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Devlog: A Word from the Team

Long time no see, esteemed ORX-slayers!

We apologise for the silence, but we’re here to break it today. And this devlog is going to be out of character — to demonstrate our drive and motivation, we’d like to be honest and open with you. But first, let’s take a…

[h2]Look back[/h2]
When we first started working on ORX, it was about a single faction — the Rune Guardians, — and a simple mix of RTS, roguelikes and Carcassonne. Well, not that simple, to be honest. But the game was much simpler overall. And the initial demos for ORX showed that a lot of you liked this concept. You’ve shown quite the support back then.



However, our ambitions grew and we wanted to introduce 3 more factions and make gameplay for each of them feel unique. During this entire time, one of our influences was Gemcraft. A tower defence game, which is pretty number heavy.

Then we’ve released into Early Access with the 2nd faction — which, obviously, didn’t get as much time in the oven as Rune Guardians. To cut the story short — we saw from your feedback, that the game lacked an endgame goal or the long-term pull. Simply having another faction to unlock wasn’t nearly enough. Especially, since not everyone enjoyed its playstyle focused around units.

We took this very seriously. And, as the time would show, a bit too seriously. We’ve began to pile up systems upon systems, while discussing and iterating on even more systems internally.

The result? Well, you’ve voiced it better than we could, again. “The game just doesn’t feel like those early demos anymore!”. It got lost in the sauce (ORX?). There was just too much thrown at the player right off the start. And figuring out how to play efficiently seemed like an impossible task.

All the while the veterans would easily break the game, since the balance wasn’t great either. And we were busy looking at them, trying to match their ingenuity with even more new systems. Classic mistake…



[h2]Round Three?[/h2]
Well, now that you know the history, and we took one more look at it — time to discuss what comes next.

Firstly, we would like to go back and restore what made ORX appealing in the first place. We will retain major systems that we’ve added throughout Early Access, but going to make them feel more organic. Basically, make the game feel whole again. This means changing the balance in all its forms and restoring the initial flow of the game, but also tuning and simplifying the new systems.

This is not all, however! We will also greatly limit the amount of systems thrown at the player at the start of the game. Both inside a run and during your entire time with ORX. Instead, we will introduce them gradually — to match your growing knowledge of the game and up the challenge on a nice curve.



Secondly, we’ve decided to cut on some of the promised content from the Roadmap. Some of those promises sound cool even now, like the Throne Room and meta-progression. Others, however, would feel tacked on. So we’ve decided to not work on them altogether. This won’t affect technical stuff like performance optimization and proper Steam Deck support, of course. An updated Roadmap is coming soon!

Finally, it’s time we’ve added a proper tutorial. Well paced, engaging and accessible. With reduced amount of pop-up, text-heavy windows. Instead having more on-the-map hints — somewhat similar to how tutorial works in games like Star Craft 2. Note, that the upcoming update will have just the very basis of this system. Tutorial is much more work, than might appear at first, and we would like to get it right this time.



[h2]Glorious Evolution[/h2]

Of course, we wouldn’t just say “we’re going back” and call it a day. New content and fresh gameplay ideas will still be added to the game. We’ve already mentioned the tutorial and balancing changes, so here we’d like to focus on other transformative changes that are coming soon.
  • Memory zone — through the years, and thanks to your and our internal feedback, we’ve come to realize that starting each mission from scratch gets tedious really fast. To solve this, we’d like to try adding a Memory zone around the player’s main building. Any buildings placed in that zone will carry over to the next mission. Resetting only in the 1st mission of each new Act. And to make it more balanced, we’d like to also make more cards Fragile — meaning they completely expire from your hand after you burn all of their charges. Which should also help with deck bloating from gathering all the cards throughout the missions. Keep in mind, however, that this system might not make it into the game if it turns out to not be as much fun in reality.
WIP concept of Memory Zone. Subject to change.
  • Tower rework — right now the towers might look too alike. Most of them lob some sort of projectile, which has different behaviour only after it hits an enemy. We’d like to change this and make every tower feel unique. Be it by turning Electric towers into giant Tesla machines, making Poison towers expel clouds of noxious gas or something else entirely. We hope that this not only going to help with different tower combinations, but also improve clarity of effects in a heated battle.
Mockup with finalized animations. The effects are yet to be implemented into the game.
  • New win conditions — one of the key components in replayability is, of course, the variety of mission types. We have the Endless mission in the works for some time, but we’re still figuring out how to make it rewarding enough, without making other missions feel meaningless in comparison. But we’d also like to introduce new win conditions to regular missions as well. Stuff like city defence, Helm’s Deep style wave survival or, maybe, even an exploration style mission to find something on the map.
Even rougher mockup of a new mission type. Very heavy WIP, most definitely will change before release.
  • Audio effects rework and improvements — good sound greatly enhances the game and even replayability. And right now the constantly repeating thud of arrows might feel annoying after some time. While we can’t really show you anything right now, we pledge to make the rain of arrows sound like a true hailstorm, put some oomph into blasts and maybe even make ORX sound more chaotically aggressive.

