
As Oirbo you will explore a labyrinthian spacecraft and discover its mysteries and purpose. Navigate a huge Metroidvania-inspired, hand-drawn, 2D action platformer full of secrets to uncover, areas to explore, and enemies to dismantle.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 8 → 0/day in the week after.
About

Genres
Sums Steam only; Xbox, PlayStation, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 46reviews | 76% | — | $12.8K |
| $17.49 | 8ratings | 70% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
**[b]Cautionary recommendation[/b]** At first I wasn't sure if I liked this, but it gradually won me over. It's a pretty competent (though VERY janky) metroidvania and platformer. The game it most brings to mind for me is the cult classic exploration/platformer [b]Vvvvvv[/b]. In particular the mapping, level design and some abilities are very similar between these games, though this is a lot bigger and obviously less retro. There [i]technically[/i] is combat but there is no attack button. You can jump on enemies to destroy them like in 2D Mario. Enemies, for the most part, feel like moving hazards to be avoided or jumped on to gain height. They drop health though, so you can try to pick on them if you need a top up. The lack of any text is appreciated, but in one case turned out to be a nuisance. I was playing for hours before realising that I had somehow obtained the ability to fast travel. Fast travel points aren't marked on your map for some reason (oddly you unlock their markings late on. It's just weird fast travelling to blank locations). There are very few fast travel points, one per biome. Backtracking would have felt much better if checkpoints had also doubled as fast travel points. In a few places, the map doesn't clearly show that I have explored a floor or corner of a room, causing me to think it is unexplored when I look at it on the map later. This could be more polished. The music is.. fine? I guess. It's airy sci-fi background music that doesn't really do anything for me. ..very similar to how I felt about [b]The Mobius Machine[/b]s soundtrack. There is a moment or two where the music picks up significantly with greater energy as well though, some of it I really like, so at this point I'm calling the soundtrack a mixed bag. Sound has been mostly fine, though there is one sound that plays when you respawn that I find grating, it sounds like my nephews phone alarm ring. I hate that sound! Environments are a bit different but the experience feels quite samey across the biomes that I've encountered. Boss fights have been fun and interesting but also unpolished and seriously janky. Some don't telegraph their attacks to give you enough time to react. Some disappear and reappear without suggesting where it will choose to reappear (meaning it can reappear on top of you). The Saw-blade boss causes you to take damage half the time when you attack its weak spot. There is also the potential to take multiple hits very quickly, and it isn't uncommon to lose more than half your life bar for one mistake, which feels both harsh and amateur in design - a problem that I rarely encounter outside of obscure indie titles. I don't mind a difficult boss fight, but when that difficulty is coming from poor design/jank - that is when I tend to lose interest. I pushed through the bosses, because for the most part the rest of the game is good, but I did stop playing at the final boss because it was bugged: **Over a year later I uncovered the cause and solution for the final boss's bug: One of its attacks is tied to your monitor's refresh rate. At 60hz the laser beams move nice and slow, at 240hz they spin so fast that you'll be dead before you can even react to them. The dev might patch this now that I've reported it, but if not, well, that's your solution: change your monitor refresh rate in display settings to 60hz.** ..back to the original review: There are little irritating things, like some flat edges to some of the traps that look like a wall you can slide on but actually hurt you. I've encountered some audio glitches (music loops stopping for 30 seconds then suddenly popping back in) and bugs where the camera gets stuck with me off-screen, forcing me to try to suicide to reload. There are a number of hallways that you can work on platforming through, only to eventually determine that it's near impossible and you are actually meant to come through the hallway from the other side. There's a decent game here, but the experience has been problematic. I've been split throughout my playthrough as to whether I wanted to finish the game or not. Split sometimes due to the jank, sometimes due to the long backtracking.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Bulgarian*, Czech*, Danish*, Dutch*, Finnish*, Greek* +91 more
| $8.09−55% |
| 7ratings |
| 54% |
| — |
| not modelled |
| $4.49−70% | 5ratings | 88% | — | not modelled |
