig auf Automatisierung, Ressourcen und Optimierung. Genau hier zeigt sich aber auch die größte Schwäche: der Platzmangel und die langsame Progression bremsen den Flow deutlich aus. [h2]Story, Welt und Präsentation[/h2] Orbita hat keine klassische Story, aber die Präsentation ist funktional und übersichtlich. Die Welt ist minimalistisch, aber passend zum technischen Ansatz. Insgesamt wirkt alles sauber, aber eher zweckmäßig. [h2]Kritikpunkte und Schwächen[/h2] Der Grid ist zu klein und macht komplexe Automatisierung unnötig mühsam. Viele Systeme fühlen sich grindlastig an, und manche Fortschritte dauern deutlich länger, als sie sollten. Das Spiel verlangt viel Geduld und kann schnell zu einem echten Grindfest werden. [h2]Wer wird dieses Spiel mögen[/h2] Fans von komplexer Automatisierung. Spieler, die lange Grindphasen mögen und Freude daran haben, sich durch zähe Systeme durchzubeißen. Leute, die ein technisches Idle‑Automation Game suchen und sich nicht von Platzmangel oder langsamer Progression abschrecken lassen. [h2]Bewertung[/h2] 6 von 10. Ein interessantes Konzept mit guten Ideen, aber spürbarem Grindfaktor und deutlichen Einschränkungen im Automationsdesign. [h2]Fazit[/h2] Orbita ist an sich ein gutes Spiel mit einem interessanten Ansatz, aber man sollte vorher wissen, worauf man sich einlässt. Der Grid ist zu klein, die Automatisierung mühsam und viele Fortschritte dauern sehr lange. Wer Spaß an langen Grindphasen und komplexer Automatisierung hat, wird hier fündig. Wer ein entspannteres Flow‑Erlebnis erwartet, sollte sich bewusst sein, dass Orbita schnell zu einem echten Grindfest werden kann.
The game is surprisingly addictive. It's a physics-based game that encourages you to find ways of automating your setup for efficient element creation, and even creating the orbs manually feels good. It took me 14 hours of gameplay to unlock every element and there is still a lot of "skill tree" stuff to advance through. I created a guide for how to create each element if you get stuck (normally you use resources to slowly decipher 90% of the answer) Although I really like the sounds of the orbs, my only gripe is that there seems to be only 1 music track, I suggest listening to your own music when it starts to feel repetitive.
While the game has some idle element, it requires a lot of time designing set up to produce the element I wanted. There are a lot of tools to make it easier, but they require quest completion currency. Meaning the game requires a lot of on-hands gameplay at the beginning. At least, that's how I saw it in my first 3 hours of gameplay. I was wondering, "when can I leave this game at the background", but there are always more elements to do. Unless I misunderstood the pacing of the game, it seems that it only allow players to tackle two to four elements at once, without the quest's currency tools, due to the limited space. If the quest want me to do an element I don't have, I need to wipe a section of my setup to create that element, but alternatively and preferably, I dismiss quests until it request element that I can make on my current setup. In the perspective of an idle game, this game need more on-hands gameplay that might not be comfortable. Any idle game players are familiar with the longevity of idle games, in the long run, the game becomes a comfortable idle games. This game is unique in a way that anybody can give it a try due to it's affordable price.
Really good physics-based system-based emergent gameplay. Make ball, use ball to make different ball, use different ball to make factory. The Dev is active on the discord.
Amazing game. It is a nice mix between idle and automation. A bit slow at first, mostly due to the fact that nothing is really explained; I almost quit until I realised you could merge orbs to get more resources. The game opens up more and more as you go, and you can build and automate some really nice things. The dev is also very active on the discord and has a lot of great ideas for the future of the game. Highly recommend it.
Please give this game a download, as of this date the content is pretty good, but the most important thing is that the developer of the game is clearly commited to hearing feedback from the community within discord and acting promptly. This game has a ton of potential and I am confident that the developer will be able to bring this game past early access. <3 Izaac
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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