This Week-Long Game Jam Project Is Now Becoming a Full Steam Release (And It’s Actually Good)

Sometimes the best games come from the simplest ideas executed well. Orbit to Riches started as a one-week game jam project by solo developer ThinKING Cat Games – pilot a ship orbiting a planet, shoot asteroids for resources, upgrade your equipment. That’s it. No complex mechanics, no elaborate story, just pure incremental progression that scratches that optimization itch perfectly. The itch.io prototype launched in late November 2025, players couldn’t stop playing, and now it’s getting a full Steam release scheduled for Q2 2026.

What makes this story interesting isn’t just another successful game jam prototype. It’s how ThinKING Cat Games actively engaged with their community, released an alternative version based on feedback, and iterated on the formula to understand what players actually wanted. The original idle version features open-ended progression where your ship constantly orbits and mines. The 1.5 incremental version introduced level-based sessions with smaller progression steps. Players overwhelmingly preferred the original, and that feedback is shaping the Steam release.

Space asteroid mining with spacecraft and orbital mechanics

The Simple Loop That Works

Orbit to Riches nails the incremental game fundamentals. Your ship automatically orbits a planet surrounded by asteroid rings. You fire lasers to destroy asteroids, collecting resources that drop when they explode. Use those resources to purchase upgrades that increase laser power, automate targeting, unlock new asteroid types, add planetary weapons, and improve every aspect of your mining operation.

The progression feels perfectly paced for a 30-minute session, which is exactly what the developer targeted. You start clicking manually to destroy individual asteroids. Within minutes you’re unlocking automation that targets enemies for you. Soon you’re charging Super Laser bursts that wipe out multiple asteroids simultaneously. Eventually you’re managing multiple asteroid rings, balancing resource gathering across different materials while planetary cannons provide supporting fire.

There’s something deeply satisfying about watching your operation scale from one weak laser plinking at rocks to an automated mining empire that clears entire rings in seconds. The visual feedback reinforces progress constantly – more lasers firing, faster respawn rates, bigger explosions, resources streaming into your ship from all directions.

Automation Done Right

The automation system deserves special mention because it demonstrates smart design thinking. Many idle games make automation feel like removing gameplay – why play if the game plays itself? Orbit to Riches avoids this trap by making automation unlockable in stages, each adding new strategic considerations.

Early automation handles basic targeting, freeing you to focus on timing Super Laser charges for maximum efficiency. Later upgrades improve targeting priorities, letting you specify which asteroid types to focus. Eventually you unlock planetary weapons that operate independently from your ship, creating a layered system where automation handles routine mining while you manage high-level strategy.

The Super Laser becomes the key active engagement mechanic. It charges as you damage asteroids, then unleashes devastating area-of-effect damage when triggered. The current prototype doesn’t let automation trigger Super Laser, forcing players to time manual activations even with full automation unlocked. This creates a nice balance between passive income and active optimization.

Orbital view of spacecraft mining asteroids in space

The Community-Driven Development

What separates good indie developers from great ones is how they respond to player feedback. ThinKING Cat Games released the original Orbit to Riches prototype, then immediately created an alternative version based on early comments. Orbit to Riches 1.5 shifted from open-ended idle progression to level-based incremental structure with defined sessions and reset mechanics.

The developer explicitly asked which version players preferred and why. The feedback was clear – players enjoyed the original open-ended format more than session-based progression. One commenter explained they’d played so many session-based incrementals like Nodebuster, Defrag, and Desktop Defender that they were burnt out on that structure. The open-ended version where you’re performing against what feels like an arbitrary clock felt fresher and more relaxing.

This kind of A/B testing with your community is invaluable for indie developers. Rather than guessing what players want, ThinKING Cat Games built two versions and let the audience decide. That player preference is now directly informing how the Steam version develops, ensuring the full release aligns with what the community actually enjoys rather than what the developer assumes they want.

Bugs, Feedback, and Polish

The itch.io comment section reads like a masterclass in productive community engagement. Players report specific bugs with reproduction steps. The developer responds asking for clarification. Issues get fixed in updates. Suggestions get acknowledged and sometimes implemented quickly.

Common feedback included the jarring transition from the dark space background to stark white upgrade screens (players joked about being flashbanged). UI improvements like screen shake for satisfying feedback when destroying asteroids. The game not running in the background while browsing the upgrade menu. Automation quirks where the Super Laser couldn’t trigger automatically.

