- v0.9.0 Beta - New Rocket Controls, Replaceable Boosters & Bug Fixes - 19 September 2026
FeaturesYour rocket now shows a little fuel bar floating above it, so you can check how much fuel it has left without climbing in. Lost a booster? You can now craft a new one and bring it to your parked rocket to fix it right up! ChangesMoved Booster and Main Booster to the Vehicles crafting tab. New rocket controls: A/D to turn, W/S to speed the engine up or down, and Space to switch the engine on or off. The engine starts instantly now, no more waiting around! Made the rocket's engine sound a bit quieter. The "Hold X to stabilize" tip now only pops up if you've been spinning out of control for a little while, instead of right away. Made the rocket, radar, and status screens smaller and tidier. Bug FixesAdded missing booster names and descriptions in all supported languages. Fixed the first-night warning interrupting the lab-exit dialog and leaving the player stuck. Kept shuttles cente…
- v0.8.1 beta - 16 September 2026
v0.8.1 beta Changes Updated the wolf's growl and death sounds. Bug Fixes Fixed bats fading out oddly on death instead of disappearing instantly like other flying animals. Fixed music taking too long to start after leaving the lab for the first time. Fixed the lab showing up on the minimap before the mission asked you to go there. Fixed wolves vanishing instantly on death instead of fading out properly. Fixed the wolf's death sound not playing. Fixed wolf sounds overlapping with its death sound.
- v0.8.0 beta - Planet Station, Rover Headlights, Lab Story Expansion & Fixes - 15 September 2026
Features Added Planet Station as a buildable, inert surface structure with no lab requirements. ChangesExtended backward aiming while running to the flashlight.Aiming the gun or flashlight now transitions smoothly and rapidly.The aiming tutorial now explains aiming with the gun or flashlight.Hostile animals now linger in their death pose for a couple seconds and flicker before disappearing, instead of fading out immediately.Opened chests can no longer be reopened; they flicker and disappear permanently instead of remaining in the world.The rover's headlight is now a directional cone light that follows its facing direction, instead of a plain radial glow.The rover's headlight now flickers and turns off when it runs out of fuel, and turns back on once refueled.Expanded the Story mode narrative and mission flow around restoring the lab.In Story mode, restoring the lab is now only available…
- Funorbit v0.7.1 Beta - Smoother Exploration & Safer Respawns - 13 September 2026
This update improves world generation, respawning, save management, and overall menu polish. Changes Reduced jump strength inside buildings and caves. Reduced noise in the Earth day ambience. Added the ability to delete saved games from the Load Game screen. Menu confirmation dialogs now use fully opaque backgrounds. Bug Fixes Decorative trees now continue generating as you explore beyond the initial area. Animals can walk across the front of platform rocks. Fixed oversized trees and resources after loading older saves. Fixed cave entrances spawning too close to saved entrances. Fixed bears sometimes spawning beside the player and attacking immediately. Fixed nearby caves sharing chest and saved state data. Fixed rocket booster controls crashing after the rocket physics body was removed. Fixed invisible astronauts, overlapping HUDs, and stuck movement after rocket-crash respawns. Select…
- Update v0.7.0 Beta - Abandoned Buildings & Backward Shooting - 12 September 2026
Explore abandoned buildings on Earth, shoot at enemies chasing you, and try the new difficulty options introduced in v0.6.0. Here’s everything included across both updates! New FeaturesEnter abandoned buildings on Earth. Aim and shoot backward while running. Choose Easy, Normal, or Hard difficulty, affecting survival, enemies, recovery, and respawn penalties. Unlock Sandbox (Space) permanently by reaching space in Story Mode or Sandbox (Earth). Existing Space sandbox saves remain playable. New hover sounds for menu options, save slots, game modes, and difficulty choices. Gameplay & InterfaceStarting gun ammunition now follows difficulty: 40 bullets on Easy, 20 on Normal, and 10 on Hard. Batteries now add 10 gun rounds without an ammunition cap. Refreshed the main menu with a centered layout and more room for submenu lists. Improved save-slot text and radar/minimap readability on smaller…
- Three Hours of Funorbit on Twitch with Catty - 12 September 2026
Funorbit got a three-hour stream on todestod666's Twitch channel, with Catty! The session covered most of what the Earth portion of the game has to offer, giving it a proper playthrough and time to explore.As a developer, seeing someone spend that much time with the game means a lot. So much of development happens alone, working on little details, and watching those pieces come together in someone else's hands is a special feeling.A big thank you to Catty for the energy she brought to the stream. Her enthusiasm made it a joy to watch and gave me more motivation to keep working on Funorbit. Thanks for giving the game three hours of your time!If you'd like to support the channel, head over to todestod666 on Twitch and leave a follow.
