
PC, Windows, Steam
Single Player
Arcade, Action, Indie
English
Publishing: Fairytale Industries
Development: Fairytale Industries
Release: May 15 2025
orbitrel.com
OVERVIEW
KEY FEATURES

SMACK ATTACK

FLIPPER ACTION

ENDURE

FORCEWAVE

CAPTURE BALLS

ACHIEVEMENTS
BACKSTORY

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

Fairytale Industries was formed to venture beyond traditional storytelling, explore the uncharted realms between technology and narrative, blend the familiar with the radical, and discover bold new treasures.
Davidicus was product designer on the Guitar Hero and Tony Hawk series of video games, a music creation game acquired by Google, and a live VR broadcast platform acquired by Apple. Graphicexperienceinterfacespatialprototypingsoundnarrativegameplaycontent designer (and now programmer).
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