ORRA
A game by @117 on Spawn.
Genre: Action, Arena Brawler, Survivors
Witnessglass knights fight across the drowned crater of the Nacre Reach, under Tareth.
ORRA on Spawn now
Reviews: Positive · 100% loved it · 11 votes · 11 reviews and replies · 28 likes · 757 plays.
Released 2026-10-05. 4 updates since release, the newest 2026-10-17.
Newest update: HOLLOWED (2026-10-17)
- HOLLOWED: a new survival mode. Escort the Vesper through Lowbell at night with seven Watch knights while the horde climbs.
- Five named bosses on the road to the Carillon, plus bells to hunt and keep.
- Controller support, and controller button hints in the menu.
- Faster, steadier hit markers on big bosses, smoother spectate camera, and safer rejoins mid-run.
- Smoother big waves, and bots that fall under the street get pulled back to the fight.
Earlier 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.
What players say
@yzykyl · loved it · 2026-10-17 · played 57 min · shown first by the maker: “I am in jawdropping awe on how this game looks and feels. I tried to play Hollowed and even just gliding with my movement through the city was so nice. Sadly, fell to the final boss, that thing was huge lol. Absolutely stunning tho. Awesome work!”
- @117 (maker) replied 2026-10-17: “Thank you!! Such a great comment very appreciative!”
@sidriff · 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”
@elbusano · loved it · 2026-10-15 · played 3 min: “Game is excellent! I just have to get used to the controls. I used my controller, but I could only use it for motion mostly. I switched to keyboard. Overall, it's a great game and excellent music! Great work!”
- @117 (maker) replied 2026-10-16: “Thank you! Got a massive update coming out, and I'll get right to perfecting controller support right after totally agree with the controller play!”
@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”


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.
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 1000 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.



















