The newest content update is here! The advisors, Universal Cards, new cards, mechanics and more await you!
To access Experimental Branch Right-click ORX in your Steam Library and select 'Properties....'. Then navigate to 'Betas' section and select Experimental Branch from the drop-down list. Voila, the game will automatically update and you'll be able to play on EB!
To switch back to Live version of ORX just follow the same process as above, but select "None" option from the drop-down list.
Experimental Branch now has a separate save, so there is no need to worry about losing your Main progress!
We encourage everyone to try out the Experimental Branch and write us about any issues you encounter or simply share the feedback!
Gameplay
Roof (Neutral) — build a dooryard granting +X delayed gold for each unit camp in it’s vicinity.
Hallucination (Neutral) — Select a warrior camp and reate it’s illusory copy. Illusions can’t attack.
Insurance (Neutral) — Grants 5 delayed gold for each destroyed building. Effect ends at Dawn.
Rune of Neuro Force (RG) — increase health, damage and defence by 3/5/10 for each unique camp/castle with this rune.
Revenge (RG) — castle with this tile accumulates 10/15/25% damage received and releases this damage as a shockwave every 3 seconds with the range of 2.
Cairn of Stealth (DR) — hides all buildings and units in its aura. Does not apply the effect to itself.
Training Camp (DR) — grants bonus 3/6/10% stats when merging camps in the same military zone as Training Camp.
Fight Club (DR) — Move unit camp to this building to destroy them and gain +2/4/6 initiative.
Small House Fortification — builds a fence around the selected house and any adjacent ones in “+” formation. Orx can not destroy or pass through this fence.
Camp to Barracks (DR) — transform a unit camp into Barracks.
Camp to Bazaar (DR) — transform a unit camp into Bazaar.
Curse (DR) — Dictate. Grants +181/404/666 damage to a unit until Dawn. Units under the Curse will be forever lost if they die in battle or when the Dawn comes.
Motivation (DR) — Dictate. Units no longer can attack. Units share 20/40/60% of their stats with every other unit camp in the same military zone.
Commander Neuro (DR) — Commander. Increase health, damage and defence by 5/10/20 for each carrier camp. Camps remain a carrier even if you change the commander.
Recruiter (DR) — Commander. Each time another camp appears, increase damage, health and attack speed of the camp with this commander by 5/10/15%.
As always we're looking for your feedback, so share your thoughts:
Experimental Branch v0.10
Greetings, orx slayers!
The newest content update is here! The advisors, Universal Cards, new cards, mechanics and more await you!
New Systems
The Advisors — grant specialized cards and units when played. You can choose your first advisor in the unique event at the start of 2nd mission of Act I
Gameplay
Universal Cards — transform into a random card from their parent category (weapons, units, dictates, runes) each time they are added to the hand. Universal Cards can transform only into the cards the player has already unlocked.
Crossroads rework — now it has a totem granting defence boost aura around the crossroads
Instakill rune for Rune Guardians — set chance to instantly kill an orx when dealing damage
Instakill dictate for Dune Reavers — set chance to instantly kill an orx when dealing damage
New events for both factions for Instakill, Universal cards, Towers and Bastions
Stealth Cairn for Dune Reavers — makes units and buildings in it’s aura invisible. Doesn’t apply the effect to itself. Actions (such as attacking orx) break the invisibility
Elemental change Neutral card — switch the sephiroth on the target to a different random one
Above the Law card for Rune Guardians — exhaust 1 selected road card from hand. Grant delayed gold for each road already placed.
Anti-road card for Rune Guardians — exhaust X road cards from hand. If more than Y roads placed, also exhaust road cards from the deck. Grant increased gold capacity for each exhausted card.
Fortify card for Dune Reavers — build a fence around the selected Small House and the adjacent ones in “+” formation.
Random Tower card for Rune Guardians — change X random towers in the castle to any random ones of the same type
Puddle Tower card for Rune Guardians — transform towers into puddle spewing ones. Puddles persist on the ground for some time and deal damage to all orx standing inside them.
