Mad Orbs

Orb deathmatch in your browser

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ONLINE

Multiplayer

Take on other players in Deathmatch, Teams or Capture the Flag.

SOLO

Survival

Survive waves of enemies and grow stronger with every run in the Workshop.

Endless waves, a boss every 10

About Mad Orbs

Mad Orbs is a free online shooter that runs in your browser. You roll an armed Orb around an arena seen from above and fight other players in real time: up to 16 per match, in Deathmatch, Team Deathmatch or Capture the Flag. There is nothing to download or install, and you can play as a guest or sign in with Google to keep your name, your player ID, your stats and your place in the ranking.

It is a remake of Babo Violent 2, a cult indie shooter released by RndLabs in 2006. The physics, the inertia of the Orbs, the counterweight aiming, the weapons and their damage come from the original source code, which its creators released as free software. On top of that classic core, Mad Orbs adds a modern interface, an endless survival mode with bosses and permanent upgrades, private rooms for friends and the game in English, Portuguese and Spanish.

How to play

  1. Choose your OrbPick a style and three colours, then type your name. Your Orb is kept in this browser and, if you sign in, in your account.
  2. Pick a mode and press Play nowYou join the online match of that mode with whoever is playing. When the rooms fill up, another one opens by itself; with few people, bots fill the match until more arrive.
  3. Move and shootW, A, S and D roll the Orb, which keeps its momentum; the mouse aims and the left button shoots. The right button throws a grenade, the middle one a molotov, and Space uses your secondary weapon: knives, the nuke bot or the shield.
  4. Choose your weaponsEsc opens the weapon menu: sub machine gun, shotgun, sniper rifle, dual machine gun, chain gun, bazooka, photon rifle or flame thrower. The choice applies the next time you respawn, and F swaps your weapon for one lying on the floor.
  5. Keep an eye on the matchTab shows the scoreboard, T opens the chat and the minimap in the corner shows the walls and where the fight is. Kill streaks are announced: Double Kill, Triple Kill, Dominating...
Read the full guide: controls, weapons and tips

Game modes

A Deathmatch match in Mad Orbs

Deathmatch

Everyone against everyone. Each kill is a point, and the first to reach the goal wins the match. The best mode to learn the weapons and the movement.

A Team Deathmatch match in Mad Orbs

Team Deathmatch

Blue team against red team, balanced by the game. Every kill counts for your team, and you can't hurt your teammates.

A Capture the Flag match in Mad Orbs

Capture the Flag

Each team has a flag at its base. Grab the enemy flag and carry it to your own base, with yours at home, to score a capture. A carrier who dies drops it, and its team returns it by touching it.

Waves

Survive endless waves of bots that hunt you down. Break crates for power-ups and face a boss every ten waves. Every run earns Cores for upgrades that stay, and milestones unlock starting weapons and exclusive Orbs.

Training

You and the bots, on any map and in any mode, with no internet needed. Choose how many bots and how well they play.

