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Steam News27 July 202621d ago

ORION: Prelude | A New Era

A NEW BEGINNING Hey everyone, after a long time away I wanted to finally share something directly: I've returned to ORION: Prelude.

In this update13

Full notes

Full ORION: Prelude update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes6 additions5 changes0 removals
  • Performance
  • Gameplay
  • Balance
  • Store
changedDEVELOPMENT CONTINUESThere are real limitations that come with revisiting an ancient engine: pre-PBR, DirectX 9, 32-bit, forward-based rendering. Updates have to operate within those constraints BUT the upside is that ORION will keep running beautifully even on modern low-end hardware.
added>> FIRST-PERSON 2.0The first-person module has received entirely new systems:
changedFPS 1.0= The original system had 25–40% on-screen coverage with zero reactive elements resulting in a stiff, static weapon feel.
addedFPS 2.0= The new experimental systems occupy roughly 10% screen coverage with reactive elements tied to player mechanics providing a more fluid, responsive, smooth weapon feel.
changedTPS 2.0= Responsive, punchy and reactive to your every input. Camera movement and animation fidelity have been dramatically increased. The current version feels radically different from the original. Almost like a perfect mix of Star Wars Battlefront 2 + Gears of War + Earth Defense Force.
addedSTEAM BRANCHESThe ORION: Prelude you already know and love will always exist and remain fully available via Steam Branches . The new experience is coming in addition to it, not in place of it.

ORION: Prelude changes

changedThere are real limitations that come with revisiting an ancient engine: pre-PBR, DirectX 9, 32-bit, forward-based rendering. Updates have to operate within those constraints BUT the upside is that ORION will keep running beautifully even on modern low-end hardware.
addedThe first-person module has received entirely new systems:
changed= The original system had 25–40% on-screen coverage with zero reactive elements resulting in a stiff, static weapon feel.
added= The new experimental systems occupy roughly 10% screen coverage with reactive elements tied to player mechanics providing a more fluid, responsive, smooth weapon feel.
changed= Responsive, punchy and reactive to your every input. Camera movement and animation fidelity have been dramatically increased. The current version feels radically different from the original. Almost like a perfect mix of Star Wars Battlefront 2 + Gears of War + Earth Defense Force.

A NEW BEGINNING

Hey everyone, after a long time away I wanted to finally share something directly: I've returned to ORION: Prelude. Steam post image

The project never completely left my mind and neither did the community that kept talking about it, revisiting it and asking about it years later. Over recent months I started digging back into the code, systems, assets and original concepts. What began as revisiting old work around the 25th Anniversary turned into a decision to continue expanding ORION: Prelude.

DEVELOPMENT CONTINUES

I want to be realistic and transparent about what this means.

This is a passion project for me, not a massive relaunch and not a promise of huge overnight updates. The work is being approached carefully, step by step.

There are real limitations that come with revisiting an ancient engine: pre-PBR, DirectX 9, 32-bit, forward-based rendering. Updates have to operate within those constraints BUT the upside is that ORION will keep running beautifully even on modern low-end hardware.

The priority right now is consistency: rebuilding the foundation properly, improving core systems and sharing progress openly as it happens. I'd rather show you real work than make giant claims on aggressive timelines.

ORION: Prelude has always been ambitious: Massive sci-fi battles, dinosaurs, survival, co-op chaos and a high-octane sandbox. Even now, there's still nothing quite like it and there's something special here worth continuing.

EXPERIMENTAL (FIRST LOOK)

"The Experiment" is something you'll be able to play sooner rather than later. Research and development is underway and I wanted to share a glimpse of what's in production:

>> FIRST-PERSON 2.0

The first-person module has received entirely new systems:

  • Look Sway (Mouse / Right Stick)

  • Move Sway (WASD / Left Stick)

  • Crouch Tuck

  • Composition & Framing

  • & more

FPS 1.0

= The original system had 25–40% on-screen coverage with zero reactive elements resulting in a stiff, static weapon feel.

FPS 2.0

= The new experimental systems occupy roughly 10% screen coverage with reactive elements tied to player mechanics providing a more fluid, responsive, smooth weapon feel.

>> THIRD-PERSON 2.0

The third-person module has received massive updates. ~ The footage speaks for itself:

TPS 1.0

= Stiff, janky and twisted.

TPS 2.0

= Responsive, punchy and reactive to your every input. Camera movement and animation fidelity have been dramatically increased. The current version feels radically different from the original. Almost like a perfect mix of Star Wars Battlefront 2 + Gears of War + Earth Defense Force.

>> VEHICLE SYSTEM 2.0

Significant work has gone into improving vehicles. You'll see it first in the Penguin Scout Buggy with everything modified, revamped or rebuilt:

  • Physics

  • Speed

  • Boost

  • Handling

  • Steering

  • Weight

  • Camera

VEHICLE SYSTEM 1.0

= Stiff, slippery and floaty. Steam post image

VEHICLE SYSTEM 2.0

= Weighty, aggressive and impactful. Steam post image

~ It feels like a mix of the Warthog / the Batmobile and it's a ton of fun to use.

STEAM BRANCHES

The ORION: Prelude you already know and love will always exist and remain fully available via Steam Branches. The new experience is coming in addition to it, not in place of it.

BRANCHDESCRIPTION
"prelude2015"= The existing version from 2015, exactly as you've known it for years. Always available to play, host and enjoy with all content as-was. (Currently identical to the Default branch.)
"originalbeatdown"= The original 2012 launch build, back when it was ORION: Dino Beatdown. For nostalgia and game-history preservation.

PRICING UPDATE

I have a strong vision for the direction of ORION: Prelude and the untapped potential here is immense. To do this properly I will be increasing the price of the base game for new buyers.

On October 25, 2026, the price for NEW buyers becomes $ 9. 99.

Three things you should know:

1. If you already own ORION: Prelude, nothing changes.

Game Updates arrive FREE for every existing game owner. ~ Thank you for your support after all this time.

2. Until October 25, ORION: Prelude remains $0.99.

If you've been meaning to grab it or gift it -- this is the window.

3. Every new purchase supports development.

Your support becomes the bedrock to take this project into active development ~ To deliver new, compelling updates.

SO WHAT'S NEXT?

  • Development is underway right now.

  • Previews are being shared regularly on the Discord.

  • Community polls are live and shaping priorities.

  • First upThe Experiment; the new playable preview build that is in development.

~ Then the goal is to expand from there and have some fun^^

JOIN THE ORION DISCORD

https://discord.gg/cY5XHC3

  • Additional previews

  • Dev interaction

  • Poll voting

  • Early testing opportunities

  • & more

TikTok: http://tiktok.com/@dankie.dev

Twitter: https://x.com/dankiedev

YouTube: View store page

ORION: Prelude @Steam: ORION Prelude

With Love, PRAZ

Source

Steam News / 27 July 2026

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