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!
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!
0.9.5 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%
0.9.5 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
Buffed Oirbo cuteness by 42%
0.9.4 changelog
Hi everyone! New week, more Oirbo updates, this time no bug fixes (\o/) just tweaking and improving in some areas that you guys reported to us. The big Mechanical Bay update is already underway, still aiming for a Friday release!!! A big thanks for all your feedback! The game is night and day when comparing it to the first version that we released for beta testers.
0.9.4 Changelog
Improved Cargo Boss fight,
Changed the Nature Bay map with the new section
Improved native support for non Playstation, Xbox and Switch controllers
Tweaked Medical Bay Area controls and camera
Reduced Cargo Boss Neural capacity
0.9.3 changelog
Today was all about getting that annoying Steam Input working, so we spent a lot of time on it, still, we were able to smash a couple more bugs!!! We also changed the puzzle section on the Nature Bay (it isn't a puzzle section anymore xD), for something more Oirbo-like, 2 small challenges, one easy and one hard, hope you guys enjoy it. Keep stomping those robos!!
Improved Steam Input Support
Changed the Nature Bay puzzle section
Fixed Anesthesiologist issues when it caught the player when it was already dead
Fixed more hidden sections that didn't properly reveal when the player was near
Fixed more pop-ins
Performed a manicure on Oirbo
0.9.2 Changelog, cleaning up...
Hi everyone!
24h have passed since release, thank you so much for the warm response that you guys have been giving Oirbo! Today's update is all about wrapping up some small and medium size issues that have been reported back to us, tomorrow we plan on making some changes to the puzzle section in the Nature Bay as well as toning down a bit the Cargo Bay boss.
Keep that feedback coming, and don't forget to leave the game a review ;)
Thanks again! ImaginationOverflow Team
0.9.2 Changelog
Updated Steam configuration to enable Steam input on controllers that aren't directly supported
Fixed mixed camera issues
Fixed soft locks on the big Crusher challenge
Crushers now allow you to wall jump
Nightwatch power-up now has the correct visual representation
Fixed some hidden sections triggers
Revised control input on Medical Bay Astral sections
Add the missing Health Pod and button on the Nature Bay
Mechanical Bay decoration pop-in fixed
Medical Bay background fixes
Animation updates for the Oirbo character
Fixed memory pods unveil
Fixed hidden section map pins
Fixed golden memories (this required some changes to the save system, older saves will need to visit past collected items in order to clear the pin from the map)
Added fangs to Oirbo
Oirbo is finally available!!!
Hi everyone
It's with great pleasure that we finally announce the release of Oirbo, you can get it now on Steam!
The game is not yet finished, at least one more area to go (the control area, news about it soon), but we are committed to wrapping Oirbo up in the coming months, right now we have set our goals on the roadmap forum post but both the timings and content can change as the game gets into more player hands.
For the coming weeks, we already have planned a big overall in the Mechanical Bay area and fixing any bug or issue that appears in the coming days.
The beta testing period was significant to the game we shaped it to be fairer and a lot less buggy, and many beta testers gave us the thumbs up on the Steam Deck experience, so although not perfect it runs as expected!
A big thanks to our community, families (especially the ones that nagged us when the game would get out xD), and the dev community in general for all the help given throughout the years.
A major shoutout to Sofia, Sarah, Gonçalo, Cranky Templar, Shilag and Ian, ones for putting up with us for all these years and the rest for all the help shaping what Oirbo is.