More about the game modes

What's new

  • Waves: the mythic cards of wave 100From wave 100 the boss brings a new rarity, the mythic cards, three levels each: Reaper (an enemy low on life falls to any hit of yours), Phoenix (once a wave, you rise from a killing blow in a blast of fire) and Orbital Beam (beams from the sky turn around you, through the walls). The first boss from there offers the three together.
  • Waves: the nuke bot always comes at youOnce armed, the nuke bot no longer walks the other way: a wall corner used to catch it and send it off. Your shots no longer push it back, and its countdown goes 3, 2, 1, then the blast.
  • Waves: the Reflector Shield always stands 6 sThe Reflector Shield card now stands 6 seconds at every level, and its level is how much of the enemies' damage it stops: 50%, 75% and all of it at level 3. It still sends their shots back.
  • Waves: a longer dash that grows with your speedThe dash now goes 15% farther (about 3 cells instead of 2.6) and grows with your movement speed: with twice the speed it goes nearly 6 cells, where it went 3. In the Vesuvius too.
  • Waves: the Workshop opens on your last checkpointOpening the Workshop now picks the highest checkpoint you have opened as the wave to start on. You can still choose another before you play.
  • Waves: the chain gun doesn't overheat so fastWith the attack speed of the Waves the chain gun overheated in under a second at x3. Now it fires about 7 seconds in a row before it overheats, whatever your attack speed, as it does without any.
  • Waves: the first two bosses aim a little worseThe bosses of waves 10 and 20 now aim a little worse and spread their shots more: they take about 30% less of your life in their sight. The later ones are as before.
  • Waves: the Workshop's Damage hits harderThe Workshop's Damage now gives 30% a level (it was 25%): x2.5 at the top, x2.25 before. And each Mastery level of the Damage after it adds 10% (it was 4%); the Attack speed's and the Life's 5% (4%), and the Defense's 5% less damage taken (3%).
  • Waves: the boss's bar stays until it fallsOn the high waves a boss can outlive its wave: its life bar now stays at the top until it falls, with its wave beside its name. If the next boss comes while it still stands, both bars show, the older one first.
  • The ranking shows the top 10 and your placeThe start screen's ranking now shows its top 10 (as many as fit the column) and then your own place, wherever it is, instead of the top 3 and the players around you.
  • A quicker Orb in the normal matchesIn Deathmatch, Team Deathmatch and Capture the Flag (online and in the training) every Orb now moves 10% faster, its start, stop and turns as quick as before. The Waves and the Vesuvius keep their pace. Also: the crosshair's choices fit smaller screens, and an account not in a ranking yet sees its top 6, not 3.
  • Your progress stays with your accountSigning out now erases your progress from the browser (your account keeps it), and another account signing in on the same computer no longer inherits the waves, Cores and Workshop of the one before. A guest's progress still goes into the first account that signs in.
  • No more sticking to other Orbs, and the nuke slows you downBumping into an Orb no longer throws you back when it hits you from behind: only the part of your speed going into it bounces, so you can run away from a bot pressed on your back (you used to get stuck to the nuke bot). In the Waves, inside the red circle of an armed nuke you now move at half your speed: get out early, or dash.
  • Waves: fuller screens late on, the tanks easier to shootOn the high waves the bots now come in faster, all of them by half of the wave's time: before, on wave 114 hundreds were still to come with hardly any on the screen. The tanks' own defence grows half as fast (on wave 100 a gun takes them down about 40% sooner), and the Bomb and the Silver bullet take half of your damage bonuses and no critical hits, like the grenades.
  • Waves: purple poison, nukes spread out, a gentler shakeThe poison is now purple, everywhere: the rings on the floor, the streaks and its damage numbers (green looked like life). The nuke bots of a wave come spread over it, the first right at its start and the last near its end, and their blast takes a little more: 70% of your whole health. And the screen shakes half as hard.
  • The platinum crown, on wave 200Reach wave 200 of Survival to win the platinum crown: a little bigger than the others, bright and cool, with ice-blue gems. Choose it in Your Orb; signed in, the other players see it online. The silver crown is now matte. And in the rankings every player shows with the Orb they chose, its style and colors.
