Orten Was The Case
Get ready to step into the (non-existent) shoes of Ziggy – an unexpected hero from a fictional Swedish neighborhood. Together, you’ll take on the daunting task of foiling a sinister scheme that could potentially devastate the entire world.
Ziggy wakes up one day with a strange mark on his hand, clueless of what happened the night before. After a couple of minutes lost amongst the familiar streets of his suburb, Orten, an explosion brings him back exactly where he woke up moments before… He’s stuck in a time loop.
With no shoes or recollection of the past, he goes on a mission to discover what the hell is going on and how to avoid the destruction of his city. This won’t be easy though, cause the more he snoops in the wrong places, the more he learns that his hometown has a lot of secrets hidden. His weird neighbors become weirder, and he can only rely on his friends, and on his highly reliable brain.
If the day repeats over and over, then how can one progress? That’s the catch: Knowledge is your key to progress in Orten. Each loop you go through, you will learn something new that will let you progress the story further. You’ll retain clues, notes, timeline events and eventually know how you can change the future in just 12 minutes on a casual Sunday.
Who are they? The Midnight Council, I mean. They seem to be the only ones that are one step in front of you. What really happened in this town 40 years ago and how do you escape the time loop and death?
Follow the clues, solve puzzles and explore the enigmatic suburb of Orten in this hand painted, intriguing, mystery adventure game!
Steam User 2
Initially, it will have the vibe of being a beginner Unity programmer’s first game, which it is, and starts off seeming very very cheap, but…
It’s incredibly complex and well-layered as a curiosity-driven mystery with several characters’ schedules all interplaying with one another that is interesting enough to keep me hooked despite the cons. Very reminiscent of Majora’s Mask, complete with a timeline for each character that you fill out as you witness what each character is doing when, including branch-offs based on your influences.
In terms of cons, it’s hard to tell where ledges are sometimes because of the art style but there’s checkpoints for the sections where that matters and fall damage is pretty dang forgiving.
On Steam Deck it can occasionally crash but only after it saves your data at the end of a run so it’s not ruining the experience.
*TLDR*: In short, this game outweighs its occasionally clunky cons with its interesting complexity and it gets much less cheap-feeling over time, but it does occasionally have another quirky cheaply-made moment every now and then.
I think I’d recommend it when on sale if you’re ever in the mood for an intricate interesting time loop puzzle. I’m hooked trying to figure it all out.
Steam User 1
Very fun execution of a time loop game. There's a couple poorly clued bits but for the most part it's very well designed. My biggest critique is the jankiness of movement on flat backgrounds, but the art style is kind of required for the types of secrets the game hides.
Very clever game on the whole!
Steam User 1
I went into this knowing only that it involved time travel. What a delightful little surprise this was! This game checked all my boxes: time loops, knowledge gates for progression, a compelling mystery, and puzzles that are challenging but fair. The art style very quickly won me over; it's surprisingly detailed, with a unique charm. And--I just found out this was made by a solo dev! Really impressive work, I had a lot of fun with it.
Steam User 1
Orten Was The Case, developed and published by Woodhill Interactive, is a narrative-driven puzzle adventure built around a tightly designed time-loop structure. Set in a rough, urban neighborhood facing an imminent disaster, the game places players in the role of a young protagonist caught in a repeating cycle, where each loop offers another opportunity to uncover the truth and alter the outcome. What begins as a simple mystery gradually evolves into a layered and demanding experience that relies heavily on observation, memory, and careful planning.
The defining feature of the game is its time-loop mechanic. Each cycle lasts only a short period, forcing players to make deliberate decisions about how to spend their time. Rather than progressing in a linear fashion, the experience is built on accumulating knowledge across multiple loops. Information gathered in one attempt becomes the key to making better choices in the next, creating a structure where understanding the sequence of events is just as important as executing them. This design encourages experimentation, as players test different approaches and gradually piece together how the world functions.
Exploration plays a central role in this process. The town of Orten is presented as a compact but interconnected space, filled with characters who follow their own routines within the loop. Observing these routines and interacting with different elements of the environment reveals how events are linked, allowing players to influence outcomes in subtle but meaningful ways. Over time, the experience shifts from wandering and discovery to careful orchestration, as players begin to map out the precise sequence of actions needed to achieve their goal.
