You are not the army. You are what’s left.

A single-player action-RPG shooter for Windows. Five fallen cities, a dead station, the Moon and Mars: eight chapters, one Orbit operative, and the truth about who opened the sky.

Your address, with the connecting IP and browser string for abuse control, is stored only to send you one notice when the build is out. It is not shared. Details in the FAQ.

The story

Everyone calls it first contact. It isn’t. The rifts opened from here, and someone you were supposed to be able to trust turned the key.

Twenty minutes ago the sky over Los Angeles tore open. Orbit was the private outfit hired to handle anomalies. This was not an anomaly, and most of Orbit died on day one. You are one operative in a city coming apart, with a role, a callsign and whatever you can carry. Whole blocks go by with nobody left in them.

The rifts open in a pattern, node by node, as if someone were aiming them. So you follow the incursion backward: Los Angeles, Las Vegas, Paris, New York, Hong Kong, a dark station, the Moon, and Mars. Drive it, scavenge it, break into it. The enemy is the weather you cross, not the point of the trip.

Kill Orbit is a single-player campaign. The campaign is the game.

Day one of the incursion. The sky opened over the Pacific, and it did not close again.

Los Angeles fell in an afternoon. What holds the streets now came down through the rift.

You are an Orbit operative. Everyone who could leave has left. The rest are counting on you.

Clear the cordon. Hold the line. Then find out what is on the other side.

The four opening cards, as they read in the game

The run

Eight chapters. Twenty missions a chapter, then whatever is waiting at twenty-one: 160 missions and 8 boss finales, 168 in all. Every mission in a chapter is finished before the next chapter unlocks. A cleared chapter stays open, and everything you carry crosses with you. Chapter art is captured in engine from the development build, with the engine HUD switched off. All eight are built and playable; outside Los Angeles the art is still going in.

  1. A yellow QUARANTINE banner over concrete barriers on 8th Street in Los Angeles, an EVAC arrow pointing to Grand Avenue, the operative's sidearm at the bottom of frame
    Chapter 01 · Los Angeles

    The Fall

    Hour one. The sky tore open twenty minutes ago. Get off the street, reach the evac muster on Grand Avenue, and find out why the rifts open on the power grid in an order, node by node.

    City built
  2. The operative behind cover at a Las Vegas crossing, rifle up, a yellow bus at the curb and a red car down the boulevard
    Chapter 02 · Las Vegas

    The Signal

    A voice on a dead Orbit frequency promises beds and clean water on the Strip. The casinos never closed and the house still counts. Find the receiver before you trust the voice.

    City built
  3. A Paris boulevard with the pale armored legs of the Archon of the Seine standing over the road and a blue buggy parked beneath it
    Chapter 03 · Paris

    The Archive

    Paris went dark in one night and stayed lit: the street lamps burn on power nobody is generating. Follow the light down, through the metro, the ossuary and the river, to an archive someone tried to bury.

    City built
  4. The operative on a New York crosswalk with the in-game DRIVE prompt over a parked sedan, crosshair centered, blue glass towers behind
    Chapter 04 · New York

    The Holdout

    Manhattan is a canyon they use as a funnel, and the Hudson is the exit. Behind the barricades the last resistance still has sentries, a working kitchen, and people who expect morning. It will not hold.

    City built
  5. A Hong Kong crossing at night: dark podium towers with lit windows, sign boards leaning over the road, white vans stopped at the lights
    Chapter 05 · Hong Kong

    Floors Still Held

    A city fighting floor by floor. Below the white sheet on a third-floor railing the street is lost; above it, someone is cooking rice. Streets, podiums, towers, and the harbor mast at the top.

    City built
  6. Chapter 06 · The Station

    Hard Dock

    Hard dock on a dark station that is not empty. Deck by deck: power, the reactor, the core, and the burn that points it at the Moon.

