ORDER 13 blends workplace simulation with psychological horror, placing players in the unusual role of a warehouse employee whose nightly shift slowly turns into something far more sinister. Developed by Cybernetic Walrus and published by Oro Interactive and Drillhounds, the game takes a deliberately mundane premise – collecting items, packing orders, and meeting quotas – and twists it into an eerie survival scenario. Working alone in a vast fulfillment centre, the player’s only real companion is a cat waiting back in the small office area, and that relationship becomes the emotional anchor that drives the experience forward.
At the start of each shift, the gameplay loop appears deceptively straightforward. Orders come in, items must be retrieved from the warehouse shelves, and packages need to be prepared and shipped before the day ends. The tension comes from leaving the safety of the office and navigating deeper into a dark and increasingly unsettling warehouse. Shelves stretch into labyrinthine aisles, lighting is sparse, and the deeper sections grow progressively harder to traverse. It’s an effective way to layer danger onto what would otherwise be a routine task system, and the growing complexity of the warehouse layout keeps early sessions engaging.
A central mechanic that sets ORDER 13 apart from many indie horror titles is the presence of the player’s cat. Instead of a traditional health bar or sanity meter, the game tracks the animal’s happiness while the player is away fulfilling orders. The longer you spend wandering the warehouse, the more that meter drains, effectively turning your companion into both motivation and time limit. It’s a surprisingly clever twist that makes every trip out into the darkness feel more urgent, and it adds an emotional layer that many horror games lack. Protecting the cat quickly becomes the primary goal rather than simply surviving another shift.
The core gameplay loop revolves around balancing efficiency and caution. Completing orders earns money that can be used to buy upgrades – faster movement, better inventory tools, or improvements to the cat’s living space that extend how long you can stay away from the office. These systems create a satisfying progression arc during the early hours, as each new upgrade makes it easier to venture further into the warehouse and complete orders more efficiently. At the same time, a monstrous presence roams the facility, forcing players to hide, crouch behind shelving, or sprint for safety when discovered.
Atmosphere plays a major role in selling the horror elements. The warehouse setting is intentionally bleak and oppressive, with dim lighting, strange noises, and occasional unsettling visual moments that build a sense of unease. Jump scares do appear from time to time, but the stronger moments come from subtle environmental cues and the constant awareness that something might be lurking just out of sight. Sound design helps reinforce that tension, although directional cues aren’t always consistent, which can make it harder than intended to judge where danger is coming from.
Despite its clever concept, ORDER 13 doesn’t fully escape the pitfalls of repetition. The basic routine of collecting items and packing orders remains largely unchanged throughout the experience, and after several in-game days the tension can begin to plateau. The enemy behaviour rarely evolves, and once players become familiar with its patterns the threat level diminishes noticeably. Some of the upgrade systems also feel somewhat underdeveloped, with progression slowing down once the main tools and improvements have been purchased.
Even with those shortcomings, the game remains a memorable experiment in genre blending. Combining mundane warehouse labour with creeping psychological horror gives ORDER 13 a distinctive identity, and the inclusion of the feline companion adds a surprisingly heartfelt element to an otherwise bleak setting. It may not fully realise the potential of its premise, but for a short indie horror experience it manages to deliver plenty of tense moments – and more than enough motivation to keep that cat safe through another shift.
Score: 6.5/10