  • Your shots stand out, and a crosshair your wayYour own shots are now a light blue, and the others' a faint red, thinner and more see-through: in the middle of a fight you can tell yours apart. And the crosshair can be changed in the Esc menu (the Crosshair button) and in the account window (the button at the top of the start screen): its shape, color and size.
  • Waves: your stats in the pause, and a nuke that hurtsThe Waves' pause (Esc) now shows your stats, the run's upgrades and its cards, like the Tab. And the nuke bot's blast takes 60% of your whole health (the bar and the energy shield), whatever your defense: with the Workshop it barely did anything. Hear the siren, run.
  • Lighter movement and recoilYour Orb now stops and turns much sooner: let go of the keys and it slides less than half as far, and switching direction it no longer drifts off the old way, even with the speed power-ups. The weapons' recoil is half of what it was: you can walk towards where you shoot, even with the chain gun.
  • Vesuvius: levels without endWin the Vesuvius and the next level opens: each one's volcano has 25% more life and damage, stronger enemies and 25% more Obsidian. Pick the level in the Forge, where Damage, Attack speed, Life and Defense now go on past their top with the Mastery. The Vesuvius ranking goes by the highest level won, then the time on it.
  • Vesuvius: fewer adds, softer attacks and twice the ObsidianIn the Vesuvius, the enemies coming in from the edges are now weaker and fewer (at most 3, 5 and 6 standing in each phase), the volcano's attacks take 25% less and each run earns twice the Obsidian for the Forge.
  • Waves: stronger without endThe Workshop has Mastery: past the top, Damage, Attack speed, Life and Defense keep climbing, a little a level and dearer each time. And the card choices sometimes bring the stat cards (Damage, Attack speed and Defense), with no top level; once every other card is taken, they are the three choices. There is no wave your strength can't reach any more.
  • Waves: the shot cards count for the bazooka and the photonThe shot cards (Double, Parallel, Fan, Pierce and Ricochet) do less with the bazooka and the photon. Now each of their levels also adds damage to those two weapons: 3% to the bazooka and 7% to the photon a level, so they keep up with the machine guns once you have the cards.
  • Waves: grenades and molotovs without stopping your gunIn the Waves, throwing a grenade or a molotov now stops your gun only while you throw (a quarter of a second), not a whole second. The next grenade still waits its time. And the nuke bot carries no gun at all, only following you to blow up, with a slightly bigger blast.
  • Waves: a nuke bot that makes you run, and bots that go for youThe nuke bot now comes fast, is as tough as the boss and ignores your Shadow and the risen dead. Once armed it walks slowly, shows its countdown over its head and marks on the floor how far the blast reaches: run. Two come from wave 75, and one more every 25 waves. The bots also go for you more (the long-range ones nearly only for you), and there are a few more elites on the high waves.
  • Waves: Tab shows your statsIn the Waves, Tab now shows your stats (life, shield, damage, attack speed, speed, defense, critical and dodge), the run's upgrades and your cards with what each one does, instead of the list of bots. And the corner panel is smaller: the upgrades in a grid, gold for the ones at their top.
  • Waves: a boss with more life, and the record only past a fallen oneThe boss now takes real damage, with big numbers over it, and has much more life from wave 50 on, instead of hardly feeling the shots. And the record and the checkpoint only go past a boss brought down: reaching wave 102 with the boss of 100 standing leaves the record at 99. And it no longer backs off at every burst of its chain gun.
  • Waves: tougher bossesThe boss went down too easily on the high waves. Now it takes less damage: a little less on waves 30 and 40, much less on wave 50, and each boss after it is far tougher than the one before.
  • Waves: the nuke botFrom wave 51 on, one bot a wave comes running with the nuke stuck on its Orb. When it gets close, the siren sounds and it blows up right after. Kill the bot first and the nuke never goes off.
  • Waves: fewer risen deadWith the Necromancer card, an enemy you kill rises on your side at most once every 4 seconds. Each level's chance stays the same, but they now come up about half as often.
  • Waves: checkpoints fixedA checkpoint now keeps the upgrades and cards you had when its wave began. Starting on it, you face that wave's boss again and win its card again, but it no longer piles up every time you come back.
  • Waves and Vesuvius: a tamer speedThe moving speed bonuses are now worth 60% of what they were: the Workshop's Speed gives +6% a level (it was +10%), the crates' +4.2% a level (it was +7%), the 15-second one +15% (it was +25%) and the Vesuvius Forge's +3% a level (it was +5%).
