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From Jam to Journey: The Story of Project Oru

What started as a quick, inspired idea for Pirate Software’s Game Jam 14 is now evolving into something much larger. During the jam, the theme was “Let it Spread,” and that got us thinking about light versus darkness. We developed Oru: The last Light of Rhekari as a top-down, 2D twin-stick shooter with roguelike elements, where players control Oru, a fiery being spreading light to drive back encroaching shadows.

In the original version, we kept it simple: the goal was for Oru to survive waves of shadows, find the 3 hidden Light Towers and bring back their Light to the Tower of Rhekari. While most of the Game Jam mechanics aren’t coming with us into the 3D version, the story and the lore definitely are. Oru’s world is darker and more mysterious than ever, and this time, we’re building it as an open-world action RPG with fast-paced, tactical sandbox combat.

A Combat System We’re Excited About

One thing we’re particularly excited to share in the future is our combat system. The Game Jam version had basic twin-stick controls, but for Project Oru’s 3D world, we’re developing something a bit more complex and way more engaging. “Sandbox” is a word we’re taking to heart: the goal is to let players approach combat in different ways, using whatever tools they find or develop, with plenty of room to experiment. There’s a lot to work on, but the potential is motivating us to keep pushing forward.

Dark, Gritty, and Expansive

We’re keeping the eerie, dark atmosphere of the Game Jam version, but shifting to 3D opens up whole new possibilities. Our goal is to make Oru’s world feel alive and immersive, with environments that beg to be explored but also keep you on your toes. And, if anything, the tone might get even darker as we lean into the unsettling elements that 3D can really bring to life.

Want an example?

Concept Art: The Scorched Prince - Rudy Hernandez

3D model concept: The Phantom - Ernesto Martinez

Who Is Oru?

In Project Oru’s 3D story, Oru will no longer be the only main character. Players will instead control a new protagonist, a human, while Oru’s presence remains significant to the story. We won’t spoil anything yet, but this new dynamic between Oru and the protagonist is key to where the story is heading.

Oru. (early version)

Our Development Path

Developing a 3D open-world ARPG is ambitious—especially for a small team. Our first goal is to build a prototype, which will allow us to test core gameplay features and set a foundation to expand from. It’s a big challenge, but we’re taking it one step at a time, letting the project grow organically and focusing on creating an experience that feels both intense and meaningful.

If you want to follow us on our journey and get updates on Project Oru as it develops, join our Discord! It’s the best place to catch sneak peeks, share your thoughts, and be part of the conversation as we bring Oru’s world to life. We’d love to see you there!

Sound Design Showreel

Oru: The last Light of Rhekari
Pirate Software – GameJam 14
Honorable Mention

Work Done:
– Music
– SFX
– Audio Integration (FMOD)
– VFX

Legacy of Humanity
Adventure Jam 2023

Work Done:
– Music
– SFX
– Audio Integration (FMOD)

Deep Sea Dive
Brackey’s Game Jam 2023.2

Work Done:
– Music
– SFX

As a Sound Designer, I’ve had the privilege of working on a diverse range of projects, including AAA titles.

Below is a selection of some projects I contributed to.

By order of Dynamedion I worked on
Ark: Survival Ascended
Additional Foley Editing.

By order of Dynamedion I worked on
AION.

By order of Audiokraft GmbH
I worked on
Ark: The Animated Series.
Additional Sound Design.

By order of Dynamedion I worked on
Tibia.

By order of Dynamedion I worked on
Honor of Kings.

By order of Dynamedion I worked on
Forge of Empires.

By order of Dynamedion I worked on
QQ Speed.

By order of Dynamedion I worked on
Elvenar.

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