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Devlog: 'From the Ashes' Major Update

[h3]The silence is OVER! [/h3][p]
And this time we’re not here just to talk about the upcoming changes. From the Ashes update is already here as well! But we do advise you to read this devlog first, as there is a lot of explaining to do.[/p][p][/p][p]First thing we’d like to shed some light on something not entirely game-related. But it is pretty noticeable – our lack of communications this year. And the reason for it is rather boring: a lot of what you’ll see below went through rapid iteration, and writing frequent previews would’ve meant publishing explanations that became obsolete almost immediately. We held off until the full picture was stable enough to present as a coherent update. Of course, we’ll do our best to prevent this from happening in the future!

[/p][p]TABLE OF CONTENTS (yeah, it's that big)[/p]
  1. [p]HAND OF FATE -- Card changes
    [/p]
  2. [p]CREATURES OF THE NIGHT -- ORX changes
    [/p]
  3. [p]ANIMA MUNDI -- World changes
    [/p]
  4. [p]EMERALD SWORD -- Rune Guardians changes
    [/p]
  5. [p]WHAT ALL OF THIS BRINGS -- Summary and wrap up
    [/p]
[p]Now with that out of the way, let’s talk about From the Ashes update. Our goal with it was simple: “Go back to what made those first demos magical. And build off of that”. We went through everything. What makes it fun to build in ORX. What’s that special sort of anxiety you feel when the night falls. The high points, and, of course, the low points as well.[/p][p] [/p][p]You can find the absolutely massive list of changes in the separate patch notes post. But we highly recommend to stay and read our explanations for the most important of those. As always, don’t forget you can click on the headers for some fitting power metal songs to get you into the right mood. Let’s go![/p][p] [/p][h2]HAND OF FATE[/h2][p][/p][p]Cards in ORX sometimes felt like they’re more of a visual choice, than a gameplay one. Heavy restrictions for deck building, random acquisition of new cards, “play-and-forget” nature of most card effects. Your deck would become bloated and it felt like some abilities could be… well, “always present” abilities. [/p][p][/p][p]Here’s our solution to this: more deck building, card stashing and changes to infinite cards. [/p][p][/p][p]First one is pretty self-explanatory. You can now sell cards for Crowns at any shop on the map. Without any restrictions on how many cards you can sell. The vaults grant card upgrades instead of new cards. And Rune Guardians now have distinct deck archetypes – with other factions soon getting their own.

[/p][p][/p][p]NOTE: We plan to add a proper animation for selling cards a bit later. And make it more convenient.[/p][p][/p][p]But what is card stashing? It’s in the name. You are now able to stash up to X cards onto the battlefield itself, away from your tiles. Once placed, they leave your deck cycle – disappearing from your hand until you either buy them back or finish the mission. Simple as that! Don’t need all those runes during the day? Stash them away. Built enough castles and need to reach somewhere with roads? Stash them away. Waiting for a better opportunity to play a card, but it causes congestion? STASH. IT. AWAY.[/p][p] [/p][p][/p][p][/p][p]“Wait, but if I can use only the cards I need – I’ll just spam those!”. We thought the same. Which is why we’re adding cooldowns to infinite cards. The stronger the card, the longer the cooldown. This both limits the power provided by the card stashing, and adds more strategy to card choices. If you’re focusing on castles, for example, at some point you’ll need at least one more Single Wall card. Otherwise it’s going to be extremely tough to finish all those cool castles you might be able to start. And, of course, not all cards are infinite. More powerful ones still have limited charges, but no cooldown. [/p][p][/p][p][/p][p][/p][p]As an extra change tied to all this, it’s no longer possible to abuse the pause in order to place five hundred cards once you have enough gold. Now you really need to keep an eye on that night countdown and use everything you got![/p][p] [/p][p]When used together, these changes really flesh out the card aspect of ORX. And we hope that you’ll agree on how “tactile” the card stashing feels. Almost like setting away a card in a tabletop game that you plan on using later.[/p][p] [/p][h2]CREATURES OF THE DARK REALM[/h2][p][/p][p]ORX! ORX!! ORX!!!