  • Waves: a cleaner soundWith many shot cards and a lot of attack speed the sound turned into a hiss: hundreds of sounds a second. Now each kind of sound (the shot, the hit, the impact) has a limit per second and the cards' extra bullets play no impact of their own. Without cards, nothing changes.
  • Waves: fewer weapons on the floorThe bots of the Waves now leave their weapon on the floor only now and then, with the same low chance as a life pack (7%). The boss still leaves his.
  • Waves: a stronger Shadow AllyThe Shadow Ally card now summons a single shadow, and each level makes it stronger: it copies 50%, 75% and, at level 3, 100% of your upgrades (it used to be 1, 2 and 3 shadows with half of them).
  • The Vesuvius rankingThe ranking has a Vesuvius tab, on the start screen and in the full ranking: the best times to bring the volcano down.
  • Crates on the minimapIn the Waves and in the Vesuvius, every crate on the map now shows on the minimap as a small brown dot.
  • The volcano wakes upThe Vesuvius is open to those past wave 100: a boss that never leaves the middle of the crater, three phases, rockets along red lines, lava bombs, missiles from the sky, a ring of fire and a beam to hide from, with a few crates of life and power-ups. It has its own currency, Obsidian, and its own workshop, the Forge.
  • Something in the volcanoThe Survival window has a new tab: the Vesuvius, a new mode in the crater of a volcano, still being made. It opens to those whose record gets past wave 100 of the Waves, on their account and checked by the server.
  • A world map Orb, and more styles touched upStyle 6 is now a world map: the sea in your second colour, the land in your first and the ice in your third, the Americas facing you. The yin-yang keeps turning all the way round, so it shows whole from the back too. The beach ball, the eye (the bosses wear it too), the Flames and Mad Orbs, with smaller letters you can read, are redrawn sharp. The Camo lost its bandana: just camouflage now, in your three colours. And the Royal Orb is gone; wave 50 now gives the silver crown.
  • More Orb styles redrawn, and a new oneMore of the old Orb styles, drawn by hand at low resolution, are now sharp. Style 4 is an eight-point star at each pole (your first colour, on toothed discs in your third). Styles 7 (the belt with two rings), 8 (the band with the grille), 18 (the two faces, now truly round), 21 (the bars) and 22 (the waves) keep their drawings, redrawn sharp. Style 11 is now a proper basketball (the seams in your third colour, the caps in your second), and Style 23 a true yin-yang in your first and third colours. And a new style, Style 29: a skull at the front and crossed bones at the back.
  • Orb styles redrawn: tennis ball and lightning boltTwo of the first Orb styles were drawn by hand at low resolution and looked lumpy. Style 1 is now a sharp tennis ball (the halves in your first and third colours, the seam in the second) and Style 3 a lightning bolt (your first colour with an edge in the third, on the second). Style 19, a baseball too close to the tennis ball, left the game (if you wore it, you now wear the tennis ball). More of the old styles will follow, one at a time.
  • A new Orb: CamoThe Camo Orb has the look of the Mad Orbs icon: woodland camouflage in your first two colours and a bandana in the third, tied on the side. Reach wave 32 of Survival to win it (choose it in Your Orb). Your Orb now shows the open styles first, then the locked ones in the order Survival gives them.
  • Survival crowns and new Orbs to winReach wave 25, 50 or 100 of Survival to win a bronze, silver or gold crown, worn on top of your Orb (choose it in Your Orb; signed in, the other players see it online). There is also a new Orb, the 8 Ball, and more Orb styles now open as you reach new waves, from wave 5 up to 90.
  • Sharper Orbs up closeThe big Orbs (the start screen, Your Orb) no longer show a pinched star at their top and bottom: the painted styles come out smooth there, and the ones with drawn lines keep them sharp.
  • Waves: crate upgrades by levelThe permanent crate upgrades now show their level (Lv 1, Lv 5...) instead of a percentage, in the corner panel and when you pick one up. And the start screen ranking switches to Survival when you open the Workshop or come back from a run.
  • Waves ranking: the PowerThe Waves ranking now shows the Power each player began their record run with. It also breaks ties: the highest wave first, then the shortest time to it, then the lowest Power, because reaching the same wave with fewer Workshop upgrades takes more skill.
  • Waves: a checkpoint saves your buildWhen you beat a checkpoint wave (10, 20, 30...), the game saves the permanent crate upgrades and the cards you have, with their levels. Starting on that checkpoint, you get them all back, as you had them. The Workshop shows what you will start with. Signed in, it is saved in your account.
