# Satellite Plays Doom in First Orbital Voice Control Demonstration

ESA's PRETTY cubesat successfully executed voice commands to run the iconic 1993 game.

- **Source:** [Space.com](https://www.space.com)
- **Published:** 2026-11-09
- **Topic:** [technology](https://brifing.si/c/technology)
- **Original article:** <https://www.space.com/space-exploration/satellites/yes-it-runs-doom-satellite-plays-iconic-game-in-worlds-1st-demonstration-of-orbital-voice-control>
- **On Brifing:** https://brifing.si/s/9c360fea-882f-48f0-b8d2-59213c6c0ca4

## Orbital Gaming Milestone

The PRETTY cubesat, managed by the OPS-SAT Space Lab for the European Space Agency, successfully executed a voice command to launch the 1993 video game Doom. While playing a first-person shooter was not part of the original design, this demonstration marks the first time a satellite has responded to voice-activated instructions from Earth.

## Amateur Radio Collaboration

The project was led by the Oslo Group of the Norwegian Radio Relay League, a team of radio amateurs with no formal satellite budget. They spent 59 days and approximately 7,200 NOK to modify the satellite software. Their efforts turned a hobbyist experiment into a significant technical achievement for orbital communication systems.

## Overcoming Technical Hurdles

Initial attempts between April and July failed because the satellite's receiver channel was too wide to isolate the human voice signal. After narrowing the channel, Jon Bergli Heier successfully transmitted the command from a rooftop in Oslo. The system had to account for Doppler shift and hardware not originally designed for voice.

## Software and Signal Processing

The experiment relied on open-source tools to bridge the gap between ground-based audio and space-based hardware. GNU Radio managed the complex signal processing, while Sherpa-ONNX handled the on-board speech recognition. These tools allowed the satellite to transcribe the spoken command and initiate the game session during an evening orbital pass.

## Data and Diagnostics

Following the successful command, the satellite generated a diagnostic 'postcard' containing a frame of the gameplay, the transcription of the command, and signal data. This feedback loop confirmed that the spacecraft accurately interpreted the voice input despite the challenges of background noise, varying accents, and the limitations of the antenna hardware.

## Emergency Rescue Potential

Beyond gaming, the primary goal is to develop AI-driven systems that can assist people in distress. The team envisions satellites that could transcribe 'mayday' calls from remote areas or at sea. By automating the detection of emergency signals, future spacecraft could alert rescue services much faster than current manual monitoring methods allow.

## Future Space Applications

The success of this demonstration suggests that AI could play a larger role in deep-space signal analysis. Future satellites might autonomously detect and prioritize relevant radio data before transmitting it to operators on Earth. This would reduce the burden on ground stations and improve the efficiency of data processing in orbit.

## Significance of the Achievement

This experiment proves that small, low-budget ground stations can effectively communicate with complex ESA spacecraft. By successfully shouting at a satellite and being heard, the Norwegian team demonstrated that voice recognition is a viable interface for future space missions, potentially transforming how humans interact with and control orbital assets in space.

## Sources covering this story

- https://www.space.com/space-exploration/satellites/yes-it-runs-doom-satellite-plays-iconic-game-in-worlds-1st-demonstration-of-orbital-voice-control — 

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_Summary written by Brifing from the original reporting. Copyright in the original article belongs to its publisher; read the full piece at the link above._