    Missions authored · level in build
  7. Gray regolith under a black sky on the Moon, habitat domes and a hazard-striped airlock block ahead of the operative
    Chapter 07 · The Moon

    The Gate

    Starfall Field, Mare Tranquillitatis. One-sixth gravity, no air, no sound. The drop-craft is the only place to breathe; outside the airlock your tank is a timer, and something under the crater field is still running.

    Surface built
  8. Red Martian regolith under a dusty orange sky, basalt spires and a rock arch on the horizon, the operative walking out from the lander
    Chapter 08 · Mars

    The Source

    A third of your weight, a hundredth of your air, a butterscotch sky. An Orbit survey pad beside ruins that were here before anyone, and the end of the line you have been walking since Los Angeles.

    Surface built · the least built-out of the eight

The operatives

Fourteen roles. Twenty-two operatives, each with a different body. Pick one from the roster, set your own callsign, and deploy.

A role is a trade, not a rank. Base carry is 40 kg; an Engineer carries 54, a Heavy 58, a Wizard 34. Every point of armor is paid for in speed or carry. A Heavy walks the whole armory to the fight, slowly. A Scout carries almost nothing and moves fast; an Infiltrator is faster still and made of paper. Armor and helmets are loot, not starting kit; every role starts with its own melee weapon.

Eight roles field two operatives; six field one. Nine roles carry an insignia — the Cyborg and the Alien wear none by design, and three are still to be drawn.

The in-game operative selector: fourteen role rows with callsigns on the left, Koda's file in the middle, and a live turntable portrait on the right
The roster panel, in game. Mouse or gamepad; your pick is remembered between sessions.

What is out there

Four species. Five sizes. Thirty beasts across the campaign, on two legs, four legs or in the air, and a boss at the end of every chapter.

Species

Voidborn

The invaders. Near-black chitin plate, violet bio-light, three eyes per side. They hunt in packs.

Species

Archon

The angels. Pale bone-metal, gold bio-light, six wings. They did not come to save anyone.

Species

Mutant

Earth wildlife twisted by the Fall. Dark ragged hide, toxic-green light, one arm longer than the other, a gait that limps. No two read the same.

Species

Machine

Autonomous security hardware still running its last orders. Steel and one red eye.

New animals arrive at missions 1, 6, 11 and 16 of a chapter; Mars spends its last two early. The heavy classes arrive on a schedule: the first Brute about a third of the way through the campaign, the first Colossus at the halfway mark, the first Leviathan past two-thirds. At most twelve creatures are live in the world at once, so a colossus in the street is an event. A late pack is one heavy leading a swarm.

Horror is scale and silence, not numbers. One Voidborn in an empty street beats a swarm.

The bosses

The twenty-first mission of every chapter. Each has its own name, body and health bar. Bosses enrage at two-thirds and one-third health, call in their own kind, and stomp the ground every third swing.

Seven of eight are captured in engine from the development build, now with the engine HUD switched off rather than cropped away. The Pilot is in the build with its body verified in engine; it has not been framed for the site yet, so it shows here as a card.

What is running

Built and running now. Not all of it has reached a packaged build yet.

Take any car

Walk up to anything parked or moving, press G, and go. A parked car becomes drivable in place; a moving one is yours the moment you take it. Twenty-six ground vehicles fill the streets: sedans, coupes, jeeps, pickups, buses, trucks, taxis, police cars and a few exotics, all at real lengths.

Traffic that drives itself

Up to fourteen cars cruise the lanes of the five cities on their own: waiting at signals, turning, queueing, overtaking, reversing out of jams. Pedestrians dodge; a car that hits one knocks it down. No traffic on the Station, the Moon or Mars.

People on the street

Up to twenty-two civilians walk each city in twelve distinct looks: strolling, waiting, running from gunfire, stepping out of the road. On airless worlds they stand down.

Wheels and wings

Aircraft fly in the build. Helicopters and planes cross between the Earth cities; only a spaceship leaves Earth for the Station, the Moon and Mars. The travel list offers the chapters you have already cleared. Cars stay on the ground.