  • Grenades and molotovs any timeYou can now throw a grenade or a molotov while your weapon is between two shots: with the shotgun reloading, or right after a sniper shot. In every mode. And in the Waves the shotgun reloads a little faster as your attack speed grows.
  • Waves: a checkpoint opens as soon as you beat itBeat wave 10 (its boss included) and you can start the next run on wave 10; beat wave 20 and you can start on 20, and so on. Until now you had to get 10 waves past a checkpoint to open it. The Workshop shows the wave to start on in a new picker: the wave big between two arrows, your best time to it, the upgrades it gives and every checkpoint you opened.
  • Waves records checked by the serverYour Waves record now counts only after the server checks the run: it notes when each wave starts and, at the end, makes sure no wave went by faster than the game allows. A forged record no longer gets into the ranking. Runs played without an account and checked go to your account when you sign in on the same browser.
  • Fewer surprises while you playPressing Ctrl by mistake while moving no longer opens the browser windows (Save page, Find, Bookmark); only Ctrl+W, T and N the browser keeps for itself. The cursor no longer jumps to the edge of the screen on its own, a false move Chrome reports now and then. And in the Waves, an upgrade at its limit shows a gold MAX tag, and with many upgrades and cards the end of a run and the death screen keep the banner clear of them.
  • The Campaign leaves the gameThe Campaign mode is no longer in the game: the start screen now has two cards, Multiplayer and Survival, and the ranking has no Campaign tab. Playing alone, the Waves are where to go: endless waves of bots, bosses, cards and the Workshop upgrades.
  • Waves: easier still, most of all at the start, and more CoresEvery enemy of the Waves is a little weaker again, and the first waves even more: up to wave 10 they are about 15% weaker than the rest, a gap that closes little by little until wave 20. And every run gives about 15% more Cores: 17 for the first wave, 30 for the 10th, 72 for the 40th, 1 for every 2 kills, 60 for each boss and 45 for a new record. And the enemies no longer spawn with a moment of protection: they can be hit the moment they appear. And the Shadow allies now go when you fall and come back beside you when you spawn, keeping their look. And the Bomb drops every enemy on your screen, even behind walls. And the crates speed you up less: the Speed power-up gives 25% for 15 seconds (was 35%), the permanent speed 7% a level (was 10%).
  • Waves: easier, and more CoresEvery enemy of the Waves, from the ordinary bots to the elites and the boss, now has less life and hits softer, about 40% weaker in all. And every run gives about 25% more Cores: 14 for the first wave, 26 for the 10th, 62 for the 40th, 2 for every 5 kills, 50 for each boss and 40 for a new record.
  • Waves: the crates and power-ups no longer vanish after a long pauseAfter the game sat paused for a long time, the computer could reset the graphics card, and then the crates came back black, the power-ups on the floor showed only their ring and the minimap lost its walls. Now they all come back as they were.
  • Waves: a tougher boss, stronger elites and the race against the clockThe boss now has more life and takes less damage. Elites have more life, a little more attack and defense, are a little bigger and come in a darker red, easy to tell apart. And time counts as much as the wave: the end of a run adds up how long you took to reach your wave (the checkpoint you started from, the time played, 30 seconds a death and the total), with each checkpoint reached and a star where you beat your best time. The Stats show your time and your best time to each checkpoint, and the ranking on the start screen shows the time of each player beside the wave. And some bots now charge right at you, while the snipers keep away. And the life packs, weapons and grenades on the floor no longer sink out of sight once they stop.
  • A new start screenThe start screen is new and simpler: your Orb on top, then three cards, Multiplayer (pick Deathmatch, Teams or Flag and play now), Survival (the Waves, with your record and Cores) and Campaign (your chapter and levels won). The ranking is now right there on the right: the top 3, the players around your place and how you are doing (your place and your top share). Stats, Room with friends and the Tutorial are shortcuts under the cards, and Controls is in the footer, beside How to play. The Ranking window is new too: the top three on a podium with their real Orbs, a tab for each mode.
  • Smoother online, items in sightOnline, what falls from the Orbs, the grenades, the molotovs and the rockets of the others fly smoothly again: since October 18 they moved in small jolts. And the items on the floor (life packs, weapons, grenades, the Waves power-ups) no longer vanish under the blood.