Fixes
Fixed card rewards carrying over from a previous run
Fixed loading into a previous campaign defeat screen upon starting a new campaign
Fixed exclamation mark missing from unread entries in Encyclopedia
Second iteration fix for inability to place Small House if too many units are present
Fixed The Sphinx being activated only by certain Spell cards
Fixed getting a copy of the artefact you already own on artefact selection screen
Fixed Cards jittering in hand when bringing the cursor to the bottom edge of the screen
As always we're looking for your feedback, so share your thoughts:
Version 0.9.9 Update + Leaderboards Status Update
Greetings, Kings and Queens! This update is on the smaller side, but we'd still very much appreciate your feedback.
First, we need to make an announcement. From version 0.9.8 feedback and during our internal testing, we've found a serious issue tied to Leaderboards and mission restart, which always results in a crash. Unfortunately, this bug turned out to be much more intricate and hard to fix. While we're working on solving this problem, we've made a tough decision to temporarily disable the Leaderboards in order to ward off the players from encountering the crash. We sincerely apologize for the inconvenience, but rest assured we're looking to fix this bug ASAP.
Gameplay
Dune Reaver units can be moved to any road for free
Improved taunt for Lunar Bravado dictate
Special rune and dictate for countering the stealth orx
Interface
Placement UI improvements when playing a card
Refactoring and optimization
GigaORX and player units rewrite for improved game stability
General under-the-hood improvements to the game code
Fixes
First iteration fix for inability to place Small House if too many units are present.
This patch is on the smaller side, but we're actively working on solving issues reported by our dear players, here are some of them.
Known Issues
The game crashing after visiting Leaderboards and then trying to restart mission/abandon campaign.
The Forge giving weapons based on road length. This one is actually working as intended — The Forge provides 0.2 (rounded off to at least 1) Tier 1 weapons per road tile. So it's 1 weapon card for approximately 5-6 road tiles.
Various issues with gold piles and coins overlapping units and UI elements.
Bugs tied to the Final Boss behaviour.
Cards jittering in hand when bringing the cursor to the bottom edge of the screen.
Neutral buildings spawning in inaccessible areas of the map.
Upgrade Vault appearing as locked upon quest completion. You can still use the vault by opening it's info window and clicking "Upgrade shrine" button.
Being presented with a copies of an artefact you already own at artefact selection screen.
Mystic Crypt having an incorrect description. This card does not change the card's sefiroth to Sacred.
Only a certain category of spells triggering Sphinx proc.
The rotate button appearing for some Dune Reavers buildings after an upgrade.
Bosses not appearing if the wave gets killed off before getting close enough to the town.
Various localization errors in different languages.
We listen to all feedback and are dedicated to making ORX the best it could be. So share your ideas, suggestions and bug reports on our official channels!
We're also working on bringing a good chunk of content with the next update, which is just around the corner — stay tuned for the Experimental Branch version and content overview!
Thank you for your support of ORX and for being loyal to the Kingdom! Until next time!
Version 0.9.9 Update
Greetings, Kings and Queens! This update is on the smaller side, but we'd still very much appreciate your feedback.
First, we need to make an announcement. From version 0.9.8 feedback and during our internal testing, we've found a serious issue tied to Leaderboards and mission restart, which always results in a crash. Unfortunately, this bug turned out to be much more intricate and hard to fix. While we're working on solving this problem, we've made a tough decision to temporarily disable the Leaderboards in order to ward off the players from encountering the crash. We sincerely apologize for the inconvenience, but rest assured we're looking to fix this bug ASAP.
Gameplay
Dune Reaver units can be moved to any road for free
Improved taunt for Lunar Bravado dictate
Special rune and dictate for countering the stealth orx
Interface
Placement UI improvements when playing a card
Refactoring and optimization
GigaORX and player units rewrite for improved game stability
General under-the-hood improvements to the game code
Fixes
First iteration fix for inability to place Small House if too many units are present.
This patch is on the smaller side, but we're actively working on solving issues reported by our dear players, here are some of them.
Known Issues
The game crashing after visiting Leaderboards and then trying to restart mission/abandon campaign.
The Forge giving weapons based on road length. This one is actually working as intended — The Forge provides 0.2 (rounded off to at least 1) Tier 1 weapons per road tile. So it's 1 weapon card for approximately 5-6 road tiles.
Various issues with gold piles and coins overlapping units and UI elements.
Bugs tied to the Final Boss behaviour.
Cards jittering in hand when bringing the cursor to the bottom edge of the screen.
Neutral buildings spawning in inaccessible areas of the map.
