How Shapefarm’s retro‑anime space station puzzler Orbitals is quietly becoming the flagship co‑op showcase for Nintendo’s next console.
Orbitals did not have the loudest trailer at The Game Awards 2025, but it might end up being one of the defining games of Nintendo’s next console. Developed by Tokyo‑based indie studio Shapefarm and published by Kepler Interactive, this two‑player exclusive is shaping up as a kind of mission statement for Switch 2’s social side: a retro‑anime, space‑station puzzle adventure that only truly exists when two people are on the couch.
A space station on the brink
Orbitals takes place on a crumbling orbital facility caught in the path of a supernatural cosmic storm. You play as Maki and Omura, rookie explorers who are more enthusiastic than experienced, tasked with saving their home before the storm tears it apart. Levels are laid out as interconnected sectors of the station, from reactor rings and cargo bays to outer‑hull maintenance corridors, each one a self‑contained co‑op puzzle box.
The station is not just a backdrop, it is the core of the game’s design. Rooms are built around systems that feel like analog sci‑fi machinery: power relays that must be rerouted, airlocks that cycle according to pressure rules, telescoping gantries that only extend if someone is on the right panel in another room. Orbitals constantly asks you to read the station as a physical object and then coordinate with your partner to coax it into working order.
The looming storm gives that structure a clear arc. Instead of abstract puzzle chambers, scenarios are framed as emergency responses. You are stabilizing a failing reactor, patching up hull breaches, or guiding a shuttle through debris. It grounds the cooperative chaos in a story about two small people trying to hold their improvised family together in the worst possible conditions.
Asymmetrical co‑op as the whole point
Orbitals is not “co‑op optional.” It is built from the ground up around asymmetrical roles, and that philosophy touches almost every system.
Maki and Omura share the same overall movement vocabulary, but their toolsets and responsibilities diverge quickly. One might carry a portable stabilizer that can anchor floating platforms while the other handles remote terminals that spin entire station segments. In navigation‑heavy sequences, one player might be stuck in a cramped maintenance shaft rerouting power while the other moves through large exterior spaces that actually respond to those changes.
This asymmetry is not just about having different abilities, it is about information. Many puzzles split visual and mechanical knowledge between players. One person has a schematic, the other is looking at the physical room. One sees a radar‑style map of incoming debris, the other is on manual controls trying to pilot a shuttle through it. Neither has the full picture alone, and the solution is literally talking it out.
Nintendo’s own messaging around Orbitals has latched onto this idea of constant communication. It is the sort of co‑op where you are pointing at the screen, arguing over which lever to pull, chanting countdowns together before flipping three switches in sequence. The design makes your conversations part of the input layer, turning the living room into a kind of extended HUD.
Crucially, the game avoids the classic pitfall of co‑op puzzles where one player is doing “the real thing” while the other just holds a button. Objectives are usually multi‑stage and nested. If one player is feeding power to a series of doors, they are also juggling system overloads and bypassing fuses, not just standing there pressing a switch while their partner solves the “actual” puzzle.
A retro‑anime universe brought to life
Orbitals’ hook is not just mechanical. Visually, it is pitched as a lost early‑90s OVA you can play. Shapefarm leans hard into thick linework, saturated color blocks, chunky interface graphics, and slightly grimy sci‑fi tech with rounded corners and tactile surfaces.
In motion, the game alternates between playable sequences and fully hand‑animated cutscenes produced in collaboration with Studio Massket. These sequences look like something that could sit comfortably between classic mecha side stories and slice‑of‑life space dramas: expressive character animation, snappy reaction shots, and plenty of lovingly framed exterior shots of the station drifting above a storm‑wracked planet.
That retro‑anime aesthetic bleeds back into gameplay. Control panels are labeled with angular kana and chunky typography, suits feature bold color blocking that makes it easy to pick out your partner in the chaos, and environmental hazards are telegraphed with exaggerated, almost cartoon visual language. It sells the fantasy of playing a tape‑era anime episode, but it also serves clarity, which is vital when two people are parsing a busy screen.
Orbitals rounds that out with full Japanese and English voice acting, which lets the characters carry emotional beats rather than relying on text dumps between missions. Short barks during co‑op sequences underline what your partner is doing or needs from you, softening the learning curve for less experienced players.
Built as a Switch 2 showcase
Orbitals might be an indie game by budget, but Nintendo clearly sees it as a showpiece for the Switch 2’s multiplayer identity.
On a hardware level, Shapefarm is embracing all of Nintendo’s new social infrastructure. Local split‑screen for two players is standard, but the game is also tuned for the idea that almost every Switch 2 will have a second pair of Joy‑Con‑style controllers within reach. The level design favors clear spatial separation, with camera work and readability tuned so that two viewpoints on a single TV remain legible.
The feature list goes further. Local wireless play via GameShare lets one copy of Orbitals serve multiple nearby systems, echoing the drop‑in, drop‑out spontaneity of DS and 3DS download play. For families or friend groups where everyone owns a Switch of some kind, this makes Orbitals the instant “pass a Joy‑Con or connect your own system” pick for a night in.
Online co‑op is there for players who cannot share a couch, but it still supports the same kind of chatter‑heavy experience. Voice chat runs through Switch 2’s built‑in microphone and GameChat layer, something Nintendo is clearly trying to normalize after years of awkward third‑party app workarounds. Because so much of Orbitals’ design revolves around describing what you see or coordinating timings, it doubles as a proof of concept for the new voice‑forward platform features.
Under the hood, Unreal Engine 5 gives Orbitals the lighting and material detail to sell its retro art direction without losing the crispness that handheld play demands. Clean silhouettes and bold contrasts keep the cooperative information dense but readable, whether you are playing docked on a big screen or in portable mode.
Why Nintendo wants this as a flagship
Seen in isolation, Orbitals is a charming anime puzzle adventure. Seen in context, it is almost suspiciously perfect as a flagship co‑op pitch for Switch 2.
It is exclusive, which gives Nintendo a clear, simple message: here is an experience you cannot get anywhere else, designed around sitting down with another person and figuring things out together. It foregrounds two‑player play instead of scaling to four or more, which keeps the design focused and makes it less intimidating for lapsed players and families.
It also threads a stylistic needle. The retro‑anime look taps into nostalgia for older fans who grew up renting OVAs, but it is bright and expressive enough for younger players who know anime from streaming rather than VHS. That cross‑generational appeal is exactly what Nintendo tends to chase when it wants a game to become a living‑room staple.
Maybe most importantly, Orbitals feels like a spiritual successor to the kind of co‑op Nintendo has quietly cultivated for years: the bickering‑but‑joyful teamwork of Snipperclips, the orchestrated chaos of Overcooked sessions on Switch, the synchronized panic of Super Mario 3D World’s multiplayer runs. It takes that energy and gives it a new, more narrative‑driven wrapper.
If Switch turned indie co‑op into a permanent fixture of Nintendo hardware, Orbitals looks poised to help define what that tradition looks like on Switch 2. It is not just another indie debuting on a Nintendo stage, it is a carefully chosen headliner that says, very clearly, that couch co‑op still sits at the center of Nintendo’s next era.
