/orc tools
Products

Orc Tools · Project

Orc Life

A browser game about orc life, not orc war

Liveorc-game

Open Orc Life

Orc Life on day one: the player's orc standing among the ruins with boars grazing beyond, the day, hunger and warmth bar across the top, a minimap, and the quest tracker reading "Mazha is waiting"

What it sounds like

Orc Life composes its score in code with Web Audio, the same way it authors every mesh as primitives: no recording is committed to the game or loaded by it. These four sixteen-second loops are rendered here in your browser by the game's own music code — the title theme, and the three the valley crossfades between as you walk from the woods to the water to the snow.

  • Title

    The title screen: stomp, wood knock and a strummed chord under the menu, until you pick a valley and it hands over.

    Play the title theme
  • Woods

    The wooded floor of the valley, where you gather your first wood and stone — a bowed low line over a soft drum.

    Play the woods theme
  • Water

    The lake and the river banks, brighter and less filtered, with a rippling figure over the same motif.

    Play the water theme
  • Snow

    The cold ground at the valley's edge, the motif carried by a bell an octave up and nothing else added.

    Play the snow theme

How it works

Orc Life puts you in one orc, on the floor of a seeded valley, with nothing: gather wood and stone by hand, build a workbench, craft a ladder of wooden then stone tools, place a fire and a bed, and sleep through to day two, where farming teaches you to eat. Fantasy fiction uses orcs as disposable enemies; this takes the domestic side seriously enough to be funny, and its one binding rule is survival rather than conquest — you defend what you built and never march on anyone. Time only runs in an active session, and hunger and warmth are preparation stakes rather than fail states: an emptied health bar is a knock-out, not a death. Every mesh is authored in code as primitives, so no binary asset is committed or loaded.

Specifics

  • One directly controlled orc: gather, craft, build, sleep, farm, with nothing assigned or automated
  • A deterministic finite 512×512-unit valley in seeded chunks, with persisted differences
  • A played day is about sixteen real minutes, and time advances only while a session is active
  • Private code lobbies for up to twenty on Cloudflare Workers with one SQLite Durable Object each
  • Every mesh authored in code as primitives — no binary asset is committed or loaded