A downloadable game for Windows, macOS, and Linux
In From Orbit you'll manage the crew of a small spaceship. Stranded deep in uncharted space, they need to make their way home. Journey from planet to planet, each procedurally generated with unique environments, challenges, and alien creatures.
Explore
Scout out the richest resources and the deadliest critters, and discover unique challenges and powerful artifacts.
Extract
You're going to need all the Ore and Crystal you can carry if you're going to mount a successful defense or purchase the upgrades you'll need to make it home alive.
Excape
Err... Escape. The resources on each planet won't last forever, but the alien creatures willing to bite your legs off never seem to end, eventually overwhelming even the most stalwart crew. Hold out as long as you can... but don't throw your resources - or the lives of your crew - away to a lost cause. Always be prepared to make a timely exit when things start getting hairy.
How To Play
If you're new to RTS games and need some pointers, check out...
Soundtrack
From Orbit's soundtrack was composed by tenfour, and is available for purchase separately. If you've enjoyed the music in the game, please check it out!
From Orbit (Original Game Soundtrack)
Status | Released |
Platforms | Windows,macOS,Linux |
Release date | Aug 27, 2019 |
Rating | Rated 4.1 out of 5 stars (154 total ratings) |
Author | Tentacle Head Games |
Genre | Strategy,Action |
Made with | Unity,Blender,Maya,Adobe Photoshop |
Tags | 3D,Singleplayer,Space |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard,Mouse,Gamepad (any) |
Accessibility | Configurable controls |
Links | Steam,Homepage,Twitter/X,Soundtrack |
Click download now to get access to the following files:
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Love it- it's surprisingly addictive! But I'd like to see a difficulty/challenge slider, and I feel like I'm not alone in this, since I'm seeing a lot of comments that are saying either "it was too easy" or "AHHH Make the monsters Staaaahp!" Honestly... I'm kinda in the latter camp, but that's not really the point.
Good game for an occasional evening of diversion. I did encounter some bugs, though (besides the alien ones that spawn to kill you :D)
1) The aliens sometimes get stuck inside the spawners and then just sit there.
2) Probably part of (1), but path-finding is flawed, causing things to get stuck. For example, aliens will go after a turret in a mostly straight line and not go around obstacles in the way.
3) As a consequence of (2), players can exploit it by building unfinished turrets in front of finished turrets, and never complete them. Aliens will go after the finished turret, bump in to the unfinished ones, and then just sit/stand there while the finished turret(s) kill them.
I'm having an issue. I just installed this on Linux, more specifically Debian Unstable, x86_64, but with i386 architecture support as well (for Steam and Steam games).
This game launches, and I see a menu screen with an animation of a rocket and with music, and there's a custom mouse pointer. However, clicking on the buttons has no effect. Using cursor keys doesn't seem to do anything either. I have to switch to a console window to close the game.
I bought this game a good while back, but just wanted to say I really like it! Very fun to multitask in. I recorded a full playthrough for anyone interested in seeing it beginning to end without commentary (pretty much taking a straight path to the end):
The only quality of life improvements that would be nice is being able to click on the minimap to move the camera around, and a hotkey for a 5th worker. I did change the 'Shift+Number' unit selection to just be a number which makes it a lot easier.
Good work!
Feedback: It's a fun game but I have some suggestions. (Maybe for your next game!)
Lots of people have mentioned issues with the key layout. Since we switch character more often than we build, I don't think it makes sense to use Shift when switching character. We could put characters on plain 1,2,3,4, and for building/launching we could use Shift-1,2,3,4 or 7,8,9,0 or letter keys.
Sometimes I wanted to bring the character to the part of the map I am currently looking at (e.g. to meet up with a crew mate). But as soon as I select him, the camera moves to his location! One solution to that might be: Tab always jumps direct to the character's location. But when pressing 1,2,3,4 to select a character, the camera selects the player but doesn't jump to their location. Then I could press 2 and right-click, to bring the character onto the screen. If the key is pressed a second time (when the character is already selected), then the camera can jump to the player (e.g. by pressing 2, 2).