There are also more ideas focused around elevating what we currently have in ORX. Without adding too much of new systems. However, those are just in discussion phase currently, so we don’t want to bring them up just yet. Once those make it into production — we’ll cover every one of them!

Hopefully, now you can better see our train of thought while developing ORX. And our undying volition to improve the game. All of this is possible only to every single one of you. And we’re thankful for every player who chose to support us. Be it by providing feedback or simply playing the game. You are what makes the games whole, and the reason for us to keep moving forward.

Stay tuned for the update overview post this December, and for the updated Roadmap and more devlogs coming next year.

From the entirety of Johnbell and Critical Reflex,
THANK YOU!

ORX v0.13.1.1

Gameplay & balance
•ORX Gunner now appears as a Commander in Acts 3-4
•ORX Commanders' appearance logic reworked: 3 specific Commanders appear only in Acts 1-2; other 3 empowered Commanders appear only in Acts 3-4;
•Adjusted ORX Commanders to be generally more dangerous.
•Increased the difficulty curve of later missions in Act 3 and all missions in Act 4 (aka added hard waves that ramp up ORX count faster)
•Reduced width of resilient ORX for better pathfinding
•Increase durability of earlier Act bosses
•Fixed the incorrect Tier 2 stats for Razor Tower (Rune Guardians card)
•Fixed an error that caused Boreal Nomads to receive wrong card rewards
•Updated behavior and locale of Oasis (Dune Reavers card)
•ORX tanks rescaled to have less defense and damage in early acts, same later.

Localization
•Updated RU and JP locals
•Added attribute tooltips for multiple language locales
•Added Journey events for multiple language locales
•Added tooltips about Spirits with previously missing descriptions

Bug Fixes
•Fixed an issue that caused the final wave to not spawn in certain missions
•Fixed an issue that didn’t grant victory after defeating the final wave during certain conditions
•Fixed yet another instance of cards getting stuck on the screen
•Fixed an issue that displayed the message about the wave start multiple times in a row
•Fixed an issue that kept displaying the exclamation mark after check new unlocks at encyclopedia
•Minor UI fixes

gl hf

ORX v0.13.0.19

-final boss (act 4) adjusted to correctly trigger player loss condition
-final boss now moves 1 tile per round in second phase. total 9 rounds needed to reach player loss condition.
-dune reaver and boreal missions adjusted to exclude castle and military camp quests specific to rune guardians
-RG pooling adjusted lives count
-ORX sniper and besieger damage STR scaling reduced

ORX v0.13.0.18 balance hotfix

-instakill runes dictates and artifacts adjusted to work correctly with multistrike attribute
-sharpshooter damage buff from STR reduced
-blast tower damage scaling from STR and max range reduced, accuracy increased
-blacksmith and lumberjack auras scaling reduced

'Phoenix Rising' Major Update — AVAILABLE NOW!

Royal greetings, kings and queens!

Sound the horns — the long-awaited major update ‘Phoenix Rising’ is finally here! Join us for a lengthy preview of the changes and the patch notes!

