Orbitals immediately captivated our attention when it debuted at last year’s Game Awards. Standing out in a landscape dominated by hyper-realistic Unreal Engine 5 tech demos, this local co-op adventure embraces a distinctive retro-anime aesthetic. Following the massive success of titles like It Takes Two and Split Fiction, the gaming community has been hungry for more high-quality cooperative experiences, and Orbitals looks poised to deliver.
“If you’re looking to introduce someone in your life to gaming, or simply want to share your favorite hobby with a friend, Orbitals is designed to be the perfect bridge,” explained Shapefarm game director Jakob Lundgren during a recent virtual preview. He emphasized that the gameplay loop is intentionally forgiving; with instant respawns, the title favors a “quick to fail, quick to try again” approach that removes the sting of defeat.
This design philosophy feels like a natural evolution for Lundgren, who spent seven years at Hazelight Studios contributing to A Way Out, It Takes Two, and Split Fiction. He is channeling that specific brand of cooperative DNA into Orbitals, aiming to blend established design principles with a unique, fresh identity.
Image: Shapefarm/Kepler Interactive“Our focus isn’t just on the action on the screen,” Lundgren added. “We’re equally invested in the dynamic between the two people sitting on the couch. By designing mechanics that force genuine interaction and communication, we create memorable, organic moments that happen in the living room, not just in the software.”
A key component of this is asymmetrical design. By giving players distinct tools that necessitate collaboration, Orbitals avoids the “stop-start” gameplay trap where one player is left idle while waiting for the other. Instead, both players remain constantly engaged, actively contributing to puzzle-solving and progression.
Recognizing the scarcity of free time for many players, the team is also keeping the game’s scope tight. Lundgren notes that games requiring long-term, multi-week scheduling often end up abandoned. By keeping the runtime concise, he hopes to ensure that friends can comfortably finish the journey without the story losing momentum.
Image: Shapefarm/Kepler InteractiveShapefarm creative director Marcos Ramos notes that the game’s aesthetic is deeply indebted to classic anime icons like Dragon Ball and Neon Genesis Evangelion, while the ship’s design draws clear inspiration from the iconic Bebop. For Ramos, these aren’t just superficial nods; they are about emotional connection. “You care about these characters because they feel grounded and real,” he explains. “We want to deliver those ‘wow’ moments supported by dazzling audio-visual presentation—the kind of experience that kept me glued to the television as a kid.”
The protagonists, Maki and Omura, anchor this emotional core. Though not blood relatives, their dynamic mimics a sibling rivalry, filled with both friction and deep affection. Ramos compares their narrative arc to the likes of Tangled, noting, “They’ve lived a sheltered life, but the game is ultimately about their bond being tested by the challenges they face.”
Image: Shapefarm/Kepler InteractiveUltimately, Ramos frames Orbitals as a profoundly human story. Borrowing a page from Studio Ghibli’s playbook, the game juxtaposes moments of wonder with genuine hardship. “It isn’t always lighthearted,” Ramos says. “But that’s what makes the victory sweet.” The team’s overarching goal is simple: to create a piece of media that feels like a lost gem from the 1980s—a classic you somehow missed, waiting to be rediscovered today.
Source: Polygon