I found the difficultly ramped up a little strongly at first, but then it became too easy. The first three games I died very quickly on levels 2, 3 and 4 respectively. It felt painful to be slaughtered so quickly after landing, and then sent all the way back to the start. (The first level is a bit slow to keep repeating.) Basically I wanted the chance to retry the level. (Funnily you can replay the level, but only if you quit the game before the ship is destroyed!) Some arcade-style games used to allow 2 retries, and I think that could work here.
On my fourth play I understood the game better (and maybe had some luck), and I realised I could go back to earlier levels to stock up, so I slaughtered the creatures and completed the game! Perhaps having easy, medium, difficult modes could make it less painful for beginners, but add extra challenges (and secrets) for players who want to keep coming back.
I found my cannons were a bit weak. If I left them alone, they would quickly get destroyed before I could run across the map to heal them. (So my tactic was to put cannons beside the ship, and keep an engineer at the ship at all times. A bit boring!) Perhaps if the creatures did not attack the cannons (or only did so briefly) then I could be confident to place them anywhere, and they would work more like a tower defence, shooting at creatures as they pass by (and needing only occasional healing).
I was sad at the end, because I thought I could land in the wormhole. I thought I had one more location to play, but no, the game just ended on me! Perhaps make the wormhole look less like the landable planet locations. (E.g. make it larger, and not round. Don't label it like the planets are labeled.)
Anyway it was a cute and fun game to play overall. I enjoyed it. Thanks for making it!
Thanks. I did in the end just swap 1,2,3 with Shift-1, Shift-2, Shift-3. This works fine for me. I use Shift to build/act. I could recommend these as defaults for first time players.
Additional feedback! Sometimes one of my characters gets attacked off-screen while I am focusing on another one. I believe there is an indicator for that (pulsing green border?) but it would be great if it was more visible (perhaps a larger red pulse), and perhaps accompanied by a sound when it first occurs. Usually when I notice, it is too late!
Another thing that might help this is if fights lasted longer. For example, if all the actors do less damage, or all the actors have more health. That would give me time to respond when an attack happens. It would also mean less waiting between waves, because I would still be busy finishing off the previous wave! Obviously this would be a big change, but perhaps an interesting experiment.
я в восторге от игры. однозначно рекомендую
из минусов: не хватает обучения в начале. Пришлось несколько раз проиграть, чтобы понять механику и логику
чуть позже, в комментарий скину следующие серии
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I am delighted with this game. I definitely recommend
lack of training at the beginning. I had to replay it several times to understand the mechanics and logic
later will add new series in comment to this post
Hey there, thanks for the heads up. I believe this is a false positive. I'd never heard of Segurazo so I did a search and it appears that Segurazo is itself malware that does not function as advertised, and nearly every result is people seeking help in uninstalling it:
if level one difficulty is this hard i cant even begin to imagine how hard the later levels are. When i first played this game i wondered why the average session length was 30 minutes, I later found thats its because after 2 levels of being thrown to the wolves the will to want to play goes down. I will still play this game because i like a challange but i would recommend rethinking what a level meter means in terms difficulty as first planet level 1 threat is not the same as 2nd planet level 1 threat level. I think you should start with three players rather than 2 as I would be able to try a strat then just placeing down a turret and leaving an engineer there and then use the other guy to go get ore
My first three games I thought it was pretty tough, I didn't like being dropped into a difficult new level, dying and being sent back to the start.
But on my fourth game, I completed it!
My strategy was to pick up more crew members from the distress beacons. When I was low on crew or on resources, I would go back and play an earlier level planet.
I surrounded my ship with strong turrets, and kept one character repairing them. My crew couldn't fight very well, so they just had to hide and sneak past enemy lines.
Sometimes I launch and a crew member iis left behind despite being within the evacuation range :( it’s especially galling when it happens after going to all the effort of getting a new crew member only to have the game bug out and leave it behind anyway.
Other than that game ruining problem, it’s actually pretty fun to play.
Oh wow, I had no idea, there aren’t any clues that there’s an upper limit on workers, I just assumed you could have as many as you wanted but that it would get harder to keep them and you had to put the effort in to find them and keep them alive :(
I’d make sure any place that mentions a crew count has /4 on the end, as well as any resource caps there might be