• PC, Windows, Steam

  • Single Player

  • Arcade, Action, Indie

  • English

  • Publishing: Fairytale Industries

  • Development: Fairytale Industries

  • Release: May 15 2025

  • orbitrel.com

    OVERVIEW

    Earth's future is in your hands! A mysterious new extrasolar transmission sparks global debate. What's out there? What should humanity do? As the arguments fly back and forth, so does the ball. Master intense old school paddle and pinball action over five distinct levels.
    Orbitrel is a dark new twist on a beloved arcade action classic. Control paddles, flippers, and special abilities as you master focus, finesse, and foresight to unlock five distinct and challenging levels. Beat them all to complete the journey.
    Will Earth survive? Ponder the theories and ramifications of the global debate that erupts after a mysterious interstellar transmission arrives. Ideas clash over the risks and origins of what might be Earth's biggest threat...or opportunity. As the truth emerges, which side are you on?

    KEY FEATURES

    animation of a paddle smack attacking a ball to score

    SMACK ATTACK

    Time your smack perfectly to dominate your opponent.
    a ball bounces off bumpers to an opponent who tries to use pinball flippers to defend the score line but fails

    FLIPPER ACTION

    The newest technology in goal protection!
    Many balls fly in V formation toward a defending paddle

    ENDURE

    Use discipline and patience to endure travel to the Oort cloud.
    a paddle emits a forcewave, repelling the newly charged ball, which collides into two satellites. the satellites shatter

    FORCEWAVE

    Charge the ball to destroy defense satellites.
    Capture_XS

    CAPTURE BALLS

    Grab them then launch them, but practice accuracy.
    a grid of many various achievement icons

    ACHIEVEMENTS

    Collect a dozen Steam Achievements, then pin them to your vestments.

    BACKSTORY

    A lost passion for art and deep thoughts—reignited

      Once upon a time, when I was making Guitar Hero games, a colleague and I pitched a minigame we called Rock Out. Players used a guitar controller and ball to smash a wall of bricks amidst explosions and fists-in-the-air rock anthems. We were stoked, but the prototype didn't get traction.

    Building a base

    Time passed. I was crafting a broad skillset in roles at startups and tech giants. Each position was chosen to develop experience in a new design discipline. Eventually, after a stint at Meta, I realized the framework was solid, but I'd lost something critical along the way. The creative spark, the desire to build art that answered to nobody, felt distant as a dimming star.

    A breakthrough

    I'd put so much thought into narrative and gaming over the years—some big ideas, some not—but all there was to show for it were dozens of documents. Faced with false starts in finding a programming partner, I decided to do without one, and that's where I broke through. Inspired by the Fermi paradox, I remembered Rock Out, formed Fairytale Industries, and dove into studying.

    What if Pong and pinball had a baby—and a story? 

    Orbitrel was born to cut my new programming teeth on, but also allowed me to express myself. Ultimately, being the sole developer (code, art, UI, gameplay, writing, sound, music, and production), was just what I needed. Despite the sweat, stumbles, and frequent sting of setbacks, I rediscovered the joy of creation.

    Next up

    I plan on publishing a video or series where I share my long list of repo commits and detail the various struggles I hacked my way through. My goal is to supplement all the abstract "game development is hard" and "do this, then this" tutorials with an inside look at what solo game dev looks like. It may turn some hopefuls away, but inspire others to go for it—with open eyes.

    FAIRYTALE INDUSTRIES

    RESOURCES

    COPYRIGHT 2024 DAVIDICUS and FAIRYTALE INDUSTRIES