There will be no nice segway this time. When they come for you it will be sudden and you will feel like a shabby boat in a middle of a storm. Which is exactly the feeling we nailed down in our retrospective of what made ORX (and other tower-defence games) so appealing. It’s the constant process of putting out fires. The “oh, I wasn’t prepared for THAT” moments. Or, if you were lucky and strategic enough – nervously watching how everything plays out, and hoping that you live to see the dawn. [/p][p][/p][p][/p][p]
Previously, we’ve tried out a rock-paper-scissors system for buildings, units and ORX. The idea was that it cleanly puts all of them into counteracting categories. However, this system was based off of raw stats, and proved to be either confusing or barely noticeable. This time, we are going for a more tangible, direct approach. The Fierce-Resilient-Cunning triad is being phased out. And in its place the Metaclans are taking hold.[/p][p] [/p][p][/p][p]
Metaclans offer a more tangible difference between different ORX, and extra clarity to your decision making. Each clan also unlocks with each new Act, which makes the difficulty curve slightly smoother. But be ready to stand your ground against combined forces of ORX in act 4. And yes, that’s new ORX featured in the gifs above. We also have a new boss in Act 2![/p][p] [/p][p][/p][p]
All of new ORX have unique behaviour. Some use hit-n-run tactics, while others do completely new things like launching ORX into your buildings like a circus canon. We’ll specifically highlight ORX Bombardiers – while being pretty simple, they are a precursor to a tag-driven system splitting units into the following categories: melee, ranged and flying. This system will dictate what targets can be reached, and, more importantly, which of them will be prioritized. [/p][p]
All in all, we aim to make all of the ORX an interesting and tangible threat, while also making their strengths and weaknesses visible almost at a glance.[/p][p] [/p][h2]ANIMA MUNDI[/h2][p]
We’ve talked about the cards and the ORX. But what about the World? The Global Map, the levels and how you affect them – all went through substantial changes.[/p][p]
We felt like interactions with the Global Map weren’t as interesting as we’d hoped. For starters, there was barely anything stopping you from clearing the entire Act. This would quickly snowball by the mid-game and meant that we couldn’t give you too many rewards for each individual mission. The campaign run time would also vary wildly – from way too fast for some, to way too long for others.[/p][p] [/p][p][/p][p][/p][p]In this update we’ve decided to limit your amount of moves for each Act. You start the run with 4 map moves, which would carry over to the next one, if you have any left by the time you slay the boss. And yes, to prevent you from running out of moves, we’ve made each Act boss available from the moment you enter the new region. If you’re either mad or really love tough challenges you could, theoretically, challenge them straight away.[/p][p][/p][p]You’ll also be able to pick from 3 different starting locations whenever you begin a new Act. Your first pick is the most generous, offering an enhanced starting bundle – a mix of card, free upgrades, or an artifact, – while the other two will lessen their reward pool, but still be accessible in case you’d decide to grab them.[/p][p][/p][p][/p][p][/p][p]We have also dialed up a notch on level generation algorithm, increasing the map variety and the number of their layouts. We always felt, that one of the less visible, but more important factors was the difficulty of the map itself. And now, some of them will definitely affect how you play. To the point, where we’ve also added this parameter to the pre-mission info window, so you could better decide how easy or difficult it’s going to be.[/p][p] [/p][p][/p][p][/p][p]Arguably the most fun change in regards to the level is the new interaction with the forest tiles. Now, whenever a forest tile gets removed due to you playing new cards, a band of ORX can spawn from it. Their spawn chance, count, and strength scale with distance from your Main Building – and are further shaped by mission difficulty and how deep you are into the Acts.[/p][p][/p][p][/p][p][/p][p]Most obviously, it creates much needed tension during the day. It won’t be unbearable, but it removes certain periods of the mission being completely safe from the ORX. Secondly, it allows you to get a feel for how strong the ORX are going to be when the night comes. Plus, it points out weaknesses in your defences. Which gives you a better idea on what you should prioritize building and how you should be placing it. Finally, it puts real pressure on road expansion. Reaching every point of interest is now a trade-off: rush a Vault for an early upgrade, or secure a Village to make the nights easier.