Compara los precios de ORDER 13 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Cybernetic Walrus. Publicado por Oro Interactive. Lanzado el 10/3/2025. Disponible en PC. Géneros: Action, Indie, Simulation.

Protect a cat, meet a quota, survive a warehouse that gets progressively more wrong the deeper you go. Short, sharp, and genuinely tense in ways the setting has no right to be.

My first instinct with ORDER 13 was skepticism. First-person indie horror floods the PC market weekly, and a warehouse-setting premise sounds like a thin hook dressed up in atmosphere. Two shifts in, that skepticism was gone. Cybernetic Walrus understood something most of the genre misses: the scariest possible constraint is not a health bar but a daily quota that keeps climbing. You cannot simply hide. You have to work. The core loop is collect, pack, and ship. Print your order, locate the item by shelf code, haul it back to your packing station, fill the box with packing peanuts, tape it shut, center the label, and ship it out. Mistakes cost you money. Miss your quota and the cat suffers for it. That cat is the actual tension engine. There is no traditional health gauge; instead a kitty stress meter sits in the corner, ticking down if you spend too long away or neglect the animal's needs between runs. Spend earnings on cat food, toys, and furniture to keep that meter comfortable, then buy tool upgrades like running shoes, a backpack, and a scanner to make warehouse runs faster. The game unlocks new zones, including two basement levels and an HR office, each accessed by purchasing certificates. The main floor keeps shelves in clean alphabetical order. The basements do not. Layouts condense, sightlines collapse, and the gap between you and whatever is lurking in the dark gets smaller with every day. The horror itself sits somewhere between psychological and jumpscare, and reviewers are split on which side dominates. The atmospheric side is the stronger half: distant whispers, flickering lights, gore accumulating in the aisles as days progress, and a stalking creature whose stomping footsteps you learn to read like a clock. The jumpscares are varied enough that they do not all land with equal weight, and the primary monster loses its threat over time once you figure out that ducking under a shelf is usually enough to lose it. Sound design is effective but imprecise in spots, making the monster's exact position genuinely hard to read. That can feel like a flaw or like authentic panic, depending on your tolerance. Motion sensitivity is worth flagging for some players, as head-bob and FOV options exist but may not fully resolve nausea for everyone. For a strategy-minded player, ORDER 13 has more decision texture than the genre average. Route planning matters. Going deep for a high-value item versus doing two cheap runs for quota safety is a real tradeoff. The procedural warehouse layout on each new run ensures you cannot fully autopilot routes. The upgrade tree is small and the shop feels slightly thin once fully exhausted around day ten or so, but the escalating daily quota keeps you honest: standing still is not a strategy. The cat customisation, including coat color and body weight options, is a small detail that signals genuine developer care. Completion runs two to five hours, with optional continued play after the credits. No game-breaking bugs surfaced in multiple reviewed playthroughs. Who is this for? Horror fans who want something short and contained with a gameplay reason to care beyond self-preservation. Job-sim players curious about the horror end of that Venn diagram. Anyone who liked the pressure loop of Lethal Company but wants a singleplayer version with quieter, creepier stakes. It is not for players chasing deep systems or replayability beyond a second run. The monster AI becomes readable, the upgrade pool runs dry, and the runtime is honest about being a single-session experience. That is not a condemnation. It is a tight, well-executed idea that knows its own dimensions. Diego, Scout Team

ORDER 13

ORDER 13

10 mar 2025Cybernetic WalrusOro Interactive
GamerScout opina

Protect a cat, meet a quota, survive a warehouse that gets progressively more wrong the deeper you go. Short, sharp, and genuinely tense in ways the setting has no right to be.