Missions are verbs

Eleven objective kinds: hunt, reach, blind, salvage, hold, hack, unlock, escort, defend, drive, boss. Break into a terminal on a timing lock, find the key that opens a door, hold a radius while a wave comes every nine seconds, walk a survivor out, drive to the far side of the city.

It all follows you

A weight-limited pack that survives death and crosses chapters. Twenty-two firearms from a sidearm to a rocket launcher and a grenade launcher, nine melee weapons, armor sets from salvaged street plate to a powered shell, medical items, keys and salvage. What you leave Los Angeles with is what you land on the Moon with.

Off-world rules

The Moon is airless: outside a habitat your oxygen is a 240-second timer, and an airlock refills it. Mars pulls at 0.38 g under a dust-scattered sky; the Moon at one-sixth.

Falls and sprint

Fall damage is in the build: a short drop costs nothing, a long one is meant to kill, with a curve between. Hold Shift and the operative keeps running instead of dashing once.

Eight bosses you can actually kill

Every boss body takes bullets. The first, the Hive Mother, goes down in about two minutes to the starting sidearm with no cheats on. The blast launchers are priced at five rockets for a colossus and eight for a leviathan.

Story on cards

Chapter 1 opens on a story beat before the city populates. Every city greets you with an arrival line and every mission with a briefing card. A cleared chapter ends on a completion card and carries you to the next map. Story arrives on text cards.

Key characters

Thirteen photoreal human characters are assembled in the engine, eight of them fully dressed and haired, reserved for the people the operative meets rather than the crowd. The survivor you escort is one of them.

Day, night, weather

A 45-minute day over every city: dawn, noon, dusk, a starlit night with a moon. Four weather states from clear to storm change the fog and the light. First or third person on one key.

CrypTok Tower

Downtown Los Angeles is dominated by the CrypTok Tower: 60 stories, 300 m, a spiral ramp climbing a hollow core, hives waiting on the floors, and a two-story datacenter under the whole footprint. The campaign opens at its door.

Cities on a grid

Five Earth cities on a shared street builder with sidewalks, lanes, parked cars, street furniture, hives, cameras and loot. Los Angeles is an 8×8 grid of 525 ft blocks, 0.88 miles across, with 388 buildings and 2,875 parked cars — every one of them drivable. Compact by design: a grid you cross on foot or in a car.

Follow the build

Frames from the engine, progress notes, and first word when it is playable.

Link your account

Optional, and the campaign never asks for it. Linking only gives the game an account to sign in as.

  1. In the game, press L. The sign-in panel shows an eight-character code in two blocks of four.

  2. On any phone or browser, open killorbit.com/auth/login.php and enter the code.

  3. Sign in with an email code or a wallet. The game picks up the link on its own within a few seconds.

What is stored: a user id, a display name, and a wallet address if you signed in with one. Sessions last 30 days. No tokens, no rewards, no purchases — it is a sign-in.

FAQ

What platform?

Windows PC. No other platform is planned at this time. System requirements will be published at release.

Is it single-player?

Yes. Kill Orbit is a single-player campaign: eight chapters, 160 missions and 8 boss finales, played alone.

What about multiplayer?

Parked, not canceled. The campaign is the game and it comes first.

What does it cost, and when?

The Windows build is planned as a free download. There is no release date yet; the notify list gets the first word.

What state is it in?

Pre-alpha. Everything on this page is captured from the engine and is still moving. Nothing here is a promise of the final game.

How does Notify Me work?

Your email address is stored, with the connecting IP and browser string for abuse control, only so we can send you one notice when the build is available. It is never shared or sold. To be removed, message us on Telegram.

What does the account link store?

The same three fields as above, and nothing else. A session lasts 30 days. The email sign-in step is handled by our identity provider, Privy; killorbit.com never stores your address. The campaign never requires an account.

Is there crypto in the game?

No. There are no tokens, NFTs, wallet rewards or purchases. A wallet is simply one of the two ways to sign in.