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ORX — Fatigue System and Future Plans Update

Hello, Kings and Sultans!

Today we’ll explain the Fatigue system and once again talk about our future plans and community events.

[h3]Contents[/h3]
  1. Fatigue system explanation
  2. Future plans update
  3. Build-a-Castle Phase Two
  4. Friday Community Stream

[h3]Fatigue System[/h3]
We’ve introduced the Fatigue System a couple days ago in the patch 0.9.2.1so what is it and why was it added? We found that players would create very small decks, built around looping the same cards over and over — without experiencing any consequences. While we’re not against the idea of playing ORX with a small deck — we don’t want it to become a go-to strategy. Hence why we came up with the idea of Fatigue — a system that would disincentivize using small decks over bigger ones.



So how exactly does it work? Every time you play all the cards from your deck, you increase the fatigue. Each stack of fatigue subtracts 1 second from the wave timer — up to a maximum of -5 seconds, — meaning when you reach 5 stacks of fatigue each subsequent one will subtract 5 seconds from the timer.



We’re constantly monitoring player feedback and already made some changes to the fatigue system — so let us know what you think of this system and how it plays!

[h3]Future Plans[/h3]
Recently we’ve introduced our first feature update into the game — The Righteous Crusade. It consists of various balance changes, new mechanics and, of course, new cards. The changes are focused around Rune Guardians, making the faction more flexible in terms of playstyle and enhancing the late game options for it.



If you were wondering if we got something in mind for Dune Reavers — we absolutely do! The marauders of the sands are next on the list and will receive a similar-sized update, aimed at making them even more fun and engaging to play. Expect changes to the warriors, Barracks and new faction cards! We’ll also take a look at command issuing interface for warriors and make it more comfortable to use — all according to your feedback.

The update also introduced Low graphics settings and a new system for texturing. As we stated in the update — these are only the first steps from our long list of performance optimization improvements. We have also recruited the help of the Unity team, so we’re confident that we can make ORX run smoothly, even with huge ORX hordes and giant castles.

Apart from these changes, we’re continuing our work on:
  • Adding new Localizations
  • Eliminating various bugs
  • Implementing Ultra Widescreen support
  • Adding 4K resolutions

If you encountered an issue or have a suggestion — share them on the platform most comfortable for you. We’ll be sure to read and answer your feedback on all of them!



[h3]Build-a-Castle Contest[/h3]
Our castle-building, power-flexing, architecture-appreciating contest is moving to phase two! The entries are now closed, and we’ve selected the most popular submissions which will enter the next round. We invite everyone to vote for their favorite submissions on our Discord and help us pick the three most impressive builds, voting ends on September 16th! The winners will be announced during our Friday Community Stream and published in the announcements channel on our Discord, and here on Steam.

[h3]Friday Community Stream[/h3]


We’re continuing our silly-goofy streams with ScaryRussianWizard! If you liked watching her here on Steam — be sure to join us this Friday, at 2pm GMT and watch fellow ORX enjoyers put her to the ultimate test — community challenges! That’s right, this time we’re asking our community to come up with challenges which we’ll have to beat on the Community Stream — become a part of our Discord family and share your own suggestions on our server!

That's it for Today! Stay tuned for more news, patches and updates coming up! In the meantime keep sharing your feedback and ideas — we’re always looking forward to those! You can do it here, in Steam Discussions or join our lovely Discord community.

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