
Order 13
GameBy Cybernetic Walrus · Released Mar 10, 2025
Pack orders and ship them out. But the warehouse holds more than just inventory.
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
- Links
- Official site
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
| Year | Share of the best year | Revenue | Units |
|---|---|---|---|
| 2025 | $419K | 68K | |
| 2026 so far | $103K | 18K |
On Steam since Mar 10, 2025 · Developer Cybernetic Walrus · Publisher Cybernetic Walrus, Drillhounds, Oro InteractiveSteam store page
Documents about Order 13
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).
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.