| $17.49 | — | — | — | not modelled |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[quote] A review copy was provided by the developer. [/quote] 🔶 [b] Oirbo is a metroidvania based on platform gameplay, explore different world in a mechanical atmosphere. [/b] 🔶 [h2] Graphics (6.5 / 10) : [/h2] The graphics are good. Each level has its own design and very different from each other (mechanical, natural, medical zone etc.) but the level design is pretty much the same and easy to get lost without the map. https://steamcommunity.com/sharedfiles/filedetails/?id=3095812357 https://steamcommunity.com/sharedfiles/filedetails/?id=3095812189 [h2] Gameplay (7.5 / 10) : [/h2] Game play is easy to grasp, has strong controls and is a pleasure to play. You can jump and move your robot, but there is no attack button, so the main game mechanic is avoiding enemies and jumping on their heads to destroy them. Enemies drop life force to recover your health when killed. (3 life force required for 1 hp) Game mechanics are mostly platform based, with higher platforms reached by jumping on enemy's heads, and killing bosses gives you special abilities like dash, double jump, and wall jump. There are five different bosses in the game which are defeated by jumping on their heads at specific times and avoiding their attacks, which follow a simple pattern. Bosses are not that difficult to kill once you learn their patterns, and it only took me only a few attempts to kill them. https://steamcommunity.com/sharedfiles/filedetails/?id=3099220552 The world is actually quite large to explore, but fortunately there is a map to aid you. -> https://steamcommunity.com/sharedfiles/filedetails/?id=3095812591 There are no signposts in the game, so it can be very easy to get lost, and I found myself wondering what purpose my collectibles had, as it was not obvious. My main frustration with the game was finding my way. The game can be quite challenging in places, especially some platforming sections which have tricky checkpoints that feel difficult to complete without dying and having to restart the section again. The achievements would suggest that others have difficulty progressing in the game, as only 12% of players have killed the second boss, and only 8% of players have killed the third boss There are no teleportation or fast track options in the game, and some backtracking is required to unlock and gain access to new zones. [h2] Price (7 / 10) : [/h2] Game cost 15 euros, and take around 8-12 hours for main complexion, a good price for the current content of this game [h2] Story/Music/Optimization (6 / 10) : [/h2] Bad point here, almost no story in the game, and also no text in the game, with a big lack of game play and story explanation. Music is quiet, but works well with the atmosphere in each zone. I had no problems with optimization, game play is fluid without any freezing (played on i5 / 2 Go VRAM / 8 Go RAM) [h2] Final Note (6.8 / 10) : [/h2] 🔶 [b] Oirbo is a nice metroidvania, with a huge world to explore, but not perfect because of the same design graphics in levels and lack of story / explanation. However, recommended for the main game play. [/b] 🔶 💚💚💚 : - Base gameplay with many abilities focused on movement (dash, double jump …) with a good overall level design - 5 big worlds to explore for around 10 hours of gameplay ❌❌❌ : - Big lack of explanation, and text in general - No teleportation system, no reward for killing enemy (no optional upgrade to buy with money) [quote][url=https://store.steampowered.com/curator/32732116-IndieGems/] Follow [b]IndieGems[/b] [/url] for more reviews like this one. [/quote]
EA Action platformer + music + challenging = Explore the spacecraft and find new skills. Metroidvania elements. Unlock doors, avoid obstacles and hop on enemies, [h1][url=https://store.steampowered.com/curator/35180752-3-point-play/] Follow our curator for similar games [/url][/h1]
Oirbo is a solid metroidvania with a major focus on precision platforming. It’s not as hard as Aeterna Noctis, but is still pretty difficult in places. Overall I really liked the game— the platforming feels great, the art is pretty, and the biomes are designed with a huge amount of nonlineaity which really lets you get lost while exploring. The bosses are a bit janky and sometimes don’t have much warning before their attacks. Occasionally you’ll take 2 or 3 damage from a single attack if you were positioned poorly. Everything is still beatable, but it takes learning where an attack *could* be and avoiding those areas entirely. I did encounter some minor bugs (most prominently the music occasionally cuts in and out), but for the most part I didn’t have any issues. Backtracking is a little tedious at first since there’s only one fast travel point in each biome, but once you unlock the gravity switch ability traversing old areas becomes a ton of fun.