[/p][p][/p][h2]EMERALD SWORD[/h2][p][/p][p]Being the first and oldest faction  in ORX, Rune Guardians used to look like it, but played like a grab-bag: a little bit of walls, a little bit of runes, a little bit of units, and no clear direction to commit to. In part it was done as an intended player experience for the beginners. It’s the “poster boy” faction that was supposed to teach you about the basics of everything. But from your feedback and our discussions, we saw that it wasn’t ideal and the faction identity suffered as a result. Now Rune Guardians have three distinct archetypes, which you can build your deck around: each with its own “win button”, its own pacing, and its own weaknesses.[/p][p] [/p][p][/p][p][/p][p]The first one is the OG “one fortress” fantasy: finally supported by the rules instead of getting punished by them. The old structural penalties for large castles are gone, so building tall and wide is once again a valid plan rather than a self-inflicted handicap. Instead, we’re introducing a new castle timing layer – wake-up delay. It turns size into a clear choice: bigger castles are slower to come online, but they pay back tenfold once they’re awake. This gives a nice tempo to your defences, without the once-sided penalties. Now if the run is about a single defense axis, Big Castle is the cleanest answer.[/p][p]
[/p][p][/p][p]Next up is the “DoT Network”. This archetype is about attrition and coverage, not raw tower DPS. Many small entities, lots of damage sources, many stacks. To support it, we’ve completely remade how the status system works: effects like Poison, Puddle, Malediction and other indirect damage tools now scale through stack boosts and multipliers, not hidden stat math. As a result, the “spread the rot” plan becomes clear and controllable. The map stops being a set of isolated kill-zones and starts behaving like a connected damage field. This archetype performs best against tanky ORX and bosses.[/p][p]
[/p][p][/p][p]The last archetype is the “Infantry might”. The Rune Guardians also needed a unit plan that doesn’t feel like a side dish. Infantry is now a real archetype with a streamlined roster and a clear progression. We’ve slightly reduced the number of unit cards and made them fit explicit categories:[/p]
  • [p]Militia – general purpose infantry;[/p]
  • [p]Spearmen – defensive control;[/p]
  • [p]Orbcasters – ranged units;[/p]
  • [p]Templar – elite anchor unit.[/p]
[p]All of this is crowned by the new Veterancy mechanic for all RG warriors. Veterancy is earned by surviving nights, and there are effects that accelerate how fast it accumulates. It doesn’t carry over between missions, and it’s not exactly an EXP system – so the Boreal Nomads still preserve their uniqueness, – but it is a readable and actionable concept that you can build off of. [/p][p][/p][h2]WHAT ALL OF THIS BRINGS [/h2][p][/p][p]The reworked world map, smaller starting decks, card selling, cooldown/charge split, and stashing system all push toward deliberate specialization. And Rune Guardians needed to fit this paradigm as well. The three archetypes are their answer:  less generic “good stuff” cards, more personality and distinct archetypes, and clearer reasons to sell, stash, upgrade, or double down.[/p][p][/p][p]If a run collapses now, it collapses for a clear reason: the castle woke up too late; the network didn’t click; the infantry bled out before Veterancy could snowball. That is the point. And it’s something that you, as a player, could improve upon and grow. Which is exactly what video games are all about.[/p][p][/p][h3]And the best part is that the changes covered above are just the most important ones. There is a slew of new content as well: runes, buildings, unique effects, UI improvements and more![/h3][p][/p][p]We hope that this update will restore some of the primordial joy you’ve experienced when you first played ORX. Or show you how committed we are to improving the game and not being afraid to implement massive sweeping changes. [/p][p][/p][p]So, what’s next? Looking into 2026 we can finally see the path ahead. Not only we’ve changed ORX – it changed us and our development process as well. Our plan is to polish up the changes introduced in From the Ashes update and flesh them out even more, where needed. Then get to some of the more neglected parts of the game. And afterwards, introduce the 4th faction. All of this is going to be supported by new content of differing amounts, as well as general refactoring and technical polish. [/p][p][/p][p]And don’t forget to share your feedback and opinions about the game. Never stop sharing those, actually. We thank each and every player who decided to voice their ideas and concerns throughout these couple years. And we thank you for reading this beast of a devlog.[/p][p][/p][p]Enjoy fighting off the hordes of Green Menace, and see you next year. Happy Holidays![/p]

