ORBIT 00 — Launch window

Co-op at escape velocity

ORBYT is a dome gaming club in a retired planetarium. Twelve reclined seats sit in a ring under the curved screen, sound circles the room, and the whole crew plays one thing together — heads back, lights low.

Next dome session in

Three ways to fly

Every night on the dome runs as one shared session. You pick the flavour — a full deep-space co-op, a slow drifting explore, or a loud party on the ceiling — and the room is set up for it before you dock.

A ring of reclined seats facing upward toward the domed screen during a co-op session

Deep-space co-op

The main event. Twelve players, one long mission on the full dome, headsets synced so the crew talks quietly across the circle. We keep the room dark and the volume even so the far seats hear the same cue as the near ones.

  • Seats12
  • Length150 min
  • Recline38°
A relaxed lounge corner with soft seating under low dome light

Chill orbit

A slower drift for six to ten. Calm exploration titles, no clock pressure, blankets allowed. People talk in low voices, pass the controller around the ring, and let the screen wrap overhead while nobody is racing anything.

  • Seats6–10
  • Length120 min
  • Recline45°
The full dome lit up in bright colour above a group of players

Zero-G party

The loud one. Party games thrown across the whole ceiling, up to twelve people swapping seats and shouting scores by points and finish time. Best booked as a full ring so the whole dome belongs to one group for the night.

  • Seats8–12
  • Length90 min
  • Recline30°

The Dome

The whole planetarium hall seen from the floor, screen curving overhead above the seat circle

The screen is a fourteen-metre half-sphere left over from the building's planetarium years. It curves over you instead of standing in front of you, so the picture reaches the edge of what you can see without turning your head.

Sound runs in a full ring — twelve small speakers set around the rim, tuned so a whisper from a game reaches every seat at the same moment. The chairs lean back on a fixed frame, arranged as one circle so nobody sits behind anybody. You look up, not forward.

Co-op feels different here. When the map is above all twelve of you at once, people point at the same star, call the same turn, and lose track of where the room ends. That is the whole reason we kept the dome.

  • Fourteen metres of curved screen, floor to rim
  • Twelve reclined seats set in a single ring
  • Wrap-around sound, level from centre to edge

Mission rules

Short list, kept for the sake of the room. The dome only works when it stays quiet and dark, so a few habits keep every session clean for the whole crew.

  • Quiet on the briefing. When the pre-session walkthrough starts, voices drop. It runs four minutes and it is the only time the lights come up.
  • Phones in the airlock. A tray of lockers by the door holds bright screens for the session. A stray phone lights the whole dome, so they wait outside the ring.
  • Late arrivals wait for the dock. Once a mission is underway the door stays shut. Latecomers join at the mid-session break — the "dock" — rather than crossing a dark room.
  • Feet off the frame. The seat ring is a shared rig. Shoes stay on the floor mat so the reclined frames keep their angle for the next crew.

Crew stories

We booked a Deep-space co-op for eight and none of us had played together before. By the second hour we were finishing each other's calls without looking. The circle does something — you stop being an audience and start being a crew.
— vega_no6, four sessions in
Chill orbit is my quiet night. Blanket, a slow exploration game overhead, six of us barely talking. I have never relaxed that hard while still holding a controller. The wrap-around sound is the part I keep telling people about.
— lumen_drift, regular
The darkened dome hall lit only by the glow of the curved screen

Flight log

  1. Mission 041 — the long descent

    A full ring of twelve took on a three-part co-op that ran the whole 150 minutes. The last stretch put the crew on a single slow landing, and the room went completely silent for the final approach. Nobody moved until the screen faded. One of the best endings we have watched from the back.

  2. Mission 038 — the drifting night

    A Chill orbit for seven that never picked up speed and never needed to. They spent two hours mapping a quiet ocean world, passing the controller around the circle every few minutes, blankets up, voices barely above the sound of the game. Left grinning and slow, like waking from a good nap.

  3. Mission 033 — the party ring

    Twelve friends took the whole dome for a Zero-G party. Scores were tracked by points and round time on a board by the door, and the lead changed hands nine times before the last game. Loudest ninety minutes the room has held. The rim speakers earned their tuning that night.

Star charts

Three fixed points in the room, logged by their seat coordinates. This is what the dome looks like from the floor before a session begins.

The seat ring from above, empty and lit low before a session
Seat ring · 00:00 mark
A reclined lounge chair angled up toward the dome screen
Chair 06 · recline set
The curved dome screen glowing overhead in cool light
Dome rim · pre-launch

Pre-flight questions

Will the dome make me motion sick?

Rarely, but it can happen with fast first-person motion filling your whole view. We keep the recline gentle, seat you toward the centre if you ask, and the mid-session break lets you sit up and reset. If a game feels too much, tell a host and we will move you toward the rim where the picture is flatter.

What if I am running late?

The door closes when a mission starts so nobody walks through a dark room. If you arrive after that, you wait for the "dock" — the planned mid-session break, usually around the 60-minute mark — and slip into your seat then. Message us and we will hold your spot in the ring.

Can I choose my seat in the circle?

Seats are set in a fixed ring of twelve, and we assign them so the crew sits together rather than scattered. If you have a preference — centre view, aisle end, next to your group — note it when you book and we will do our best. Every seat sees the full dome, so there is no bad chair.

Can I bring my own blanket?

Yes, and on Chill orbit nights plenty of people do. The room sits at a cool 19°C so the screen stays crisp, and the reclined chairs make a blanket welcome. We also keep a small stack of clean throws by the airlock if you would rather travel light.

Do you run sessions for kids?

We hold early weekend slots built for younger crews: shorter 60-minute missions, calmer titles, lights a touch higher, and a grown-up welcome in the ring. The full-dark deep-space nights are aimed at older players, so check the session type when you book a family group.

Join a session

Pick a date, a session type, and how many seats in the ring you need. We will confirm your slot and hold your chairs. Docking opens fifteen minutes before launch.