Orbitfall Review: A Tense, Beautiful Sci-Fi Minigame in Somnium Space – In Conversation with Creator Shodah

Written by Marc Demar

As someone who has called Somnium Space home since the early days, I’m always on the lookout for experiences that capture what makes this platform special: breathtaking scale, genuine immersion, and that spark of creator-driven magic. Orbitfall, a new minigame by Shodah, delivers all of that and more. It’s a compact yet thrilling sci-fi adventure set in one of the most gorgeous open landscapes I’ve ever explored in VR.

We had a great chat with Shodah about his project.

“Orbitfall is my take on a civilization struggling to survive under a constant threat from above,” he shared. “The world takes place on the planet Tyle, where the skies are watched by a mysterious hostile drone. Scattered across the planet are ancient defense towers, forgotten structures, and powerful technologies left behind by a long-lost civilization. But who built them? Were the people of Tyle once far more advanced, or were they brought here from somewhere else?”

“Over the centuries, much of this technology has been lost, buried, or misunderstood. Now, with the threat growing stronger, the only hope lies in reactivating one of the ancient defense towers.”

The premise is straightforward but brilliantly executed. An alien drone has appeared over this remote (yet close, just hop in via the Worlds app) stretch of wilderness, and the only way to bring it down is to find scattered energy cores, haul them to a generator, and fire up the turret. Simple on paper, pulse-pounding in practice.

“Players must work together to locate three Energy Cores hidden across the world and return them to the tower. Once powered, the tower can unleash its forgotten weapon and destroy the drone threatening the planet,” Shodah explained. “However, the mission won’t be easy. The drone constantly patrols the skies, searching for signs of activity. If it detects movement, it will investigate. If it identifies you as a threat, it will attempt to disable you before you can complete your objective.”

I had a go at it. And what immediately hooked me is the world itself. Rolling hills carpeted in wildflowers, vivid red poppies swaying beside delicate white daisies, stretch toward snow-capped mountains under dramatic skies. Winding dirt paths lead past weathered boulders, through patches of tall grass, and past a beautifully detailed rustic barn crowned with a towering, industrial metal structure that houses the all-important turret (the generator is in the barn). The sense of place is extraordinary. You don’t just visit this location, you inhabit it. Light filters through the trees, wind moves the flowers, and every vista feels hand-crafted to reward exploration.

As explained by Shodah, gameplay revolves around that exploration. Energy cores are scattered randomly across the terrain, and you might find them in old church ruins, dilapidated buildings, or anywhere else. Hunting for them turns the beautiful landscape into a playground of discovery. You’re constantly scanning, climbing slight rises for better vantage points, and weighing whether to push farther out or head back with what you’ve found. The scale feels generous for a minigame. It is the exact opposite of cramped or artificial.

Then there’s the drone. It doesn’t just sit there menacingly. It patrols, it hunts, it kills. When it detects you and locks on, you better run. In most games a kill would mean a quick reset. In Orbitfall, the revive mechanic changes everything: only another player can bring you back. That single rule transforms Orbitfall from a solo scavenger hunt into a tense, social experience. It rewards coordination, communication, and having a friend (or friendly stranger) watching your back. This truly is an “enter at your own peril” kind of experience. And that isn’t just marketing, it’s genuinely good advice.

Image by AArturidze

Shodah went on to describe his development goals: “I created this world to broaden my coding knowledge and try to make a much more simple gameplay loop. We have random power cell placement, an intelligent drone that gets curious and also fires on players, we have a revival mechanic and a very satisfying end when you find all three power cells.”

“The main idea is to make a replayable world for everyone to enjoy while also being visibly stunning, upon completing the game, you’re free to explore the world and find the chillout spots.”

“Explore the ruins of a forgotten age, uncover the secrets of Tyle’s past, and cooperate with your team to restore the ancient defences. Retrieve the three Energy Cores, power up the tower, and save the planet before it’s too late.”

When you finally gather enough cores and slot them into the generator, the payoff is indeed deeply satisfying. The turret powers up with mechanical flair, swivels with purpose, and unleashes a barrage that lights up the sky. Shodah clearly understands spectacle. The visual and audio feedback on the generator, the turret’s activation and the drone’s defeat feel polished and exciting.

What impresses me most is how Orbitfall showcases the best of what creators can achieve in Somnium Space right now. It’s not a massive MMO or a complex simulation. It’s a focused, atmospheric minigame that uses the platform’s strengths like high-fidelity visuals, and social interaction, to deliver something memorable. The revive system in particular feels like a clever nod to the communal spirit that has always defined Somnium.

Looking ahead, Shodah is full of ideas. “I am planning to add text-to-speech to the drone that will say out players names when spotted, such as “SHODAH I CAN SEE YOU” “SHODAH WHERE ARE YOOOOOU” “DIE SHODAH DIE” etc etc as well as a wearable item you can claim once Somnium has the correct tools created for this. I also plan on making more drones and ground NPCs to make it harder.”

Is it perfect? Like any experience, it shines brightest with others. Solo runs are possible but beware that you are on truly on your own. That said, the core loop is so engaging and the world so lovely that I found myself jumping back in multiple times.

Bottom line: If you’re already in Somnium Space, Orbitfall is an immediate must-play. If you haven’t launched in a while (or ever), grab the launcher from somniumspace.com, rally a friend or two, or drop in alone. You’ll spend time hunting glowing cells across gorgeous terrain, feeling your pulse quicken every time the drone’s shadow passes overhead, and cheering when that turret finally roars to life.

Shodah has crafted something that feels both fresh and perfectly at home in our world. Tense, beautiful, and best experienced together. I’m already looking forward to seeing what he (and the rest of the creator community) builds next.

Highly recommended. Just… watch the skies.