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Order 13 cover

Order 13

GameBy Cybernetic Walrus · Released Mar 10, 2025

Pack orders and ship them out. But the warehouse holds more than just inventory.

Documents
2
newest 14 Jul 2026
Steam revenue
$523K
estimate, to date

Connections

Each row is a game or company named alongside Order 13, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

About the game

Released
Mar 10, 2025
Developer
Cybernetic Walrus
Publishers
Oro Interactive, JanduSoft S.L.
Genres
Simulator, Adventure, Indie
Platforms
Xbox Series X|S, PC (Microsoft Windows), PlayStation 5

Game data from IGDB.com

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue to date
$523K
Units sold
85K
Last 12 months
$201K
35K units
Price
$8.99
Positive reviews
86%
of 1,546 reviews
Peak players
320
at the same time
Followers
6,963
Average playtime
2 h
Revenue by year
YearShare of the best yearRevenueUnits
2025$419K68K
2026 so far$103K18K

On Steam since Mar 10, 2025 · Developer Cybernetic Walrus · Publisher Cybernetic Walrus, Drillhounds, Oro InteractiveSteam store page

Documents about Order 13

Article

Games That Used Momentum for Steam Next Fest Success

The primary objective of this analysis is to evaluate the correlation between pre-event momentum and success during the June 2026 Steam Next Fest.

  • Success in Steam Next Fest (SNF) is more correlated with wishlist momentum in the two weeks prior to the event than with the raw total wishlist count before SNF, with momentum showing a stronger correlation across various statistical measures (e.g., Pearson r of 0.61 vs. 0.47, Spearman ρ of 0.81 vs. 0.76).
  • While momentum-maxxing (generating high wishlist velocity just before SNF) can lead to significant success, it is a high-risk strategy; only 1 out of 1 game with low base wishlists (<2000) but high momentum (>2000) achieved over 3,000 wishlists, compared to 28 out of 34 games with high base wishlists (>2000) and high momentum.
  • Games like "Cat Mail Co." and "Speak" successfully leveraged momentum-first strategies by launching their Steam pages and demos just days before SNF, resulting in outsized wishlist gains (e.g., "Cat Mail Co." gained 42,000 wishlists from a base of 5,293).
How To Market A GameJul 2026
Cover of Should Games Be 'Nasty, Brutish, and Short'?
Article

Should Games Be 'Nasty, Brutish, and Short'?

The current landscape of PC game publishing is undergoing a strategic shift toward shorter, lower-budget, and highly focused titles.

  • PC game publishing is shifting from high-risk AAA models toward portfolios of shorter, lower-budget titles with development cycles of three to twelve months to mitigate market volatility.
  • Successful low-cost projects like Murky Divers and Order 13 have achieved significant sales milestones of 500,000 and 50,000 units respectively by targeting specific subgenres like co-op horror.
  • Developers are prioritizing 'catchiness' for influencers and streamers over first-to-market status, focusing on high-quality execution within established, trending niches.
GameDiscoverCoMay 2025