- v0.5.0 beta - 11 September 2026
FeaturesAdded chests on Earth's surface and in caves, with opening and closing, one-time wood or iron loot, and saved positions and state.Added mineable rocks and loose iron pickups to planet surfaces, and increased rock density in new caves.Bug fixesCompleted missing translations for dialogue, tutorials, controls, rocket objectives, settings, and item names across all supported languages.Fixed missing translations for the "Find the source of the rumbling" objective and "Meteor Impact" mission title in all non-English languages.
- v0.4.0 Beta - More Meteorites, Refreshed Menus & Orbit Fixes - 9 September 2026
This update brings more meteorites to your space travels, a fresh look for menus, and fixes for drifting rockets and astronauts. What's New More meteorites: Encounter up to six nearby at once while exploring space. New impact sound: Hear a smashing sound when your rocket breaks a meteorite. Refreshed menus: New-game options and save/load slots now feature subtle panels, gold selection highlights, and larger clickable areas. Improved menu sounds: Updated audio when navigating menus and toggling settings on or off. Bug FixesFixed rockets drifting away from planets when the frame rate drops or the game is minimized. The game continues running in the background. Exiting a rocket in space now places your astronaut at its center, upright on screen, without slowly drifting away while coasting. Fixed a rare crash that could happen after closing the crafting panel. Fixed building placement previ…
- v0.3.1-beta — Bug Fixes & World Persistence - 7 September 2026
v0.3.1-beta Bug Fixes Fixed save slot timestamps displaying minutes above 59. Replaced the uneven loading bar with the green progress bar used in-game. In Story Mode, the equipped lantern now moves to the first available inventory slot when leaving the lab for the first time, preserving its battery charge. Decorative trees and arbusts now retain their positions, layers, and appearance when loading saves or revisiting explored areas.
- Update v0.3.0 beta, with Game Modes - 5 September 2026
Features Introduced Game modes: Story Mode, Sandbox (Earth) and Sandbox (Space) Steam cloud saves Increased amount of save slots to 10, with indication of the game mode Bug Fixes Fixed issue when picking up gun from the floor recharing full set of bullets Fixed issue with jumping while running fast that would cause a death jump Game Modes I introduced a game mode variation: Sandbox. By now when you started a new game you would go directly to Story Mode, going through tutorials and lore dialogs. In Sandbox mode all of this is skipped and goes straight to the game. I thought some players may want to just avoid the story if they already know it or if they prefer to just play the mechanics, so I think this is adding some flexibility to them. There are two Sandbox modes: Earth and Space. In Earth Mode you just spawn on Earth surface and you can already start gathering resources. On Space mod…
- v0.2.1 beta - 3 September 2026
## v0.2.1 beta ### Bug fixes - Fixed sudden crash that happened sometimes when switching between lantern and gun - Fixed issues when loading game losing state of missions - Fixed main menu issues in monitors with resolution 3840x1440
- Funorbit is Now Available in Early Access! - 3 September 2026
Funorbit is officially available in Early Access!After a long time working on the game, I’m very happy to finally make it available for everyone to play.Early Access is only the beginning. The current version includes the core planet and launching experience, and I plan to continue expanding the game with more space gameplay, new places to explore, customization, stations, animals, monsters, additional planets, improvements and plenty of polish.As a solo developer, your feedback is especially valuable. If you play Funorbit and have ideas, encounter a bug, or simply want to tell me what you enjoyed, please share it through the Steam Community.Thank you to everyone who wishlisted, followed, played the demo, or supported Funorbit during development.See you in orbit!