Some issues are more fundamental – upgrade costs occasionally don’t match displayed values, fullscreen mode causes FPS drops on certain browsers and resolutions, buying buttons don’t update if you gain enough money while the shop is open. These are typical early prototype problems that polish will address.

But the fact players cared enough to document these issues shows engagement. People don’t write detailed bug reports for games they don’t enjoy. They close the tab and move on. The active comment section demonstrates Orbit to Riches hit something that resonated despite rough edges.

Space exploration game with resource gathering mechanics

What’s Coming in the Steam Version

The Steam page went live December 26, 2025, with a Q2 2026 release window (April-June timeframe). According to the store description, Orbit to Riches is being expanded into a short incremental space game about mining asteroids, upgrading ships, and building long-term progress through multiple runs and idle mechanics.

That phrasing – “multiple runs” and “long-term progress” – suggests the Steam version will incorporate meta-progression that the prototype lacked. Instead of one continuous session, you’ll likely complete runs that earn permanent upgrades applied to future attempts. This is standard incremental design that creates compelling replay loops where each run feels meaningfully different from the last.

The prototype featured locked upgrade nodes that were never implemented in the one-week development window. The developer acknowledged these represented systems that were half-finished when time ran out. Presumably the Steam version will flesh out those incomplete upgrade trees, adding depth to ship customization and strategic choices.

Rare asteroid types were mentioned in the original description but barely present in the prototype. The full release will likely expand asteroid variety significantly, creating more diverse resource chains and strategic considerations about which asteroids to prioritize during runs.

Pricing and Release Strategy

The Steam page doesn’t list pricing yet, which is typical for games still in development. Given the scope and development context, expect this to launch as a budget title in the $5-10 range. The prototype demonstrates solid fundamentals that justify charging money, but it’s not a massive content-heavy game that warrants premium pricing.

ThinKING Cat Games will likely continue using itch.io for public testing builds while developing the Steam version. This approach lets them gather feedback from the existing community while working toward the commercial release. Early Access is possible though not confirmed – many incremental games benefit from Early Access periods where developers can iterate based on player data.

The Q2 2026 window gives roughly 4-6 months of development time from the December announcement. That’s reasonable for expanding a working prototype into a feature-complete release, especially for a solo developer working part-time. The one-week prototype proved the core loop works. Now it’s about adding content, polish, and meta-progression that justifies the price tag.

Indie game development workspace with space game design

Why Incremental Games Work

Orbit to Riches succeeds because it understands what makes incremental games compelling. The genre thrives on steady, visible progression. Every action should feel like it matters, moving you incrementally closer to the next milestone. Numbers should go up consistently. Upgrades should create noticeable improvements. The loop should be frictionless enough to keep you engaged without demanding full attention.

The best incremental games balance active and passive engagement. Purely passive games become boring – you’re just watching numbers climb with no agency. Purely active games exhaust players who want relaxing progression. The sweet spot is games where you can engage actively when you want to optimize, or sit back and let automation handle the routine while you monitor progress.

Orbit to Riches nails this balance in its current form. You can actively pilot your ship and time Super Laser charges for maximum efficiency. Or you can let automation handle routine mining while you check in occasionally to purchase upgrades and unlock new asteroid rings. Both playstyles feel rewarding, and you can switch between them based on how much attention you want to invest.

The visual design supports the gameplay perfectly. Watching asteroids explode and drop resources provides constant positive reinforcement. The orbital motion creates natural rhythm – your ship moves through the rings at steady pace, encountering new asteroids regularly without overwhelming you. The minimalist aesthetic keeps the screen clean and readable even when multiple systems activate simultaneously.

Session Length and Replayability

The prototype targets roughly 30-minute sessions to reach the current content cap. That’s perfect for incremental games – long enough to feel substantial progress, short enough to squeeze into lunch breaks or evening relaxation. You’re not committing to multi-hour marathons, but you’re not finishing in 5 minutes either.

Once the Steam version implements meta-progression with multiple runs, replayability expands dramatically. Each run becomes a puzzle of optimizing upgrade paths based on your permanent bonuses. Early runs focus on unlocking new systems and understanding synergies. Later runs leverage accumulated knowledge and meta-upgrades to push further faster.

This structure has proven successful for countless incremental games. Cookie Clicker, Idle Champions, Realm Grinder, Kittens Game – they all use some variation of runs-with-meta-progression. It’s effective because it creates both short-term goals (complete this run efficiently) and long-term goals (unlock all meta-upgrades).

