Oirbo 0.9.1 changelog, less than 24h to release!!!!
Hi again xD
Here we are less than 24h from the early access release, yet fixing more issues, as usual, a big thanks to everyone that tested the game and reported back their opinions and insights. We plan on continuing this update schedule even after the release. We already have a big update planned for the coming weeks for the mechanical bay, with changes to a bunch of sections and of course the boss(es).
Once again a big thanks and big shoutouts to Cranky Templar and Shilag for all the public and behind-the-scenes support and comments, in just this small time in beta the game evolved a lot, all thanks to your feedback!
0.9.1 changelog
Added death marker on the map
First death no longer deletes progress
Fixed map issues on weird resolutions
Fixed some popup decorations on the Cargo Bay
Fixed some visual glitches regarding the black tiles
Fixed glitch that only disabled dark areas on spawn
Fixed conveyors animations
More health challenges
Health challenges now have SFX
Fixed loading fps drops when reaching the mechanical bay
Mechanical bay hidden sections are now hidden in the map
Had Oirbo checked out by a competent mechanic
0.9.0 changelog, 2 days to go!!!
Hi everyone! Another week, more oirbo updates \o/. This time one that irons out some issues discovered during the weekend. As we approach the release date (2 more days to go) we halted development of the game to track and squash all the bugs we can find! Thanks again for the amazing support and feedback!!!
0.9.0 changelog
Fixed missing tiles on Mechanical Bay
Fixed dark section trigger on Mechanical Bay
Memories now scroll correctly to any map pin even if not in the current area
Mechanical Bay map pod now works as expected
Unlocked maps now correctly show up
Fixed weird glitches with map pins
Conveyors now move in the correct direction
Nature Bay, the puzzle that requires a health orb now doesn't despawn
Fixed pause menu random bug that disabled player movement
Fixed golden memories issue. (Requires new Save)
Increased max zoom-out on the map
Fixed map navigation speed on big resolutions
The game now pauses when the overlay is open or the controller disconnects
Fixed about
Nerfed Oirbo simulated heart, anxiety was ruining its jumps.
Mechanicall Bay is live! 0.8.8 changelog
Hi everyone! It's finally here, the mechanical bay is life for all your enjoyment!!! With it a new area to explore, enemies to dismantle xD and a boss that can be 3?! Now besides the mechanical bay area, we also added and fixed a bunch of big and small stuff. Hopefully, this will be our last beta release, and starting next week we can finally push out the final version!! Thanks again for the amazing support and feedback you guys are sending over!
0.8.8 changelog
Added Mechanical Bay area!
Added UI sound effects
Added new signs to help the player navigate
Boss health no longer sticks around when it's not killed
Health orbs now make a sound when collected
Fixed some UI presentation issues
Fixed camera going haywire on loading, uncovering unexplored sections
Fixed random soft locks on loading screens
Fixed moving lasers sections
Fixed fps drop on some Astral sections
Increased visibility of Button in the Tower section
Removed performance-heavy decorations throughout Area 3
Re-designed A3 boss arena to be more visually forgiving
Updated some sprites to tile better
Polish and decoration streamlining
Nerfed Oirbo cuteness 10%
Mechanicall Bay is life! 0.8.8 changelog
Hi everyone! It's finally here, the mechanical bay is life for all your enjoyment!!! With it a new area to explore, enemies to dismantle xD and a boss that can be 3?! Now besides the mechanical bay area, we also added and fixed a bunch of big and small stuff. Hopefully, this will be our last beta release, and starting next week we can finally push out the final version!! Thanks again for the amazing support and feedback you guys are sending over!
0.8.8 changelog
Added Mechanical Bay area!
Added UI sound effects
Added new signs to help the player navigate
Boss health no longer sticks around when it's not killed
Health orbs now make a sound when collected
Fixed some UI presentation issues
Fixed camera going haywire on loading, uncovering unexplored sections
Fixed random soft locks on loading screens
Fixed moving lasers sections
Fixed fps drop on some Astral sections
Increased visibility of Button in the Tower section
Removed performance-heavy decorations throughout Area 3
Re-designed A3 boss arena to be more visually forgiving
Updated some sprites to tile better
Polish and decoration streamlining
Nerfed Oirbo cuteness 10%
Oirbo Beta 0.8.7 changelog
Hi everyone!
