Get To Orbit

Get To Orbit

GTO Team

1,0

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.

Requisitos do Sistema

Requisitos Mínimos

SO: Windows 10 (64-bit)
Processador: Any 64-bit dual-core CPU
"Memória:" 2 GB RAM
Gráficos: Any GPU with OpenGL 3.3 support (Intel HD 4000 / 2012 or newer)
Armazenamento: 250 MB available space

Requisitos Recomendados

SO: Windows 10 (64-bit)
Processador: Any 64-bit dual-core CPU
"Memória:" 2 GB RAM
Gráficos: Any GPU with OpenGL 3.3 support (Intel HD 4000 / 2012 or newer)
Armazenamento: 250 MB available space

Sobre este jogo

"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.

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