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Oirbo News

0.9.9 changelog

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 didn’t 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%

Mechanical Mayhem update


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 wouldn’t 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

0.9.7 changelog

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

0.9.6 changelog

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!

0.9.6 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

0.9.5.1 changelog

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
  • Fixed wall jump collection issue
  • Buffed Oirbo cuteness by 42%