Oirbo devlog #60 - Polishing the demo


(Posted originally on our blog)

Hi guys!

It's been a while since our last devlog, and nothing new to announce xD, still for the last weeks we've been working non-stop on finishing and polishing as much as we can the demo for the upcoming Steam Summer Festival event.

Since the last update, we were officially accepted by steam for the upcoming event and we are currently planning on what kind of initiatives we will have besides having the demo available. There will, of course, be a bunch of QA times periods over the duration of the event over at our Discord Server, but we are trying to squeeze a streaming session into the mix, we still don't know if it will be possible or not but we will continue to work on it.

Last week, we talked a little about our technical issues regarding the first build we made of Oirbo in almost a year, to sum it up, the Oirbo demo will be over 1.5gb in size, due to some bad decisions from us, we basically are working with super high-quality assets and forgot that somewhere down the line we need to publish the game and not make it be 40gb game xDD. We already have a fix without compromising quality, but we decided not to take the endeavor for the demo since it can take a while to ensure that everything is working as expected and focus instead on making the demo as good as we can.

Regarding the nature area, forgot every screenshot, and every detail you saw on the previous devlogs, we made a complete revamp of the entire area regarding all decorations, backgrounds, foregrounds, effects, etc. Although the basic layouts are still the same we also decided to change some game design elements, so we pretty much made a complete V2 of the nature area these past weeks, just as a quick example:

On the right, the old version (that you still can see on the trailer) and on the left the new version that will be available on the demo.

And this example was just a few add-ons, we have sections of the game completely rebuilt from the ground up so that even with the background the game is telling you a story :D.

We still have a ton of stuff to do, today we just finishing adding the basic analytics we wanted for the game so that we can know where things are going bad or boring and get informed on the easiest and hardest paths in order to start doing some smart data-aware level design  (not data-driven!).

Next week, we will make the second audio and VFX pass, adding and/or removing components to improve the mood and overall experience of the game, and fixing some bugs that we are still finding even after a couple of hundred of runs on the demo build.

All this so that you guys can have the best idea of what Oirbo is and will be in the future, unfortunately, and as usual, we are behind schedule so we will be tacking the first week of June to finish everything we need, and only resume the Medical area on the second week of June (let's hope that this becomes true xDD), our goal is to finish the Medical Area by the end of July so that we can spend August and September polishing everything up and finally starting pitching the game to everyone.

We hope that you guys stay for the ride, the next devlog will probably be talking about everything that happens during the upcoming event, so stay tuned, stay safe and until next time!


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