Casual gaming setup perfect for incremental idle games

The Solo Developer Journey

ThinKING Cat Games represents thousands of solo indie developers working on passion projects while balancing other responsibilities. The one-week development constraint wasn’t artificial – it was likely all the time available between day job, family, and life obligations. Yet within that week, the developer shipped a working prototype that resonated with players.

This is the dream scenario for hobbyist game developers. Build something small that proves your concept. Release it publicly to gauge interest. If people respond positively, invest more time expanding it into a commercial release. If it flops, you’ve only lost a week rather than years chasing a project nobody wanted.

The active community engagement shows a developer who genuinely cares about player feedback rather than being defensive about their vision. Creating the 1.5 version to test alternative mechanics demonstrates willingness to experiment and let data drive decisions. These are traits that separate successful indies from the thousands of abandoned prototypes littering itch.io.

The path from one-week prototype to Steam release is rarely straightforward, but ThinKING Cat Games is following a proven playbook. Validate the concept quickly with a minimum viable product. Gather feedback from real players. Iterate based on what works. Expand gradually while maintaining the core that people enjoyed. It’s not glamorous, but it’s how sustainable indie development happens.

Frequently Asked Questions

What is Orbit to Riches?

Orbit to Riches is an incremental idle game where you pilot a ship orbiting a planet, mining asteroids for resources to upgrade your equipment. Originally created as a one-week game jam prototype by solo developer ThinKING Cat Games, it’s expanding into a full Steam release scheduled for Q2 2026.

Can I play Orbit to Riches now?

Yes, the original prototype is playable for free on itch.io at thinking-cat-games.itch.io/orbit-to-riches. A session takes roughly 30 minutes to complete. An alternative incremental version (1.5) is also available on the same developer’s itch.io page.

When does Orbit to Riches release on Steam?

Orbit to Riches is scheduled for a Q2 2026 Steam release, meaning sometime between April and June 2026. The Steam page went live December 26, 2025, allowing players to wishlist the game.

Who developed Orbit to Riches?

ThinKING Cat Games, a solo indie developer, created Orbit to Riches as a one-week game jam project. Based on positive community response, the developer is expanding it into a full commercial release.

How much will Orbit to Riches cost?

Pricing hasn’t been announced yet. Given the scope and indie development context, expect a budget price point likely in the $5-10 range when it launches on Steam.

What’s different between the itch.io and Steam versions?

The Steam version will expand on the prototype with meta-progression across multiple runs, more asteroid types, completed upgrade trees that were locked in the prototype, and general polish and content additions. The core gameplay loop remains the same.

Is Orbit to Riches multiplayer?

No, Orbit to Riches is a single-player incremental game focused on ship progression and asteroid mining. There’s no multiplayer or co-op functionality.

What platforms will Orbit to Riches be on?

Orbit to Riches is confirmed for Steam on PC. No other platforms have been announced, though the browser-based prototype runs on Windows, Mac, and Linux through itch.io.

How long does Orbit to Riches take to complete?

The current prototype takes approximately 30 minutes to reach the content cap. The Steam version with meta-progression and multiple runs will likely offer several hours of content as you unlock permanent upgrades and optimize strategies.

Why Small Projects Matter

Orbit to Riches proves that successful indie games don’t require years of development or massive budgets. A solo developer with one week created something people genuinely enjoyed. The positive reception justified expanding it into a commercial release. That’s the indie dream functioning exactly as it should.

The gaming industry needs more of this. Quick prototypes that test concepts. Public releases that gather real feedback. Data-driven decisions about whether to expand or move on. Too many indie developers spend years building games nobody asked for, then wonder why they can’t find an audience. ThinKING Cat Games validated demand before investing serious time.

If you enjoy incremental games, check out the itch.io prototype. It’s free, browser-based, and takes 30 minutes. If you like what you play, wishlist the Steam version to support the developer. Maybe we’ll get more content, more asteroid types, and deeper progression systems. At worst, you’ve discovered a neat little game that fills a lunch break perfectly.

Sometimes the best games are the simple ones executed well. Orbit to Riches understands its identity and delivers exactly what it promises – shoot asteroids, collect resources, upgrade your ship, repeat. No bloat, no unnecessary complexity, just pure incremental satisfaction. Q2 2026 can’t come fast enough.

Leave a Comment

Your email address will not be published. Required fields are marked *

Scroll to Top