Gaze upon the trailer and see if you can spot everything the update has to offer. And then come back to learn the details!
[previewyoutube][/previewyoutube]
Our first stop is the biggest change in ORX since its inception — specialisations! Fierce, Resilient and Cunning — the three pillars of the new system. In short, it’s as if Rock-Paper-Scissors went a bit extra and had a lot of explosions.



All offensive buildings and units now fall into one of these specialisations:
  • Fierce — all about that brute force, and they can break through the most resilient defences. However, that can be too primitive for the cunning rogues;
  • Resilient — focus on survival tactics and building mass, and won’t even shrug under anything, but the most fierce attacks. Although, when faced with fierce e;
  • Cunning — they’re the ones who outsmart the fierce, but dim-witted brutes.

This doesn’t mean that you are forced to play Fierce buffs only on Fierce units, however. Just like always, it’s a good idea to play something Fierce to grant more damage, or Resilient to buff survivability. However, these buffs would prove most useful when played on units\castles of the matching specialisation.



This is because we’ve also made major changes to how the stats and scaling work in the game. Now there are 3 major attributes — Strength (STR), Vitality (VIT) and Dexterity (DEX). Each attribute serves as a parent category for the already existing stats like health, damage, defence etc. And instead of raising one specific stat, you now buff the attributes, which, in turn, buff everything related to them. You will also find that most of the buffs and attacks now show a scaling formula — while we don’t expect you to constantly calculate everything, it shows which major attribute you should raise to increase the potency of the effect.

All of this might sound complicated, but trust us — when you follow the Rock-Paper-Scissors rules, and keep a healthy diversity of cards, this system feels natural to play! And don't worry, we did our best to smooth out the difficulty curve, so you can have a fair chance at learning the new systems. Of course, this still would be the case if not for a slew of smaller additions supporting this change, so let’s talk about those next.

First of all, now ORX keep pouring from the portals throughout the entire night. However, the day will break regardless if you kill them or not! You still need to kill all of the ORX that spawned that night in order to complete a wave, of course. But this definitely raises the stakes, as now you can easily get overwhelmed if you don’t lay your cards right!



Secondly, missions now vary in map size. Depending on their difficulty, they can be tiny, normal or gigantic. Now you can’t just sit back and let your castles dunk on weak ORX, because you’ve had an entire map to build your uber-castle. When you have less real estate, you start to think how to make the most out of it. You’re also incentivized to build smaller castles, as the giant ones get a penalty to their stats depending on their size.

Thirdly, we’ve introduced Spirits — useful buffs that spawn randomly on unoccupied tiles at the start of the mission. Collected by placing a tile over them, they grant a number of useful buffs, ranging from extra gold to a free tile placement, and more. We hope that they’ll make each mission more exciting on a basic “cool to think about placing tiles” level, and also help you kickstart your defences!



Finally, you have less to worry about when you’ve just begun your adventure. We’ve added “normal” villages, which substitute the elemental ones until you’re ready. There are fewer villages in the missions, and they’re placed closer to the centre of the map. And you can take them back, if you defeat all of the ORX guarding them during the day! The ORX themselves are much simpler in normal missions too, and you will face a great challenge only if you’re looking for it in the Elite missions.

There are now also only upgrade vaults present in the missions, so you have more chances to upgrade your cards, while not getting too many cards that might clog your deck. Aaaand, you also have two Campsites in each act, which provide another opportunity to remove an unneeded card.

However, the main reason why you shouldn’t be afraid to experiment and dip your toes into tough missions is, of course, the almighty Revive button. When you lose all of your Main Buildings, a new button will greet you on the defeat screen. By paying a price in accumulating extra corruption, you will get another chance at fighting ORX — keeping all of the stuff you’ve built!



And honestly, there is SO much more to this update, that we could spend a whole day talking about them. Just to name a few, without extra details:
  • Updated UI and card designs
  • Various stat changes
  • Updates in-game logic
  • Branching event choices
  • Plethora of new additions to the Global Map
(Go read our previous devlog for a preview on that!)
Brand new cards and updated effects
But we think the best way to experience Phoenix Rising is to see, play and feel it yourself. So go play it! It’s available! Probably even already installed, while you were reading this.