It took us some time, but it's finally here! The game no longer deletes your progress when you die, we plan to release an option to play this mode in the future, but until then all the progress you do won't go away when you get killed.
Unfortunately with all the bug crushing we weren't able to fully playtest the mechanical bay area like we want before pulling the trigger, so we will delay its release to tomorrow, either way, more fixe
0.8.7 Changelog
Progression is no longer lost when killed
Fixed about
Fixed Anesthesiologist spawn points
Fixed other issue that could cause the tower challenge to soft lock
Fixed Medical Bay Laser challenge issues
Fixed some camera issues on Medical and Nature Bay
Made some tweaks to map pins to improve navigation
Fixed astral hidden sections not being triggered
Fast travel now changes the environment track
Fixed environment track fades
Oirbo is now 69% more orange
Oirbo Beta 0.8.6 changelog
Hi everyone! New week, more updates, today we discovered a big one, big shoutout to Cranky Templar for all his help on getting this one fixed. Basically, we had a big issue during the packaging phase of the game that pretty much ruined a bunch of behaviors in run-time.
Tomorrow we aim to release the mechanical bay and finally kill the progress lost on death!
As usual a big thanks to anyone playing the game and sending us the awesome feedback we keep receiving.
0.8.6 changelog:
Added steam achievements (alpha)
Fixed Split robos issue that prevented them sometimes from splitting
Medical Bay can now be explored without the double jump
Fixed map border issue
Fixed packaging-related bugs, that yielded weird behaviors in-game, mostly on the medical bay and Nature bay
Fixed loading issues (caused by the pause menu being opened while the map loads)
Oirbo antennas now move twice as fast
Oirbo Beta 0.8.5 changelog
Hi everyone!
To thank all of you for such amazing support we can only do one thing, act on them, so here you have for your weekend fun, a new Oirbo update full of fixes and balancing tweaks to all areas. Next week we will finally allow all of you to play in the mechanical area and finally act on our promise and remove the progress loss when Oirbo dies.
Thanks again for supporting the game and keep that feedback coming!
Changed the Sound Effects Volume icon
Improved hint screens to be more readable
More shadows in the tile maps for easier platforming
Updated fast travel marker and map pod
Fixed Cargo area boss animations
Improved sign animations
Fixed various visual bugs fixed
Changed control scheme on the Medical Area astral sections
Added finer control on the sound sliders
Added master volume slider
Fixed Anesthesiologist soft locks
Fixed Tower challenge soft lock
Fixed Anesthesiologist freezes
Nerfed some elements of the Medical Area
Nerfed some elements of the Medical Area
Made Oirbo's eyes greener
Oirbo Beta 0.8.4.1 changelog
Hi everyone, First of all and as usual a big thanks to all feedback and suggestions. We decided that we will remove the loss of progress on death, so you can expect that in the coming days. Besides that here is the changelog for 0.8.4.1
Skills can no longer be caught before the skill pod opens
Fixed some graphical issues
Cargo death sound no longer plays randomly
Nature area key signs now disable when a key is collected
Fast travel while on a dark section no longer carries the dark effect.
Fixed chest memory
Removed invisible walls on some sections
Fixed audio balance issues
Fixed bug that prevented the player from spawning in some situations
Fixed stability issues
Fixed more pop-in issues
The game is still on track to the 19th release date, so keep the feedback coming, we plan on releasing the 4th area next week for new content for your guys to enjoy!
Thanks again for supporting the game!
Oirbo Early Access Release Date
Hi everyone!
It is with great pleasure that we announce that Oirbo will be released on Early Access on July 19th! It's been a tough (almost 5 years) of development, and even though the game isn't 100% done, we know it's already an awesome experience and couldn't wait to share it with you guys.
Don't forget to wishlist it if you haven't already and like/retweet the announcement tweet ^_^
Thanks again for sticking around with us and we hope that you like Oirbo :oirbo:
Hi everyone,
We are happy to announce that Sudoku Zenkai is finally online on all platforms! Cross-Play is now enabled too, so you can play with your friends no matter the platform they are playing at!!! For more details check our blog