PC
Steam Deck PlayableProtonDB Platinum
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€0.00
en N/A
Mínimo histórico: €0.97

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Acerca de ORDER 13

My first instinct with ORDER 13 was skepticism. First-person indie horror floods the PC market weekly, and a warehouse-setting premise sounds like a thin hook dressed up in atmosphere. Two shifts in, that skepticism was gone. Cybernetic Walrus understood something most of the genre misses: the scariest possible constraint is not a health bar but a daily quota that keeps climbing. You cannot simply hide. You have to work. The core loop is collect, pack, and ship. Print your order, locate the item by shelf code, haul it back to your packing station, fill the box with packing peanuts, tape it shut, center the label, and ship it out. Mistakes cost you money. Miss your quota and the cat suffers for it. That cat is the actual tension engine. There is no traditional health gauge; instead a kitty stress meter sits in the corner, ticking down if you spend too long away or neglect the animal's needs between runs. Spend earnings on cat food, toys, and furniture to keep that meter comfortable, then buy tool upgrades like running shoes, a backpack, and a scanner to make warehouse runs faster. The game unlocks new zones, including two basement levels and an HR office, each accessed by purchasing certificates. The main floor keeps shelves in clean alphabetical order. The basements do not. Layouts condense, sightlines collapse, and the gap between you and whatever is lurking in the dark gets smaller with every day. The horror itself sits somewhere between psychological and jumpscare, and reviewers are split on which side dominates. The atmospheric side is the stronger half: distant whispers, flickering lights, gore accumulating in the aisles as days progress, and a stalking creature whose stomping footsteps you learn to read like a clock. The jumpscares are varied enough that they do not all land with equal weight, and the primary monster loses its threat over time once you figure out that ducking under a shelf is usually enough to lose it. Sound design is effective but imprecise in spots, making the monster's exact position genuinely hard to read. That can feel like a flaw or like authentic panic, depending on your tolerance. Motion sensitivity is worth flagging for some players, as head-bob and FOV options exist but may not fully resolve nausea for everyone. For a strategy-minded player, ORDER 13 has more decision texture than the genre average. Route planning matters. Going deep for a high-value item versus doing two cheap runs for quota safety is a real tradeoff. The procedural warehouse layout on each new run ensures you cannot fully autopilot routes. The upgrade tree is small and the shop feels slightly thin once fully exhausted around day ten or so, but the escalating daily quota keeps you honest: standing still is not a strategy. The cat customisation, including coat color and body weight options, is a small detail that signals genuine developer care. Completion runs two to five hours, with optional continued play after the credits. No game-breaking bugs surfaced in multiple reviewed playthroughs. Who is this for? Horror fans who want something short and contained with a gameplay reason to care beyond self-preservation. Job-sim players curious about the horror end of that Venn diagram. Anyone who liked the pressure loop of Lethal Company but wants a singleplayer version with quieter, creepier stakes. It is not for players chasing deep systems or replayability beyond a second run. The monster AI becomes readable, the upgrade pool runs dry, and the runtime is honest about being a single-session experience. That is not a condemnation. It is a tight, well-executed idea that knows its own dimensions.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:sub-5Quota ManagementCat CompanionProcedural WarehousePsychological HorrorUpgrade LoopStealth EvasionShort RuntimeJob Simulator Horror

Requisitos del sistema

Mínimos

OS
Windows 10 or Windows 11
Memory
8 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
AMD RX 570 / Nvidia GTX 1060
Processor
Ryzen 3 2200G / Intel i5-7400

Recomendados

OS
Windows 10 or Windows 11
Memory
12 GB RAM
DirectX
Version 12
Storage
5 GB available space
Graphics
AMD RX 5070 / Nvidia 2060
Processor
Ryzen 7 2700X / Intel i7-9700K

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Información del juego

Desarrolladora
Cybernetic Walrus
Distribuidora
Oro Interactive
Fecha de lanzamiento
10 mar 2025

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¿En qué plataformas está disponible ORDER 13?

ORDER 13 está disponible en PC.

¿Cuándo se lanzó ORDER 13?

ORDER 13 se lanzó el 10 de marzo de 2025.

¿Quién desarrolló ORDER 13?

ORDER 13 fue desarrollado por Cybernetic Walrus y publicado por Oro Interactive.