The puzzle design is intricate and deeply integrated into the narrative. Rather than presenting isolated challenges, the game weaves its puzzles into the fabric of the world, requiring players to connect clues across multiple loops and contexts. Solutions often depend on understanding cause and effect, with small actions leading to larger consequences later in the cycle. When everything aligns, the resulting sense of accomplishment is significant, as progress feels earned through insight rather than simple trial and error. However, this complexity can also lead to moments of uncertainty, where the next step is not immediately clear.
Narratively, the game adopts a subtle approach, revealing its story gradually through interactions and environmental details. There is little direct exposition, with much of the plot emerging as players piece together fragments of information. This method gives the story a sense of depth, though it can also make the pacing feel uneven, particularly when puzzle-solving takes precedence over character development. The themes of consequence, community, and interconnected lives are present, but they unfold in a way that requires patience to fully appreciate.
Visually, the game combines stylized environments with character models that create a distinct, if somewhat uneven, aesthetic. The town feels intentionally rough and grounded, reinforcing the tone of the narrative, but the presentation can occasionally lack cohesion. Navigation and movement are generally functional, though certain sections—particularly those involving platforming—can feel imprecise. These moments highlight some of the game’s rough edges, especially when precision is required.
Additional gameplay elements, such as light combat and traversal challenges, are present but not central to the experience. These mechanics tend to feel less refined than the core exploration and puzzle systems, occasionally interrupting the flow rather than enhancing it. While they add variety, they do not significantly contribute to the game’s strengths and can sometimes feel out of place within the overall design.
Despite these imperfections, Orten Was The Case stands out for its ambition and its commitment to its core idea. The time-loop structure is used effectively to create a sense of progression that is based on understanding rather than accumulation. Each loop brings players closer to unraveling the mystery, making the experience feel intellectually engaging and rewarding.
Ultimately, the game offers a unique and thoughtful take on narrative-driven puzzles. It may not be the most polished experience, and its complexity can occasionally be challenging, but it delivers a compelling journey for those willing to invest the time. For players who enjoy piecing together intricate systems and uncovering hidden connections, it provides a satisfying and memorable adventure.
Rating: 7/10
Steam User 0
It's a very unique animated adventure game crossed with the time loop mechanics ala Outer Wilds (though The Sexy Brutale is probably a better comparison.) I've heard it called a "metroidbrainia" in that your progress is linked to knowledge you gain and not items/abilities that your character is getting. The gameplay is satisfying and the "ah ha" moments continue at a good rate without you getting stuck. Each loop gives you more insight into all the weird stuff going on, ways to get around, and interactions you can do to try and save the world.
The other main unique aspect worth mentioning is the highly detailed 2D hand-drawn style. It's kind of weird and gritty at first but the charm grows on you. Your character does move in 3D across the 2D background, which can be frustrating during some light platforming moments.
Steam User 0
This game is the definition of an unpolished hidden gem. It has a ton of personality and style, and it is built around a Groundhog Day style time loop narrative that is not only rarely seen, but also extremely well executed.
The game has serious swag. The art style is not going to be everyone’s cup of tea, but it is incredibly unique. The character design is great, the soundtrack is limited but consistently good, and the overall vibe is excellent. Everything works together to create a strong atmosphere, and the time loop mechanic just feels great. I had to go through around 80 loops to 100% the game, and most of those loops taught me something new. Sometimes you get a new piece of lore, other times you learn how to optimize a route between two places. It’s hard to get into details without spoiling the game, so I’ll just leave it at that.
That said, the rough edges are very real. Movement is easily the weakest part of the game. It feels awkward and unpleasant, and I am sure it will push some people away early on. You can get used to it, but it never really feels good. There are also other mechanics that are simply not well executed, like combat. It is abundantly clear that programming is not the creator’s strongest suit, and I honestly think the game might have been better if those elements had been replaced entirely with simpler, narrative alternatives.
The process of getting the good ending was also frustrating without outside help. You are locked out of it early on in your playthrough, and unless I missed something, there does not seem to be any hint in the game that informs the player of this. I will hide the condition with spoiler tags, but I recommend you read it.
You need to be in a fresh save file, you can’t load checkpoints, and you can’t restart the loop. This might just be my subjective opinion, but I really think this was bad game design and could have been handled differently.
Even with these issues, I am glad I played it. I stuck with it because of its ideas, mood, and ambition. If you enjoy time loop narratives and can tolerate some jank, it is absolutely worth your time.
Steam User 0
I love this game soo much, altough i might be a little bit biased because its based on my home country lol. Its very unique and creative, andi love the similarites to real life places in sweden and this game. This is def my comfort game. I did think the game was a bit hard tho, and i dont really think i would be able to finish it without the help of youtube tutorials.