我就学了个冲刺,然后就去了植物区域,再到黄色的工厂区域,好不容易来到最下层,结果因为我没学那个蹭墙跳,无法使用那个上下滑动的滑轮,导致坏档了。 还有你这地图上全是抽象引导,最恶心的是把关键道具放在隐藏通道里,我在第一阶段地图逛了足足一个小时,才在一处往左的隐藏通道里找到了打BOSS的路,谁教你这么制作地图的?
Jogo muito bom, desafiador, a cada parte que vc abre do mapa tem um novo desafio. Um labirinto que vc se perde e não sabe pra onde ir, tem saber escolher o próximo passo pra não se perder. Estou gostando muito de jogar ele, apesar de não ser muito boa e sempre estar morrendo. kkkk Mas no geral super recomento o jogo, da pra passar boas horas explorando esse labirinto. Ponto contra: precisa de uma aba de configuração do teclado e controle. Primeira vez que joguei sofri bastante com o controle, depois configurei o controle pela steam e a gameplay foi mais tranquila.
I kept seeing this on early access for a long time and was never motivated to pick it up. I impulse bought when I saw it launched, and am super happy that I did. This is a top notch puzzle platformer Metroidvania. Buttery controls, a ton of personality, and beautiful visuals. This game deserves your attention.
I did not enjoy this one. It just wasn't fun. Disappointing considering the 100% positive review score.
I'm about three hours in and with three upgrades, and I'm enjoying the game a lot! The character is super cute and the environments feel very alive and clean despite only being inhabited by robots. Gameplay is very similar to other metroidvanias, with a lot of exploration, upgrades, health increases, maps you have to find, boss fights, a story you piece together (I really like that it has no text, only animations, and the same applies to the menus), it has all of that done in a very polished way. The platforming is very solid and fun, and enemies and boss fights are very challenging, I'm experienced with platformers and I died a lot, but I was always motivated to try again! So if you're looking for an even harder Hollow Knight, this is it.
So, there is a solid idea here with the Wall-E pacifist style protag. The platforming is mostly fine. The music is ok (we'll get back to that). The designs of bosses looks good and can appreciate the hand-drawn art. HOWEVER, there are some MAJOR flaws with this game. The sound design is a MAJOR problem here. The music is ok.... when it's there. The game does a weird thing where music goes away, or comes back blasting before going away- boss music is hit or miss for being there. In addition, there are a LOT of SFX that feel like they are missing; hitting a boss or getting hit by a boss is just a thing and the lack of SFX REALLY dampens the experience- the hit impact is not there. Exploration is a chore. The save spots can be extremely separated out meaning there is gonna be a LOT of repetition. Also, having only one warp point per area (5 total) is ok, but there is gonna be a LOT of backtracking, especially when you are lost. It's also SUPER easy to get lost in this game and have no clue where to progress (triple boss in one area does not help). Movement itself is fine. It can get confusing with the gravity flip mechanic, but that is user error (get good). However, there are a lot of the platforming that feels a bit TOO tedious/ pixel perfect. This doesn't help when some optional platforming puzzles give you no reward (looking at you gravity puzzle in the Gear area). The puzzles are doable, but some require you to have PERFECT timing and placement. Bosses look good, but are a pain. Each one has an attack they enact to stop you from just pounding to win. These attacks have basically zero downtime to enact (but you can still cheese a few). Bosses also have instant attacks that feel like they have frame 0 hitboxes, which means you get hit without seeing what you get hit by. You're also probably going to get hit after bouncing off of a boss. Getting hit also flings you around, which leads to a LOT of bouncing around and flailing into a 0 to death. Time: It took me about 5 hours to beat, 8 1/2 to get a 100% file, and 10 1/2 to get full Steam achievements. Achievements: Mostly fine. I think you can beat the game without getting 3 achievements. 2 more can be gotten on your initial file (completion). 1 achievement can VERY much be skipped on a normal playthrough. Overall, there are good ideas here and game can look good. But the negatives outweigh the positives here. With so many Indie 2D Metroidvanias out there that are well worth playing, Oirbo does not quite live up to the competition. Honestly, this game lacks a LOT of polish and feels like it is an unfinished product.
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Players by region
Where this game's players are, estimated from review languages.
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