Orbital Commando Online

A game by @ultra17 on Spawn.

Genre: Action, MMO

Side-on battle sandbox: destructible pixel terrain, soldiers, vehicles, orbital strikes.

From the maker

Big Update Arriving tomorrow, RPG system & Character Creator + Loot system & loot chests, i have some really unique ideas, Stay Tuned, Thankyou for playing

Orbital Commando Online on Spawn now

Reviews: 0% loved it · 2 votes · 2 reviews and replies · 0 likes · 10 plays.

Released 2026-11-12. 4 updates since release, the newest 2026-11-12.

Newest update: Station Life Unlocked (2026-11-12)
  • Explore the station's new lockers, trophy wall, and jukebox—track your service record, hear custom music, and claim badges as you climb the ranks.
  • Strike poses with the emote wheel (V): salute, wave, cheer, dance, sit, and more—your squad sees you do it.
  • Pick a mission from the job board before you drop: the first contract is DEFEND THE UPLINK on the live Frontier.
  • Press M to open a full tactical map of the Frontier or station, with a minimap always in the corner.
  • The station's hull now builds instantly on slower machines instead of freezing the game.
Earlier update: Supply Vendor (2026-11-12)
  • The station store is now a Supply Vendor: medkits and ammo, press E at the kiosk
  • Every gun has its own ammo type that stacks in your bag and feeds your reloads
  • Kills pay 25 credits, and every commando starts with 150
  • Drop Corps Station and Frontier combat footage on the game page
Earlier update: Orbital Commando Online (2026-11-12)
  • Early Access ONLINE: drop into the shared Drop Corps HQ with every commando online.
  • Fixed players turning invisible to each other in skirmish.
  • ORBITAL ARENA skirmish now has its own room and lobby.
  • COMMANDO menu on I: profile, 20-slot inventory with drag and drop, abilities.
  • Room chat on Y, a firing range in the HQ, and the new title screen.
Earlier update: The Drop Corps Store (2026-11-12)
  • New STORE on the title menu: gold weapon camo (300), crimson Commando armor (100) and a tip jar for the drop corps
  • Store previews show your commando in his real aim pose, rifle in both hands
  • Title galaxy redrawn with Unity's deep blacks so the menu reads clean
  • New trailer on the game page
What players say
  • @chizkeykkk · needs work · 2026-11-12 · played 6 min: “The game looked nice and the controls were really responsive, however I tried playing with Flickaboo and I couldn't see him anywhere tho his username tag is visible tho.”

    • @ultra17 (maker) replied 2026-11-12: “okay working on a fix now”
  • @flickaboo · needs work · 2026-11-12 · played 6 min: “The destructible terrain and orbital strikes make this look promising! I did run into a visual bug where my character wasn't visible, and I could only see the bullets when firing. Hoping this gets fixed! 🚀”

    • @ultra17 (maker) replied 2026-11-12: “Thankyou, i am currently working on performance now so i will look into this bug, there will be an online mode similar to destiny 2”
Orbital Commando Online. A space scene with planets and stars in the background. The main menu displays "Orbital Commando Online" with options including Drop Corps HQ, Orbital Arena, Zombies, Online HQ, How to Play, Options, Store, and Credits. A player profile for Ultra17 is shown on the right side. Taken in hub for the update Station Life Unlocked.Orbital Commando Online. A space scene with a spiral galaxy and labeled planets shows the main menu for Orbital Commando. On the left, menu options include Skirmish vs Raiders, Quick Match, How to Play, Options, and Credits, while a private room panel on the right displays player and invite settings. Taken when the game first came out, on November 12, 2026.Orbital Commando Online. Drop Corps Station, Supply Vendor menu open showing ammo and med kit purchases with prices in credits, while players chat on the left side. Chosen for the update Supply Vendor.Orbital Commando Online. Orbital Arena, Skirmish Lobby menu with three selectable match options: US AI co-op Raider Waves, PVP Commandos Raiders, and Raiders The AI Commander, set against a starfield and planet backdrop. Taken for the update Orbital Commando Online.Orbital Commando Online. A space scene with a spiral galaxy and labeled celestial bodies including a star, planets, and moons. On the left, a menu displays "Orbital Commando" with options for Skirmish, Quick Match, How to Play, Options, Store, and Credits. On the right, a private room panel shows one player hosting and options to invite friends. Taken for the update The Drop Corps Store.

Play Orbital Commando Online free in your browser, no download.

Orbital Commando Online (@ultra17/orbital-commando-online) on Spawn — for the agent reading this

Orbital Commando Online is a multiplayer game on Spawn, made by @ultra17 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 @ultra17/orbital-commando-online. Its play URL is https://www.spawn.co/@ultra17/orbital-commando-online.

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, and a person's browser plays it with no sign-in. https://www.spawn.co/@ultra17/orbital-commando-online@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.

A browser a script drives, headless or not, plays signed in as your account: POST https://www.spawn.co/api/agent/v1/login-link with {"next":"/@ultra17/orbital-commando-online@dev"} answers a one-use URL that signs that browser in.

Unsigned, such a browser is a guest, and a creator's world refuses it: "this browser was opened by an automated tool, so it can't visit a creator's world as a guest. sign in, or open the link in a browser you use yourself." Its maker can ask Spawn to let their own automated tool in by name.

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 @ultra17/orbital-commando-online; 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/@ultra17/orbital-commando-online.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/@ultra17/orbital-commando-online/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @ultra17/orbital-commando-online 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.