Upgrade Vault appearing as locked upon quest completion. You can still use the vault by opening it's info window and clicking "Upgrade shrine" button.
Being presented with a copies of an artefact you already own at artefact selection screen.
Mystic Crypt having an incorrect description. This card does not change the card's sefiroth to Sacred.
Only a certain category of spells triggering Sphinx proc.
The rotate button appearing for some Dune Reavers buildings after an upgrade.
Bosses not appearing if the wave gets killed off before getting close enough to the town.
Various localization errors in different languages.
We listen to all feedback and are dedicated to making ORX the best it could be. So share your ideas, suggestions and bug reports on our official channels!
We're also working on bringing a good chunk of content with the next update, which is just around the corner — stay tuned for the Experimental Branch version and content overview!
Thank you for your support of ORX and for being loyal to the Kingdom! Until next time!
Experimental Branch v0.9.9
Greetings, Kings and Queens! This update is on the smaller side, but we'd still very much appreciate your feedback.
Gameplay
Dune Reaver units can be moved to any road for free
Improved taunt for Lunar Bravado dictate
Special rune and dictate for unstealthing the orx
Interface
Placement UI improvements when playing a card
Refactoring and optimization
GigaORX and player units rewrite for improved game stability
General under-the-hood improvements to the game code
Steam Spring Sale — ORX -30% OFF!
Steam Spring Sale is here and with it -30% off ORX — the biggest discount yet!
Become the Lord of your castle, or send ORX as a present to your fellow King or Queen!
We're also preparing the update featuring new cards for both playable factions, the Advisors and more — coming this April! This is a great chance to get the game before the update and 3rd faction release this Summer.
Don't miss out on development updates and all things ORX — join our Discord and Twitter!
Version 0.9.8 Update — ORX Commander Rework + Advisors Teaser
Greetings, orx slayers! The newest update is here — ORX Commander Rework, bug fixes, QoL improvements and more. Don't miss the teaser for the upcoming Advisors below!
ORX Commanders and Curses rework
In the past, ORX Commanders had too many skills and the only way to learn about them was to hover over the Commander in the mission select menu or his icon during said mission. They also felt too punishing if encountered multiple times in a row, making their abilities stronger and even more robust — all of which were instantly active from the very 1st wave of the mission.
Now we're changing things up. Firstly, ORX Commanders no longer have abilities hidden away in their description — from now on they play special cards. Secondly, the cards are played in specific order — getting progressively stronger with each passing wave, so the players have time to prepare their defences.
Lasty, we're removing standard ORX curses from mission rewards and adding some of them to ORX Commanders, which will be added to their deck between each Act, rather than a mission.
In the future we plan to completely overhaul orx balance and make current Curses into passive bonuses scaling with Corruption levels. At least this is our current idea — the final version can turn out to be more interesting!
Interface Improvements
While working on this update, we've used the opportunity to improve the Action Log. We feel like it's a useful feature, but it was taking up too much space on the screen — making anything behind it uninteractable. After this update Action Log will be always minimized by default — showing at most 3 lines of messages, with only the bottom one being clickable. To expand the log simply click the icon left of the line!
We've also improved the presentation of ORX cards played during the mission. Now they appear in an orderly fashion and linger for longer on the screen — so you can actually see what is being played against you and shuffled into your deck! Anf if you're in a hurry or know every card by heart, simply left-click the screen to dismiss the them.
*Shown at 1.5x speed
Hopefully, this makes things more clear and convenient!
Patch Notes
Gameplay
Changes to ORX targeting to no longer laser focus on Main Building
Changes to ORX Curses — the deck no longer grows with mission rewards, removed the corruption from the cards. All existing Curses were distributed between the Commanders which are added between Acts.
ORX Commanders rework — instead of passive effects, ORX Commanders now have their own deck which they’ll play against you. Commander cards grow in strength the more corruption you have. Commanders physically appear only during the last wave.
Interface
Action Log now correctly implements line breaks in its messages
Action log is now minimized by default and can be fully open by clicking a button left of the 1st line
Cards played by ORX are displayed for longer and in orderly fashion. Left-click to dismiss them early.
