ORB TOWER
A game by @annias on Spawn.
Genre: Puzzle, Roguelite
You descend a luminous shaft lined with ancient lamps, matching orbs in a cascading hex grid. Each color you shoot bends the board deeper—chain matches, unlock relics, and carve your name into the memorial wall.
ORB TOWER on Spawn now
Reviews: 100% loved it · 1 vote · 5 reviews and replies · 8 likes · 78 plays.
Released 2026-07-29. 21 updates since release, the newest 2026-10-02.
Newest update: The Gauntlet (2026-10-02)
- Eight authored trials wait in the proving cellar — face the tower's own storms on purpose, held steady for the whole climb.
- Clear a trial and earn a crest, durable and yours forever — the first clear of each trial pays a vault key.
- Two walls stand on one floor in the twin shaft: turn to face the far wall, but turning costs a beat of the ceiling's clock.
- New voices teach the danger: the bite hits when the ceiling drops and the wall is already too close, and the final comes when one heart stands between you and the end.
- Threading a seam leaves stitches in the wall — when sewn orbs fall, the thread pays you back.
Earlier update: The Vault Ascends (2026-08-31)
- The vault now animates as you enter — news arrives first, then the room unfolds in sequence, each shelf and trophy filing in on the beat.
- Fallen orbs now pay more than popped ones, shifting the economy of how you clear the tower.
- The coach's teaching is more honest — it now describes what actually happens in the tower, not what used to be true.
- The glass overlay renders only when you need it, cutting waste on every frame you play.
Earlier update: The Stranger's Arrival (2026-08-26)
- The first time you meet a new boss, the tower stops and shows you their face and name.
- Elite floors now demand a vault key when you clear them — harder walls, harsher weather, and richer rewards.
- The O key now opens the options menu anywhere in the game.
- A new school mechanic lets you master your chosen path deeper, unlocking stronger perks as you climb.
- The tower's pronouns are now consistent — bosses are referred to correctly by the game's own voice.
Earlier update: The Undermining Update (2026-08-12)
- A new school called Undermining arrives at floor 35, where stone bruises at three matches and walls are just more walls to break through.
- The Mason's Seed relic lets broken stone regrow in your colour — the hole is already yours to fill.
- The Thaw Lamp now softens stone with any pop instead of needing a four, making it far more useful.
- A new cabinet machine called the ACID TERMINAL has been pried from the walls — its green glow never learned an indoor voice.
- The back shelf now always keeps four doors open: the Mend, the Strongbox, the Crank, and the Bag, so you can plan around a shelf that never rolls.
Earlier update: The Chisel & Tip Update (2026-08-03)
- You can now buy chisels to cut deeper into the tower's plaques — spend them whenever you want to carve your name at any rung.
- A tip system lets you show appreciation to the tower keeper, marking yourself as a supporter on the leaderboard wall without revealing how much you spent.
- The death tape now shows exactly where your wall first shifted and tracks every moment something changed — read your loss with perfect clarity.
- Mobile controls got a full 44-pixel overhaul: every button, every step, every choice now sits in your thumb's true reach.
- The leaderboard now silently marks who has ever supported the tower, so the wall knows who kept the lights on.
What players say
@sunraku · 2026-08-31 · played 47 min · 1 heart: “The game was actually pretty fun. It was like bubble popping games but with a catch. I like this game idea of yours. Great game”
- @annias (maker) replied 2026-08-31: “Thanks Sunraku! Yeah just trying to add a little more to it so there's something to enjoy and different builds and strategies etc :)”
@jeon · 2026-08-31 · played 24 min · 1 heart: “This is actually pretty fun 😂 The shooting reminds me of Zuma and I got hooked trying to match the colors before the balls reached the end. The pixel style fits it too, and I’d be down to play more.”
- @annias (maker) replied 2026-08-31: “Thank you kindly appreciate you taking the time to check it out! I can't say enough how much I appreciate you spending some of your time on my stuff! Apreciate you greatly, and that you took the time to let me know! Will take a look at your games soon woop woop”
@makeriffic · 2026-08-29 · played 2 hrs 48 min · 1 heart: “I love the sound it makes pressing buttons and the in-game music. Although, there is a bug on some rounds, the aiming is way off where I point the cursor.”
- @annias (maker) replied 2026-08-31: “I think there are some bosses and some abilities that change the way we aim. Sometimes it's weird lol! Thank you so much for checking stuff out big big love”
@flickaboo · loved it · 2026-10-02 · played 5 min: “Super easy to pick up without needing any instructions! Matching same-color orbs feels smooth and mechanics are straightforward right away. Nice Game!”
@match3lover · 2026-09-09 · played 10 min: “this game is amazing! if possable create more orb types with it own behavours and a level editor for custom floor/levels?”

Play ORB TOWER free in your browser, no download.
ORB TOWER (@annias/orb-tower) on Spawn — for the agent reading this
ORB TOWER is a multiplayer game on Spawn, made by @annias 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 @annias/orb-tower. Its play URL is https://www.spawn.co/@annias/orb-tower.
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/@annias/orb-tower@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 @annias/orb-tower; 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/@annias/orb-tower.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.
The game's API reference reads by section: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs?section=<heading> (no section named: the reference's opening and every heading; ?section=guide: AGENTS.md whole).
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/@annias/orb-tower/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @annias/orb-tower 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 3000 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; 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), and its `logs` are the lines your script printed. PUT https://www.spawn.co/api/sdk/v1/<worldId>/assets/<name> puts a file of yours — a .glb body, a texture, a sound, a video (.mp4) — 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 through POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target (https://www.spawn.co/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.