  • TutorialsTwo quick tutorials of about two minutes, in Training: Waves (the waves, the crates, the grenades and the Bomb) and PvP, at a shooting range (moving and shooting, the weapons on the floor, the knife and the grenade, with your damage and DPS under each target). The first time you open the Waves or play online, the game asks if you want the tutorial first. And a run of the Waves that begins on wave 1 now opens with the voice saying Start.
  • Workshop: every choice countsWe measured what each Workshop upgrade adds per Core, and the weakest got cheaper or stronger: Crate healing (it was the life pack chance) makes the crates heal up to the full bar, the Breather gives back 30% to 70%, the Dash leaves you untouchable while it lasts, the Shock wave grows with the waves and recharges sooner, and the Second wind costs 250 and has a second level. Luck is cheaper too.
  • Damage numbersYour hits now show their damage over each orb: the hits of a moment add up in one number, criticals are bigger and golden, poison is green and fire orange, and a dodged hit on you says so. In the Waves, a run begun at a checkpoint now starts its ranking time from your best time to reach it, shown in the Workshop.
  • Waves: the ranking by timeThe Waves ranking now breaks ties by time instead of kills: on the same wave, whoever reached it sooner is ahead. Each death before it adds 30 seconds, and clearing a wave early brings the next one sooner. The end of a run shows your ranking time. And the wave 10 milestone now gives the dual machine gun as a starting weapon, in place of the shotgun.
  • About the projectA new page tells what Mad Orbs is, where it comes from, how it stays free and how to reach us. It is linked at the bottom of every page.
  • Waves: your life comes from the cratesHardly any fallen bot drops a life pack now (7%, it was 35%), and the crates make up for it: below half your life they give life much more often, up to half of them. The bots drop no grenades, only the crates give them, and extra lives stop at 5 (MAX on top). The bots come in from several points, most on the far side and a few elsewhere. Poison and ice do half of what they did, and Dodge goes from 8% up to 32%. And from wave 30 on, the boss waves come with all their bots, not 60% of them.
  • Waves: a scarier boss, grenades, the bomb, shields and alliesGrenades now get half of your damage bonuses (Damage from the Workshop and the crates, Fury and Berserker), and neither grenades nor molotovs are critical hits any more: with every damage upgrade one grenade cleared whole groups well past wave 20. The crates' bomb reaches 10 blocks instead of 6 and drops the ordinary enemies at any wave. The Reflector Shield stays up twice as long (4 to 8 seconds) and a counter shows when it comes. Shadow Allies now fight with half of your upgrades instead of 80%. And the boss got scary: bigger, with the chain gun and the best aim of the wave, it hits hard enough to make you run for cover.
  • Mad Orbs on social mediaFollow Mad Orbs for clips of the matches and the news: @madorbs on TikTok, @playmadorbs on YouTube and Instagram. The links are at the bottom of this page.
  • Waves: a Workshop that takes you furtherEach Workshop level now counts: Damage +25%, Attack speed +20%, Defence −12% and Speed +10% a level, so a level you buy takes you past where you fell. Shadow Allies fight with 80% of your upgrades, the Critical card hits from 15% up to 45%, and poison and ice now come only from bullets. On top of the Workshop, a new Power number shows how strong you start: 100 for a new player, and each upgrade shows what it adds.
  • A new face for Mad OrbsNew logo and icon: the commando Orb, in camouflage and a red bandana, is now the face of the game, on the start screen and in your browser tab.
  • Waves: a stronger Workshop, more CoresThe Workshop upgrades weigh more in a run: Damage and Fire rate give 10% a level (5% before), Health takes the bar up to 200, Defence takes 6% off each hit and Speed gives 6%. And every run earns about 22% more Cores. The first waves are easier: on wave 1 the bots deal half the damage.
  • Waves: real life, card rerollsIn the Workshop, Health now grows your bar from 100 up to 150, and Reroll cards is new: up to 3 rerolls a run when no card fits (R). The Rage card is now Berserker: more damage below 50% life. And timed power-ups from crates show up much less.
  • Waves: cards to build onIn every choice of cards, one of the three is now always a card you already have, to build your style. Sometimes it climbs two levels at once, shown in green, and the boss always brings a rare card and one of yours two levels up: the rare one, or two levels of yours?
  • Deathmatch and TDM: about 70 mapsOnline Deathmatch and Team Deathmatch now rotate through the Capture the Flag maps too: about seventy maps in all, three of them in the vote at the end of each match.
