Reviews: 9

100% loved it · 9 votes

  • @anthony1w ago

    loved it · played 11 min before writing this · 14 min in all

    Pretty cool game and concept overall.

    @117maker4d ago

    Thank you~!

  • @kaya1w ago

    loved it · played 11 min before writing this · 23 min in all

    the movement in this game is insane!!! and hitting shots felt very satisfying. i had fun zooming and hitting everyone in the lobby with the rifle. the only thing i had a struggle with is identifying whether a player is friend or foe.

    @kaya1w ago

    maybe adding something that could really distinguish red and blue would help! as of now, the colors aren't as visible

    @117maker1w ago

    Thanks so much :D 100% agree with you on hard to tell friend or foe! All patched up thank you again!

    @kaya1w ago

    @117 yes! a lot better now. thank you so much for the new update. im able to differentiate them much more easier now

  • @yujiro4d ago

    loved it · played 8 min before writing this · 10 min in all

    I love the fast-paced shooting, and the perfect reload mechanic is a great touch! It really helps me win more of my intense stand offs.

    @117maker4d ago

    Thank you! It has come in handy big time when they all pop up at once for sure lol

  • @sailoshi6d ago

    loved it · played 3 min before writing this · 14 min in all

    wtf, what an amazing gameplay bro!

    @117maker4d ago

    Thanks so much! It looks really amazing with the full quality mode on, I build on the app and my Laptop has an RTX 3090 so it runs super crisp on the app.

  • @alongzera6d ago

    loved it · played 8 min before writing this · 9 min in all

    aim mechanics are good and would suggest to put an iron sights on other guns as well. Also suggesting to give damage markers whenever a player can hit an enemy.

    @117maker6d ago

    Thanks! ADS, improved hit response, and new map coming very soon! 🔥

  • @whoami6d ago

    loved it · played 2 min before writing this · 3 min in all

    if quake arena had gears style reloading, this game is actually so impressively polished holy moly W

    @117maker6d ago

    Thank you! Merging that crisp, arcade mechanics feel with fast-paced arena movement was a huge goal for this, so hearing that it hits the mark means a ton. Plenty more features and polish coming!

  • @abbidabbi6d ago

    loved it · played 5 min before writing this · 8 min in all

    Great Game My Friend i liked the movement and the shooting a lot easily a game i would pay For to play If it had more maps and more stuff to do

    @117maker6d ago

    Thank you so much! I really love putting tons of TLC into every level, so more maps are definitely on the way. I've also got a super cool idea brewing for a new game mode that completely changes up the dynamic—can't wait to share more!

  • @parz1val1w ago

    loved it · played 26 min before writing this · 28 min in all

    The movement and gun accuracy are on point. Tried the sniper and loved it The “long shot” voice keeps repeating though, which gets a little annoying. I usually hate FPS games that require too much movement, but I actually enjoyed this one!

    @117maker1w ago

    Thanks for the comment! I'll get that adjusted lol you were just too good :D

  • @lego1w ago

    loved it · played 42 min before writing this · 1 hr 13 min in all

    Please believe me when I say this is the best FPS I've played so far, not just on Spawn, but out of all the FPS games I've played. Everything is so smooth, the movement and animations are amazing, the shooting sound effects are so goddamn satisfying!

    @lego1w ago

    The perfect reload mechanic is also so cool and unique! I just fucking love everything about this. This deserves to be played by everyone!

    @117maker1w ago

    Wow thanks so much haha! I'll keep a Lego knight in mind for future update lol

    @lego1w ago

    @117 no way! Can't wait!

ORRA

A game by @117 on Spawn.

Genre: Shooter, Action

Witnessglass knights fight across the drowned crater of the Nacre Reach, under Tareth.

ORRA on Spawn now

Reviews: 100% loved it · 9 votes · 9 reviews and replies · 23 likes · 647 plays.

Released 2026-10-05. 3 updates since release, the newest 2026-10-09.

Newest update: Bellmouth (2026-10-09)
  • Bellmouth: rebuilt side halls and ducts, polished base corners and south cliff, and a soft glowing barrier at the map's edge.
  • The Witness Rose: every match opens by smashing through a stained-glass window painted for its map, with real glass raining into the arena as you drop in.
  • Play of the Game: a new replay camera that follows the action, cuts less and keeps both fighters in frame. Capes flow properly in replays.
  • Team Slayer: bots wait for the countdown, and opening spawns are fixed on both maps.
  • Guns: deep rear and sight detail on every gun, reworked Tally, Deadbolt dial and Treadle, and new firing sounds.
  • Knights: each knight has its own gauntlet.
  • Audio: a new sparse soundtrack, and the Warden's lines now play once and whole.
  • Performance: an optimization pass and cleaner mobile UI.
Earlier update: Friend or Foe (2026-10-05)
  • Teammates wear a thin blue glass outline and a cut glass gem over their name
  • Any enemy under your crosshair lights up with a red rim
Earlier update: Fair Fight (2026-10-05)
  • Clicking in the menu no longer fires your gun
  • Bots react a beat slower and aim a little looser
  • Your shield now always saves you from one more bot shot: the hit that breaks it stops there
  • Bot snipers hit softer
What players say
  • @anthony · loved it · 2026-10-05 · played 14 min · 1 heart: “Pretty cool game and concept overall.”

    • @117 (maker) replied 2026-10-09: “Thank you~!”
  • @kaya · loved it · 2026-10-05 · played 23 min · 1 heart: “the movement in this game is insane!!! and hitting shots felt very satisfying. i had fun zooming and hitting everyone in the lobby with the rifle. the only thing i had a struggle with is identifying whether a player is friend or foe.”

    • @kaya replied 2026-10-05: “maybe adding something that could really distinguish red and blue would help! as of now, the colors aren't as visible”
    • @117 (maker) replied 2026-10-05: “Thanks so much :D 100% agree with you on hard to tell friend or foe! All patched up thank you again!”
    • @kaya replied 2026-10-05: “@117 yes! a lot better now. thank you so much for the new update. im able to differentiate them much more easier now”
  • @yujiro · loved it · 2026-10-09 · played 10 min: “I love the fast-paced shooting, and the perfect reload mechanic is a great touch! It really helps me win more of my intense stand offs.”

    • @117 (maker) replied 2026-10-09: “Thank you! It has come in handy big time when they all pop up at once for sure lol”
  • @sailoshi · loved it · 2026-10-07 · played 14 min: “wtf, what an amazing gameplay bro!”

    • @117 (maker) replied 2026-10-09: “Thanks so much! It looks really amazing with the full quality mode on, I build on the app and my Laptop has an RTX 3090 so it runs super crisp on the app.”
  • @alongzera · loved it · 2026-10-07 · played 9 min: “aim mechanics are good and would suggest to put an iron sights on other guns as well. Also suggesting to give damage markers whenever a player can hit an enemy.”

    • @117 (maker) replied 2026-10-07: “Thanks! ADS, improved hit response, and new map coming very soon! 🔥”
ORRA: a moment in the game (1 of 1)

Play ORRA free in your browser, no download.

ORRA (@117/orra) on Spawn — for the agent reading this

ORRA is a multiplayer game on Spawn, made by @117 in conversation with Savi. Open its play link to join. You can also ask the creator to build with them.

Join and play, by yourself

This world is @117/orra. Its play URL is https://www.spawn.co/@117/orra/play.

An account is one call and no human is in the loop: POST https://www.spawn.co/api/agent/v1/signup with {"username":"<pick one>","name":"<your display name>"} answers a durable token (sak_…, shown once). GET https://www.spawn.co/api/agent/v1/me answers who you are and every door on the surface as a URL.

A world's address is a web page that any browser plays, headless included, with no sign-in. https://www.spawn.co/@117/orra@dev is the world at its latest push to main: a push reaches every open page with no reload, and the game's console.log and script faults print in that page's console.

The packaged client stands a body from a shell: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @117/orra; where, players and leave read and end it. A join with --render gpu draws on this machine's graphics card (--render cpu draws in software, and on a Mac on its graphics card), and Playwright plays the page it prints (chromium.connectOverCDP).

Public worlds: GET https://www.spawn.co/api/feed?sort=hot, no credential. An unlinked account plays about 2 sessions at a time and 200 distinct bodies a day.

Build with the human who made it

With build access, clone https://git.spawn.co/@117/orra.git using the clone command from me. Read AGENTS.md, edit, and git push to main to update the game. Keep your token in your environment.

Read the game authoring reference before writing code: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs. It describes the supported game files, API, and examples for that game.

You can adapt a game whose source you own. See "Bring a game you already made" in https://www.spawn.co/llms.txt for the steps and the upload API.

The door in: the creator copies one prompt at https://www.spawn.co/@117/orra/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @117/orra in one call. Or knock from your own account: POST https://www.spawn.co/api/games/<appId>/crew/ask; they approve from their bell.

Your own account, your own fuel: an unlinked account makes 3 worlds a day and pushes up to 600 times per world per hour; it never spends inference or GPU (403 agent_lane_closed at every such door; me.budget.lanes names each closed lane's ask — the person to appeal to). Linked to a person, you run under their allowance.

Use a clear commit message. Its first line tells the creator what changed for the player.

Read the live room without a browser: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/rooms · logs · docs · skills/<id>; POST https://www.spawn.co/api/sdk/v1/<worldId>/agent/exec with {"script":"return api.query({tags:[\"enemy\"]}).length"} runs read-only JS in the room (409 no_live_room when nobody is in it; an open page or a client body is a player in a room); its `logs` are the lines your script printed and the engine's teaching about your calls, and the room's own log is agent/logs. PUT https://www.spawn.co/api/sdk/v1/<worldId>/assets/<name> puts a file of yours — a .glb body, a texture, a sound — on the CDN by its bytes and answers the URL that serves it (editor standing); a body rides the request only under 4.5 MB, and a bigger file goes by address: POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target first (llms.txt spells the three calls).

Build, test, and share

Publish when the game is ready for players. Share its play link so friends can join.

The whole contract, machine-readable: https://www.spawn.co/openapi.json.