Patch Notes: 'From the Ashes' Major Update

[p]Welcome to the patch notes for the From the Ashes major update! Don't forget to read the devlog with explanations for the changes, as well as why we've decided to introduce them.[/p]

Couple words on the technical stuff: with this many changes, lots of them required heavy refactoring or complete rewrite of the systems. As such, these patch notes do not contain detailed list of all of the bug fixes -- but it doesn't mean that we haven't fixed old bugs. It's just they were removed together with some of the new stuff.

We might have introduced some new bugs though. So, as always, let us know if you encounter them -- either in the Steam Discussions, or via the in-game bug report button.

Cheers!

[h2]THE PATCH NOTES[/h2]

[h3]CAMPAIGN & WORLD MAP[/h3]
  • Reworked world map into a few large macro-regions with fewer but more impactful events.
  • Each act grants 4 move actions: they are spent only on opening regions. Unused actions carry over to the next act.
  • Acts contain missions and shops; the player can route straight to the boss, skipping missions/shops and preserving unused actions.


[h3]ENEMIES: METACLANS & CURSES[/h3]
  • All ORX reorganized into 3 metaclans:

    • Agroclan — swarm, speed, aggression (forest-biased).
    • Eliteclan — slow, tanky, high-stat elites (desert-biased).
    • Tacticsclan — flying bombers, trebuchetORX, healers, positional tools (winter-biased).
  • Any metaclan can still spawn in any biome.
  • Removed hidden act-based scaling of ORX. After each mission the player picks 1 curse that buffs enemies (stats, wave tempo, etc.).

[h3]CARDS, ECONOMY & DECK MANAGEMENT[/h3]
  • Starting decks heavily reduced to bare essentials (e.g. Rune Guardians: Single Wall, Straight Road, Curved Road, Farm).
  • Card rewards rebalanced around lower event density and a smaller starting pool.
  • Cards can be sold in shops for Crowns to clean up and reshape the deck mid-campaign.
  • Frail cards removed; all faction cards now have 3 tiers.

[h3]CARD TYPES: CHARGES & COOLDOWN[/h3]
  • All cards now fall into two mechanical types:

    • Charge-based cards: limited number of uses.

      • Faction cards with lives are limited per mission.
      • Neutral cards with lives are limited to the entire run.

    • Cooldown cards: infinite uses, but stay in discard for extra turns equal to their cooldown before re-entering the draw cycle.


[h3]STASHING SYSTEM[/h3]
  • New mechanic: stash a card onto the battlefield without playing it or paying gold.
  • Stashed cards are removed from the deck loop for the mission and occupy stash slots (3 slots by default).
  • Stashed cards can be bought back for their current cost and placed on top of the draw pile; normal cost is paid again when actually played.

[h3]SHOPS & NEUTRAL CARDS[/h3]
  • Shops now: buy cards, upgrade cards, buy an artifact (enchant shop disabled).
  • Added a neutral card slot in shops: all neutral cards there use non-restoring lives (burn across the run if used).

[h3]RUNE GUARDIANS REWORK[/h3]
  • Rune Guardians reshaped into 3 explicit archetypes:

    • Big Castle — one major castle; Structure Integrity penalties for large castles removed.
    • Dots (DoT network) — many small castles/entities stacking debuffs and indirect damage.
    • Infantry — unit-driven deck.
  • Unit roster streamlined to 4 lines: Militia (melee), Spearmen (defensive), Runemages (ranged magic), Templar (elite super-unit).
  • New Veterancy system (0–5) for all warriors: ranks boost stats and will later unlock extra traits; veterancy gained by surviving nights, with effects that accelerate its growth.

[h3]TRAITS, TAGS & FLYING UNITS[/h3]
  • Fierce / Resilient / Cunning are being phased out.
  • Transition to a tag-driven system (melee, ranged, flying, etc.) that will inform targeting and interactions.
  • Early tag usage in place (e.g. flying ORX bombers and zeppelins); full integration still in progress.

[h3]CASTLES, TOWERS & STATUSES[/h3]
  • Castle Awake Time: castles now have a wake-up delay before firing; larger castles wake slower. Cards exist to manipulate awake time.
  • Blank Tower Activation: castles can spawn inert Blank Towers that must be activated before they can shoot; this attribute controls how many can be activated.
  • Status system refactored: many effects no longer scale off STR/DEX/VIT but use multipliers and stacks instead.
  • Poison, Puddle, Malediction and similar effects now scale through stacking and multipliers for clearer DoT/indirect-damage builds.

[h3]EXAMPLE NEW ATTRIBUTES[/h3]
  • Overkill Surge, Active Time Modifier, Silver per Negative Effect, Malediction, Puddle on Death Buff, Indirect Damage Bonus per Negative Effect, etc., supporting debuff/DoT and indirect-damage archetypes.


[h3]ROADS & INTERSECTIONS[/h3]
  • New road intersections that continue existing roads instead of cutting them off, reducing dead ends in path layouts.


[h3]MAP LAYOUTS[/h3]
  • Around 10 new map layout templates added; each acts as a high-level pattern further procedurally refined.
  • Mission UI now shows map size and layout type before you start.


[h3]BOSSES[/h3]
  • New desert act boss: the Worm, the capstone encounter for the desert biome.



Patch v0.13.2.12

[h3]Localization:[/h3]
  • Added missing localizations in all languages for the Tutorial, hints, Neighbour effects and updated card descriptions

[h3]Bug fixes:[/h3]
  • Added a safeguard against the game failing to load and getting stuck on the black screen. This could happen in situations where a depreciated settings file from a previous iteration of the game would still be present in the core folder of the game;
  • Fixed an action speed related issue where Boreal Nomads’ giants would get stuck in place without doing anything;
  • Fixed a visual bug where the “Continue” button would be displayed on top of a selected card;
  • Fixed an issue where Dune Reavers faction would fail to unlock after completing the 2nd Act of the campaign for the first time;
  • Improved Global Map node generations to avoid generation of inaccessible nodes;
  • Fixed a bug where the camera on the Global Map would follow the cursor after starting a mission;
  • Fixed mission preview incorrectly displaying ORX if accessed from the active mission.

Iron Blessings Update

The Iron Blessings update is finally here! Improved tutorial, user interface updates and multiple new mechanics to spice up your fight against ORX.

Last time we teased the parts of the Iron Blessings update. You can read it for more details, but we’ll highlight some of the more notable additions and changes.

First up is inclusion of the Tutorial campaign. It can be found in the main menu, and has a selection of pre-seeded levels and cards for you to, hopefully, get a better understanding of the game. Or to get back into slaying ORX!



Next up is the titular Blessings! Now, when you increase a building or unit’s stats above a certain threshold, you will get a selection of corresponding Blessings to pick one from. These provide substantial boosts to other characteristics and will prove very useful in not-so-favorable matchups against ORX. We’ll make the thresholds clearly visible in the reworked info window, coming in the next update!



The last new addition is the Neighbour effects system. Now, when you place some of the buildings or units, they will get a hefty boost to their stats or production, if there are specific “neighbours” present nearby. Keep an eye out for conditions listed on such cards!



[h2]Patch Notes[/h2]

[h3]Gameplay Improvements[/h3]
  • Tutorial rework. New, dedicated tutorial campaign is accessible via the main menu;
  • Introduced Blessings system. Level up unit or building’s stats to get a corresponding blessing. You get a Blessing at 10/50/100 of each individual stat;
  • Introduced Blessings for ORX. Now they also get Blessings which improve their stats;
  • Introduced Neighbor Effects for numerous cards. You can find the conditions for triggering the effect in the card descriptions;
  • Fields and similar gold-producing buildings now generate gold unlimited amount of times, but have a long cooldown;
  • Added new “:Castle Heart”-type buildings: Arcane Cell (DEX sharing), Medic Altar (VIT sharing) and reworked Voidwalker Guild into Ardent Coliseum (STR sharing);
  • Boreal Nomads giants now generate gold upon finding a Miracle;
  • Boreal Nomads rune circles can now be activated even with one relic placed;
  • Holiday power for Boreal Nomads is now a percent based stat;
  • Raised the base Gold Cap to 100 coins
  • Introduced a new Faction-inherent Artefact for Dune Reavers. Every gold coin which goes beyond the Gold Cap permanently increases the amount of health for all units and buildings in the mission;
  • After being thrown up, units get staggered upon landing;
  • Added a “Skip reward” card to all reward selection windows, which lowers corruption by 5 when chosen instead of rewards;
  • Introduced Weak castle parts. They are infinite, but have weaker stats and are non-upgradeable;
  • Changed normal castle parts to have charges;
  • Lessened the amount of rune slots available on castle parts and in their upgrades.


[h3]Level Design and Global Map[/h3]
  • Updated level generation algorithm and added Act-specific map generation presets;
  • Updated Global Map generation algorithm. Now map nodes are more organically distributed to avoid clustering;
  • Changed Global Map progression. In order to explore the map you need to clear Combat nodes. This also applies to event and shop nodes — in order to unlock them, you need to clear the adjacent Combat mission.
  • Added Advisor selection node to the Global map, which always generates near the first Combat mission.


[h3]Technical Improvements[/h3]
  • Implemented a conventional save system. Now the game saves progress into a dedicated file instead of making a registry entry. NOTE: Steam Cloud saves are not implemented at this time and will be added in the future;


[h3]User Interface[/h3]
  • Updated all Shops with new visuals;
  • Updated numerous icons for better clarity and readability;
  • Updated health bar visuals for all units and buildings;
  • Updated visuals for the sub-missions list;
  • Choices in the event windows now show the exact rewards and their drop rates;
  • Updated font size and style settings to be language dependant;
  • Improved font visual clarity for event windows.


[h3]Performance optimizations[/h3]
  • Made numerous changes and improvements to the level generation algorithm, effect interactions and VFX rendering


[h3]Bug Fixes[/h3]
  • Fixed numerous issues related to ORX placement inside the mission preview window
  • Fixed a bug where a notification bubble would be shown on the Encyclopedia even if all of the new entries were checked out by the player.


Thanks for tuning in! See you in the next post.

Johnbell and Critical Reflex

Iron Blessings — Update Preview


What do neighbours, blessings and new horizons have in common? No, it’s not about Christmas — it’s about our upcoming update Iron Blessings! As always, don't forget that you can click on the headers to listen the songs they reference.

Just like we’ve discussed in our previous devlog, ORX is going to get new features in the upcoming update. However, we’ve focused them around existing systems. Some of them should help with randomness and adaptability, while others just make the game feel more fun and fresh.

[h2]The Book of Heavy Metal[/h2]
First up are the basics, of course. Even though we’ve tried to cover every important mechanic with the tutorial windows — through the years this system started to show it’s cracks. The tutorials are bound to certain triggers as to not overwhelm the player with information. However, this also means, that the tutorials might come in later than the player would need them. And, in general, there were just too many windows. With even more on the horizon. As such, we’re introducing a proper tutorial campaign, with guided scenarios, decks and a new, more organic type of tutorial hints.



[h2]My Land[/h2]
Now let’s get to the foundation. Or should we say the tiles? Regardless, we’ve completely rewrote map generation in ORX. Now, instead one single 32x32 landscape, the game generates chunks. Right now this means that we can experiment with the map’s shape. When you start a new campaign, you will see that maps in Act I not only vary wildly in size depending on the mission’s difficulty — but also notice that the maps in later acts have unique shapes too.



In the future, there will be two more new features taking advantage of chunk generation. First one is the Memory Zone, which we’ve talked about in our recent devlog. The second one — unique sub-biomes. We’re still thinking how sub-biomes could affect gameplay, so initially they might be there just to enhance the scenery.

[h2]I'll Be Your Hero[/h2]
We felt like there wasn’t enough initiative for the player to strategize how they build their Kingdom. Of course, we’ve had auras in the game. But then it hit us: “What if aura, but reverse?”. What? Well yes, it’s pretty much how the system works internally. We call it “Neighbour effects” — it provides a building or a unit you’re currently placing with hefty bonuses, when there are other specific buildings or units are present in their vicinity. Let us demonstrate.



As you can see, when the Militia is placed near farms or villages, they get a bonus to their Strength. Which might come in very handy, considering the next feature.

[h2]Venerate Me[/h2]
In ORX you are deliberately limited in your tools due to randomness of rewards and your deck’s shuffle. However, we wouldn’t want the players to become hard stuck. You should be able to progress the game even if you don’t have the exact cards for one specific case. To help this, we’re introducing the Blessings — passive abilities granted after raising one of your core attributes to a certain amount. You get to pick one of the three random blessings each time. For now they provide simple, but substantial stat bonuses. For example, if you level up Strength a couple times with the Rune of Embers, you can pick a blessing which would give you a flat damage boost, extra damage against armor or defence ignore.



In the future, we plan to add more gameplay-changing Blessings for the Legendary tier, and maybe introduce some trade-offs to all of them. This way you will specialize into a specific role instead of eating all the pies at once.

[h2]Looking Glass[/h2]
We continue working on the various user interfaces for ORX. In the upcoming update we are going to update the health bars, greatly improve the clarity and design of the information window, plus redesign a bunch of icons. You know what they say: “Great design is invisible”. And we hope that after all the work is done, you won’t have to fight both the ORX and the UI at the same time.



We’ve also updated some of the ORX types to be bulkier and larger in size. Specifically ORX Tanks, Mega ORX and Trebuchet ORX. The idea is they should look heavier to communicate the amount of defences they have. And, coincidentally, the amount of threat they pose. Of course, this doesn’t mean we don’t have bran new ORX in production. But those are coming later.



[h2]OUTRO[/h2]
This covers most of the stuff coming in Iron Blessings early next year. Of course, we didn’t cover the balancing changes and some smaller things — but those will be included in the patch notes.

As always, thank you for your support, and for tuning in to read this devlog. Wishing you happy Holidays and a stellar New Year. Next time, after the upcoming update, we will bring an updated Roadmap and more teasers for the future features.

Johnbell and Critical Reflex