  • Online: bots while people arriveWalk into an empty online room and bots play with you until people arrive: each person who joins sends one away. They wear a BOT tag, and only your kills on players count for the ranking and your record. Other Orbs also move more smoothly on screen.
  • Waves: more Cores, steadier soundWaves runs give many more Cores, above all in the first waves: each wave survived gives from 10 on the first to 42 on the 40th, plus 1 for every 4 kills and 30 for each boss, and the daily reward now goes from 50 to 200. And the sound no longer stutters: every shot of your gun plays, and a crowd of effects gets a little louder without blowing out.
  • Waves: a card every 5 wavesAt the end of waves 5, 15, 25... you now pick a common card too, while the boss keeps bringing the epic and legendary ones. Missile Rain spreads its rockets out, and the flame thrower and the photon rifle no longer lose reach and damage with the cards.
  • Waves: cards you can seeThe cards' extra shots now glow gold, Kill Blast sends out a ring of fire, and the Shadow Allies fight better, never get in your way or in front of your shots, and come back 8 seconds after falling.
  • Waves: more CoresEach wave you survive now gives 30% more Cores, and the daily reward went up: from 30 on the first day to 150 on the seventh.
  • Waves: a new WorkshopThe Workshop has a new look: pick an upgrade from the list and see what each level gives before you buy, with the run and the milestones on the same screen.
  • Waves: the boss's cardsBeat the boss and choose one of 3 cards for the rest of the run: double shot, ricochet, Reflector Shield, Shadow Allies and, from wave 40, the legendary Missile Rain, Silver Bullet and Necromancer. Every run turns out different.
  • Daily rewardCome back every day for free Cores in the Waves Workshop: more each day in a row, up to 100 on the seventh.
  • Grenades where you aimGrenades and molotovs now land where your cursor is: close to your Orb for a short throw, far away for the longest one.
  • Life barsA hurt Orb now shows a life bar under its name, in every mode, with a white trail of how much the last hit took.
  • Waves: Cores and the WorkshopEvery Waves run now earns Cores for permanent upgrades in the Workshop. Milestones give starting weapons and three exclusive Orbs, checkpoints let you start on wave 10, 20, 30, and the first waves are gentler.
  • New guidesThree new guide pages: the Waves mode, a strategy guide with movement, aim and team tactics, and the maps seen from above with tips.
  • A new start screenYour Orb takes the centre of the lobby, the modes show a moment of a match, and the campaign and the waves show your progress.
  • Private roomsMake a match only for your friends and send them the link: you choose the mode, the map, the goal and when it starts, and you can move players between the teams. It doesn't count for the ranking.
  • A new soundtrackMetal tracks by GTDStudio in the menu and in the matches.
  • A lighter connectionMatches send 3 times less data, and new rooms open by themselves when the others fill up.
  • Waves mode and rankingSurvive waves of bots with power-ups and bosses. The ranking shows the best players of each mode, of the campaign and of the waves.
  • Campaign, accounts and an announcerThe solo campaign arrives with eight chapters and bosses; sign in with Google to keep your stats; an announcer calls First Blood, Double Kill and the other streaks; and the next map is chosen by vote.
  • Three languagesThe game and the site in English, Portuguese and Spanish.

Questions

Is Mad Orbs free?
Yes. Everything is free, online and offline. The game shows a few ads on the start screen and in the pauses, never while your Orb is alive in a match.
Do I need to download anything?
No. Mad Orbs runs in the browser, on Windows, Mac and Linux. It works in Chrome, Edge, Firefox and Safari.
Does it work on phones?
Not yet: the game needs a keyboard and a mouse. Open madorbs.com on a computer to play.
How do I play with my friends?
Create a private room, choose the mode and the map, and send the link or the six-letter code. You need an account to create a room; your friends can join as guests.
Do I need an account?
No, guests play every mode. With an account (Sign in, with Google) you keep a permanent player ID, your Orb, your stats in each mode, your Survival progress and your place in the ranking.
What is Babo Violent 2?
A multiplayer shooter seen from above, released in 2006 by RndLabs and remembered for its fast matches and its peculiar physics. Its creators later published the source code, and Mad Orbs was rebuilt from it to bring the game back, now in the browser.

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Clips of the matches, news and what is coming next: