Orbital Decay
Real-time 3DVR mode at launch
A derelict station, a decaying orbit, and ninety minutes of air.
- Genre
- First-person survival
- Platforms
- PC · PlayStation 5 · Xbox Series X|S
- Window
- 2027
GO-01
A derelict station, a decaying orbit, and ninety minutes of air.
You are the last engineer aboard a station falling out of the sky. Every system you repair buys altitude; every one you cannibalise for parts costs it. There is no combat and no second crew — just a hundred thousand tonnes of failing hardware and a countdown you can read from any window.
Windows, not dates. We would rather tell you a quarter we believe than a day we will move.
Real-time 3DVR mode at launch
A derelict station, a decaying orbit, and ninety minutes of air.
Virtual realityHand tracking
Room-scale VR built for the room you actually have.
Real-time 3DVirtual reality
A horror town you can walk through flat — or step into.
Classified
Nineteen people have played it. We are not allowed to say more.
Placeholder art — no in-engine capture has been released for any title yet.
Warsaw · Remote across Europe
We are thirty-four people in one building in Warsaw, plus a dozen more across Europe who come in when a milestone needs them. Artists, engineers, animators and designers sit together — the org chart is two levels deep and it is staying that way.
Everything we ship is real-time 3D, and most of it also runs in a headset. That is not two pipelines; it is one, built for the harder target first. A game that holds ninety frames a second in VR is a game that never stutters on a flat screen.
Nothing on this list is outsourced. If it ships in one of our games, someone in the building made it.
Unreal Engine 5 with Nanite and Lumen on every project, and an in-house streaming layer for worlds that do not fit in memory.
Quest 3, SteamVR and PSVR2 from the first prototype, not as a port. Ninety frames a second is a design constraint, not a target.
A twelve-camera volume in the Warsaw office. Face, body and hands in one take, on the same actor, on the same day.
Our own build farm, asset pipeline and playtest telemetry. Nobody here waits four hours to see a change in the game.
You will talk to the people you would actually sit with, and you will see the build in the first interview — not a slide about it.
Nothing here fits? Send an open application — tell us about the last thing you shipped that did not work, and what you changed.
Capture from the editor, cut features, mocap days, and the VR comfort problems we are still losing to. No launch countdowns, no wishlist begging.
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