And absolutely let us know what you think about the changes and what you’d suggest next. Tell us here, in the comments, post on the Steam Discussions, write to us on our official Discords. Don’t just keep it to yourself!


[h2]PATCH NOTES[/h2]
[h3]General Gameplay Changes[/h3]
  • Added Global Campaign Map
  • Added major attributes — Strength (STR), Vitality (VIT), Dexterity (DEX)
    • Spread all of the existing and new stats to fit under STR, VIT and DEX
    • Introduced Haste stat — it affects either the length or the cooldown for all abilities
  • Introduced active abilities to the game. Now most effects come from active abilities.
    • Changed basic attacks into active abilities. This doesn’t affect them visually or otherwise, but it does change how they’re considered by the game
    • Added scaling off of major stats to almost all abilities
  • Changed the night and day cycle to be static and closely follow the timer
    • Added a button to force start the next night
  • Slight changes to how armor and defence work
  • Small rework of stealth and reveal mechanics
  • Introduced branching events. Now some of the event have multiple choices and change their narrative according to player choice
    • Introduced ambushes. You can be forced into a mission with unique modifiers as a result of specific choices in some events
  • Introduced Spirits — useful buffs that spawn randomly on unoccupied tiles at the start of the mission.
    • Discount Spirit — refunds the cost of the tile placed to get the Spirit
    • Gold Spirit — generates +10 delayed gold when picked up
    • Hand Spirit — adds +1 card slot to your hand
    • Mason Spirit — the card played to place a tile here doesn’t lose a charge
    • Initiative Spirit — adds +1 to your Initiative (redraw charges)
    • Future Spirit — allows to make a single-use copy of any card in your deck. This copy expires at the end of the mission
    • Necromancy Spirit — allows to pick a card from the discard pile, restore all of it’s charges and place it on top of the draw pile
  • Introduced building and unit gold buy-out for instant restoration
  • Changed unlock condition for card slots in shops — they now require Dark Crowns
    • Introduced Dark Crowns — special currency used for unlocking card slots in shops. You can get them from Elite missions
  • Boss encounters at end of act now drop unique artifacts.
    • Essence of Ferocity — +15 strength until dawn
    • Essence of Resilience — +1 card capacity to your hand until Night
    • Essence of Cunningness — +1 passive gold rate until Night
  • Added Neutral Villages — villages without any special element.
  • Introduced Village reclaim — kill all of the guarding ORX during the day to dispel Dead Soil around the camp, and then reclaim the village by placing a tile adjacent to it.
  • Mission wave count and difficulty rescaled depending on map size.
  • ORX now prioritise the closest village to the player.


[h3]Rune Guardians[/h3]
  • Changed Rune Guardian starting relic to allow the Main Building heal 1 object at a time
  • Introduced Structural Integrity debuff — castles start accumulating stat penalties once they become larger than 12 tiles
  • Changed Rune Guardian starter deck
  • General cost of cards from levelling up rescaled
  • All castle parts now provide STR, VIT, DEX stats that increase from levelling up a castle part.
  • Added new random artefact ‘Super Monolith’ which increases structural integrity of the castles
  • Separated all Warrior upgrades into their own separate categories: Militia line tuned to Fierce to work with better with STR attribute, Spearmen line tuned to Resilient to work better with VIT attribute.
  • Reworked Spearmen and gave them the ability to walk
  • Reworked Farmlands and the Village to grant gold on placement and then every 90 seconds
  • Reworked Voidwalker to grant STR buff
  • Added Razor Tower — shoots arrows and reflects damage. Scales with VIT
  • Added Healing Tower — fires a continuous healing beam a target at the closest target in range

[h3]Dune Reavers[/h3]
  • Added starter relic that increases health of all friendly units and buildings for every gold coin earned over maximum gold capacity.
  • Introduced ability inheritance for units spawned from a house with said ability
  • Introduced 3 new Housing types
    • Fierce — +10 STR and armor shred
    • Resilient — +10 VIT and armor
    • Cunning — +10 DEX and multihit chance
  • Dictates now grant abilities
  • Most dictates reworked to interact correctly with STR, VIT, DEX
  • Palace now additionally increases amount of warriors in all current camps
  • All cairns reworked to interact correctly with STR, VIT, DEX
  • Reworked bonuses from carpets and gardens in relation to bazaars and caravans. In short - bonuses are more impactful.

[h3]Boreal Nomads[/h3]
  • When a Boreal picks up a treasure, it generates 7/15/25 delayed gold (depending on treasure tier)
  • Boreal warrior is now Resilient spec. Lots of defense and base armor that scales well with VIT. Weapons now give opportunity to scale into more damage or more knockback and defense.
  • Boreal archer is now Cunning spec. Weapons now give opportunity to scale into more AoE damage with increased multistrike or into a corrosive hard hitting arbalest.
  • Boreal mage is now Fierce spec. Weapons now give opportunity to scale into a devastating chain hit staff that pierces all defenses or into a wand that generates a fast hitting ray that works well against solo enemies.
  • Added special fence with stealth reveal ability
  • Added a contract with stealth reveal ability
  • Contracts, bastions, holidays and runic circles now grant abilities

[h3]ORX[/h3]
  • ORX now spawn in smaller waves at start of the mission, but ramp up significantly closer to the end. 'THE END IS NEAR'-style.
  • New ORX type — Zeppelin. Flying ORX with considerable firepower
  • Changed ORX with torch to be a skin for the ORX Warrior, instead of being a separate ORX type
  • New ORX Commander — Cannoneer. A formidable foe, piloting a very crude robot
  • Implemented patrolling AI for ORX guarding the village
  • Distributed all ORX into the three specialisations — Fierce, Resilient and Cunning
  • Elemental Villages now attract elemental ORX from the start of the Night

[h3]User Interface[/h3]
  • Global UI visuals and UX rework:
    • In-mission UI
    • Global Map
    • Events
    • Tooltips
    • Tutorials
    • Menus
    • Fonts
    • Cards
  • Added visual indicators for the villages and if they’re targeted by the ORX that Night
  • Added visual indicators for Big Ben and ORXmas Toys events
  • Added Day and Night indicator and clock
  • Added a multitude of hover tooltips for a lot of elements
  • Added hover tooltips for the stats listed in the unit\building info window
  • Added gold cost tooltip near the cursor when repositioning a military camp
  • You can no longer reposition units when viewing their info window
  • On Alt+Tabbing the game will be set to mute and become paused

[h3]Visuals[/h3]
  • Introduced attack animation synchronisation
  • Final Boss now spreads Dead Soil under it
  • Small improvements to explosion visuals
  • Added light beams to the victory\defeat screen
  • Added armor damage VFX to Towers
  • Added selection highlights to Towers
  • Vastly improved visuals for laser beams

[h3]Bug Fixes[/h3]
  • Fixed Low Graphics option not auto-activating for older hardware
  • Fixed damage display for Laser Tower
  • Fixed random wave indicators appearing at the end of the current mission
  • Fixed Wizurbv totems receiving more than 1 damage per attack
  • Fixed wrong cards getting highlighted when hovering over an empty tile
DISCLAIMER
While bug fixes section might look underwhelming, this doesn’t mean that we didn’t fix much. On the contrary! However, since this update features a lot of major changes, it also made bugs from the previous systems almost nonexistent — as the systems themselves became obsolete.

We do expect that new bugs can arise, however. So please, don’t forget to report them using our Google.Form, messaging us over at Discord or posting on Steam Discussions
Report a bug


Congrats! You’ve reached the end of this post! We’ll use this opportunity to once again thank you for your support, and encourage you to share more of your ideas and opinions about the game. Because at the end of the day, ORX is made for you!

This major update is also the first in a giant effort to transform ORX into the best version of itself. Stay tuned for more previews and devlogs detailing the upcoming changes. But first of all, we’re going to re-evaluate our release timeframe — expect an update on our Roadmap soon!

May the Aurus guide your hand, queens and kings! Until next time!