Improvements to Sephiroph interface to incorporate more elements on display
Unplayable cards no longer have the cost display
Removed the unused tabs from Campaign Results window
Optimisation
Render optimisation of user interface (Player bar)
Render optimisations for buffs and poison effects
Implemented texture atlas for destroyed buildings
Added some static visual effects to ORX texture atlas (i.e. nimbs)
Implemented sprite cache
2D colliders now constantly update only for the visible moving units
Fixes
Fixes to multiple critical bugs causing game to freeze
Fixed the bug causing the Return button to disappear if player opened Pause Menu on Campaign screen
Fixed the card placement UI sometimes not disappearing upon placing the tile
Fixed Interest Rate card not working
Fixed the weather not being paused upon Mission start
Fixed an issue with Outpost card description
Fixed the graphics for arrows in Card Inspection window
Fixed mountains sometimes missing a piece due to adjacent Neutral Bulding
Fixed ORX Commanders sometimes having a wrong display order in mission preview
Fixed card tier mentions missing from unit camp descriptions
Fixed the camera sometimes moving after the directional inputs were no longer physically pressed
Fixed the font on Sephiroth spreadsheet in Encyclopedia getting smaller or bigger each time you interact with the page
Fixed some reward options during starting event not giving any cards
Fixed Spynx dealing damage to units not present on the map (i.e. hitting bosses underground)
Look into the Future — The Advisors
We love the stategies our players come up with, but some of them require getting too many cards to run properly. And even then, sometimes these strategies might have a weakness — be it a type of ORX or simpy being to gold hungry. To improve the situation and give a choice of "specialization" to the players, we came up with the Advisors!
Current plan for the Advisors is to add useful and/or unique cards into the player's deck, as well as serve as a trigger for unique events between the missions. It might not sound like much at first, but we have a lot more rebalancing and changes tying into this — hopefully making ORX even more engaging and fun to play!
Players on the Experimental Branch might've had a glance at the Advisors already. However, the system in its current state wasn't intended to make into Live version due to being very WIP and low on features. We are very thankful to everyone who shared their opinions on the Advisors and will improve them based on the feedback!
Oh, and one more important thing! We're making changes to our workflow and will try to make content updates much more frequent, while also patching the game on a regular basis, rather then compiling big updates.
As always, thank you for supporting ORX and see you in the next update!
Experimental Branch v0.9.8
Gameplay
Neutral Buildings no longer spawn over the forest tiles
Changes to ORX targeting to no longer prioritize targets based on tags
Changes to ORX Curses — the deck no longer grows with mission rewards, removed the corruption from the cards. All existing Curses were distributed between the Commanders
ORX Commanders rework — instead of passive effects, ORX Commanders now have their own deck which they’ll play against you. Commander cards grow in strength the more corruption you have. Commanders physically appear only during the last wave.
Royal Advisers framework — first iteration (and a heavy WIP) of Advisers system. This system is designed to enhance some of the playstyles with new cards given to you by the chosen Advisor. You will be presented with a choice to select your Advisor before you start the 2nd mission of Act 1.
Interface
Action Log now correctly implements line breaks in its messages
Improvements to Sephiroph interface to incorporate more elements on display
Unplayable cards no longer have the cost display
Removed the unused tabs from Campaign Results window
Optimisation
Render optimisation of user interface (Player bar)
Render optimisations for buffs and poison effects
Implemented texture atlas for destroyed buildings
Added some static visual effects to ORX texture atlas (i.e. nimbs)
Implemented sprite cache
2D colliders now constantly update only for the visible moving units
Bug Fixes
Fixed the bug causing th Return button to disappear if player opened Pause Menu on Campaign screen
Fixed UI element benign unclickable under the Action Log area
Fixed Interest Rate card not working
Fixed the weather not being paused upon Mission start
Fixed an issue with Outpost card description
Fixed the graphics for arrows in Card Inspection window
Fixed mountains sometimes missing a piece due to adjacent Neutral Bulding
Fixed ORX Commanders sometimes having a wrong display order in mission preview
Fixed card tier mentions missing from unit camp descriptions
Fixed the camera sometimes moving after the directional inputs were no longer physically pressed
Fixed the font on Sephiroth spreadsheet in Encyclopedia getting smaller or bigger each time you interact with the page
Fixed some reward options during starting event not giving any cards
Fixed Spynx dealing damage to units not present on the map (i.e. hitting bosses underground)
v0.9.7.4
—fixed a bug that lead to some locales not being present in the new version
ORX is 20% off!
It's ORXmas time and along with our Christmas Update we're offering -20% off of ORX!