// EST. 2019 · A THREE-PERSON STUDIO

WE MAKE GAMES
ABOUT FALLING
WITH STYLE.

ORBITFALL is a tiny independent studio building physics-driven space games with a hand-pixeled soul. Below is a live slice of our engine — a lunar lander you can actually fly. Bring it down gently.

Thrust down against gravity and set the ship on the pink pad. Keys only capture after you click.
FUEL
ALT 000 V.SPD 0.0
/W main thrust   /AD side thrust   R reset. Land under 1.5 vertical speed on the pad.
// OUR GAMES

Three worlds, one broken law of gravity.

Every ORBITFALL title starts from the same question: what does it feel like when physics is the antagonist?

TETHER

A grappling-hook roguelite through the rings of a dying gas giant. Swing, cut, drift, repeat. Momentum is the only currency.

OUT NOW
DEADSTICK

Land 60 doomed shuttles on 60 impossible pads. No engines — just glide, flare, and pray. A love letter to lunar-lander cabinets.

EARLY ACCESS
PERIHELION

Slingshot a lone probe around a sun that keeps moving. Pure orbital mechanics, pixel comets, and a soundtrack made of solar wind.

2027
// THE STUDIO

Small crew,
heavy gravity.

ORBITFALL is three people and a very old CRT. We started in a spare bedroom in 2019, arguing about whether a lander should bounce. It shouldn't. It should crumple, and that crumple should feel earned.

We build our own engine, draw every sprite by hand at 1x, and ship when the falling feels right — never before. No publishers, no roadmaps sold as promises, no gacha.

If a mechanic can't hold your attention for twenty seconds with nothing but a fuel bar and a pad, we cut it. The lander above passed that test. Most ideas don't.

3
humans, one shared keyboard-shaped grudge
1.2M
simulated crash landings across all builds
0
loot boxes, ever, on principle
// SIGNAL BOOST

Wishlist PERIHELION.

One email when it launches. No newsletter, no drip campaign, no "hey just checking in." A single transmission from orbit.

We keep your address in low orbit and delete it the day we ship.