A 2D pixel-art score-chaser built on real orbital mechanics. Launch, pitch over, coast, and circularise into the exact orbit each contract asks for, then hold it for one full lap before the fuel runs out. Ten missions, three hulls, and a gold tier tuned past the developers' own autopilot.
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24 horas—7 dias—TendênciaEstável
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Detalhes do jogo
Acerca do jogo
Jogo
Data de lançamento2 de outubro de 2026Chega daqui a 7 dias
Conforto e áudioKeyboard Only OptionPlayable without Timed Input
Requisitos de sistema
MínimosRecomendadosSistemaWindows 10 (64-bit)—CPUAny 64-bit dual-core CPU—GPUAny GPU with OpenGL 3.3 support (Intel HD 4000 / 2012 or newer)—RAM2 GB RAM—Tamanho da transferência250 MB available space—
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Acerca de Get To Orbit
"Orbit is sideways speed, not height. Straight up buys you a view and a return trip — the planet is patient."
Get To Orbit is a score-chaser about real orbital mechanics. Every mission is a contract: an exact orbit, drawn to scale in the brief, and a tank of fuel sized to keep the flight honest. Launch, pitch over, let gravity do the turning, coast to apoapsis, and circularise — then hold the band for one full lap. The physics is true conic sections all the way down; nothing is on rails except you, if you fly well.
Ten contracts, no filler
Tolerance bands that tighten until they thread a needle. Elliptical targets with alignment locks. A salvage job that starts in somebody else's orbit — "1800 up top, 580 scraping the weather." One mission flown retrograde, against every chart. An tmosphere thick as soup where heat, not gravity, is the enemy. And a finale on a heavier world: "a summit near escape, and fuel for exactly one honest try."
Scored like you mean it
Every flight is scored out of 1000 — half for accuracy (dead centre of the band, not just inside it), a third for fuel burned against a physics-derived par, the rest for getting it done without extra laps. Bronze, silver and gold stars on every mission, a Steam leaderboard for each, and 19 achievements — six of them epitaphs, because there are exactly six ways to die out here and each deserves a plaque. Gold is tuned past our own reference autopilot on the last two missions. It is reachable. We checked.
Flight School, flown for real
The tutorial doesn't play videos. Every lesson runs the actual simulation — the ascent lesson flies a real rocket through the real physics into a real orbit, shown from two synchronised seats: orbit map and cockpit close-up.
Features
- Ten-mission campaign of real two-body orbital mechanics — apoapsis,
periapsis, eccentricity and alignment targets, with time warp for the long coasts
- Three hull families: the nimble Kestrel X-1, the honest Sparrow MK-1, and
The Jeff, a laden freighter that turns like a monument
- Score attack throughout — 1000-point flights, three star tiers, a leaderboard per mission
- Full controller support
- An ambient soundtrack whose layers loop at prime lengths, so the combination never quite repeats.
Jogadores atualizados — · dados da loja 23/09, 01:53 UTC · fonte: SteamWebAPI
O Steam não indica um preço para Get To Orbit de momento.
Get To Orbit ainda não foi lançado. Lançamento previsto: 2 de outubro de 2026.
Mínimos: Windows 10 (64-bit), Any 64-bit dual-core CPU, Any GPU with OpenGL 3.3 support (Intel HD 4000 / 2012 or newer), 2 GB RAM. O quadro de requisitos acima compara as especificações mínimas e recomendadas para cada plataforma.
O Steam indica 250 MB de espaço livre em disco para Get To Orbit.
Ainda não há análises do Steam para este jogo.
Não — o Steam não inclui o português (Portugal) entre os idiomas de Get To Orbit. No total, o Steam indica 1 idioma para Get To Orbit, nenhum com áudio completo.
Não — o Steam indica Get To Orbit como um jogo para um jogador.
Os Steam charts de Get To Orbit no SteamStatistics mostram os jogadores em direto e as curvas de 24 horas, 7 dias e 30 dias, atualizadas pelo menos a cada dez minutos.Abrir os Steam charts de Get To Orbit ›
No Steam, Get To Orbit funciona em Windows e Linux. Suporte total para comando.
Get To Orbit tem a classificação DEJUS L e IGRS 3.