- Watch the latest features of Funorbit - 15 June 2026
Join me for a live look at Funorbit, a 2D physics-based space survival and exploration game where you wake up in an abandoned lab, gather resources, repair technology, and work your way toward launching into orbit.This stream shows the current demo version during Steam Next Fest, including survival systems, crafting, exploration, gravity-based movement, rocket progression, and some of the long-term direction of the game.Funorbit is still in active development, so feedback is very welcome. Try the demo, share what feels good or confusing, and wishlist the game if you want to follow its progress.
- Funorbit is a long-term project - 4 June 2026
Funorbit is still in development, and it will continue to be in development for a long time.This is not a small game for me. The vision behind Funorbit is much bigger than simply releasing a finished version as soon as possible. I want to keep adding the mechanics, features, systems, content, and story that I believe the game deserves.There is a lot I want to build, both on planets and in space, especially in space. Exploration, survival, crafting, vehicles, orbital mechanics, space travel, discoveries, dangers, story moments, and a world that keeps becoming deeper over time are all part of the long-term vision.At the same time, I don’t want to develop the game completely in isolation. I want to start getting feedback from players while the game is still growing. That feedback will be very valuable to understand what feels good, what needs improvement, what is confusing, what is missing…
- Waking up after humanity’s end. Funorbit intro scene - 25 October 2025
I started to think it may be worth working on a free demo. It make sense.I want people to understand what the game is about, collect some feedback and hopefully get some attention from the community.So in the past 10 months I have been working solely on the game mechanics, completely neglecting the backstory, though I had some ideas in the meantime. So I think it is time for me to start working on it.You wake up in a post-apocalyptic world, are you the sole survivor?
- Polishing Pixel Art and Introducing Caves - 18 October 2025
Must sound counter-intuitive but working on the pixelart graphics, making sure they look as perfect as possible and that animations are well transitioned, is the most time consuming task by far. You could spend 8 consecutive hours improving a spritesheet and the results are diminishing compared to programming new features. But it is always worth polishing.In the last few days besides that polishing (specially on the astronaut spritesheet) I've been working on trees, rocks, sounds and caves, and perhaps the Cave being the most satisfactory progress.
- Improved Navigation: Radar, Trajectory Prediction, and Moon Preview - 11 October 2025
I've made significant improvements to in-game navigation to enhance situational awareness and control. A new radar system provides clearer, more instantaneous detection of nearby objects, while a predictive curved trajectory line now visualizes your ship's future path, dynamically influenced by both gravitational pulls and player-applied thrust. These adjustments make planning maneuvers more intuitive and reduce surprise encounters during high-speed navigation.Additionally, preliminary work on lunar features is nearing completion; I've integrated the moon's mechanics without revealing upcoming surprises. This update lays the groundwork for more immersive celestial interactions and smoother flight control, ensuring players can focus on exploration and strategy with confidence.
- Save Game Feature, Architecture Improvements, and Bug Fixes - 4 October 2025
I've been spending a lot of time on the Save Game feature. This is because I believe players deserve better, and not being able to store their progress as part of the first release is a failure. Players will spend hours playing it, especially when travelling through planets, so losing your progress would be a waste of time and a disappointment for me and for those who would buy this game. This feature is almost ready, so I'm fixing little details that may improve this experience overall.Related to in-game related changes, I've been rethinking the whole architecture a bit, making changes here and there. After you make your codebase to size of tens of dozens of pure lines of code you have to start thinking if what you are doing is long-term bullet proof. I really want to make sure every new feature gives space to more complexity without ending in a spaghetti a la carbonara.Though this is…
- Steam "Coming Soon" Page Published! - 27 September 2025
So I just published the "Coming Soon" page in Steam, which is a big step for me and Funorbit to start being known in the videogames world and indie community.Nevertheless, there are still things that need to happen in order to go from "Coming Soon" into a release date. Among those are the save game feature, more base building crafting tools and infrastructure, a nice tutorial and perhaps more animals.My goal is to release a stable version with no major bugs that can be played and enjoyed with no limitations, and over time start adding new cool features I have in mind for the game.This is the start of a weekly update (likely to happen every Saturday afternoon) so stay tuned!