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Boreal Nomads Reinforcements Update

Greetings ORX slayers!

The first update with reinforcements for Boreals Nomads is out! This patch adds a new runic circle, holidays and a new building type.

First up are the special fences! Add a toxicologist or a chemist annex to your fence, and your village might hold off the ORX on its own. Of course, these are not all-powerful, and without Boreals your settlements will fall — but it’s a nice supporting building for situations when Boreals just can’t tackle every ORX on the field.



Next we have the Neuro Circle. Just like with other Neuro cards for Rune Guardians and Dune Reavers, this one grows stronger the more of them you have activated. So don’t pay attention to relatively small bonuses — if you upgrade it at least once and enchant the card with double charges, your Boreals will get an insane boost. And it’s kinda hard to go back!



And to boost Boreals further and beyond, we’re introducing three new Holidays! With them you don’t have to worry about shopping lines or missing on a crucial craftsman. For example, Merchant Festival has an auto-buy effect upon placement, while Black Owl Coven empowers the giants with damage and lifesteal. With these tools ORX will have hard time fighting you!



[h2]Patch Notes[/h2]
[h3]Gameplay[/h3]
  • New building type for Boreal Nomads — Special Fences.
    • Fence Toxicologist
    • Fence Chemist
    • Fence Demolishionist
    • Fence Cryomancer
  • New Holidays
    • Merchant Festival
    • Black Owl Coven
    • Ice Queen Omen
  • New runic circle
    • Nero Circle

[h3]AI improvements[/h3]
  • Improved the task prioritization and path finding logic for Boreals

[h3]Bug fixes[/h3]
  • Fixed a rare issue where path finding for Boreals would break if their target happened to be on Dead Soil (ORX tiles)
  • Fixed relics not restoring upon Dawn in some cases

[h2]Featured in previous updates[/h2]
[h3]Gameplay[/h3]
  • Gave Boreal Druid additional logic to prioritize healing other Boreals participating in a Contract

[h3]User Interface[/h3]
  • Added pre-selection of the last played faction when starting a new run

[h3]Bug Fixes[/h3]
  • Fixed Holidays applying buffs from every instance of the same Holiday separately
  • Fixed Holiday buffs appearing as separate entities in unit info screen, even if they apply a combined effect
  • Fixed projectile controller causing a crash at high attack speeds
  • Fixed sometimes not being able to play a Contract onto Monster's Lair
  • Fixed not being able to play Hallucination card on Boreal heroes
  • Fixed mirrored contract priority numbers
  • Fixed the ability to place Boreal Nomads structures on top of relics

That's it for today. See you in the next update!

Don't forget to follow us on socials and join our cozy Discord server.



Introducing IRONHIVE

Greetings, orx-slayers!

Today we have something different for you. Our friends at Wondernaut Studio just revealed their new game called IRONHIVE!

[previewyoutube][Trailer][/previewyoutube]

IRONHIVE is a deckbuilding strategy game about surviving in a dying world. You take on a role of the Ironlord and tasked with building your colony, ensuring the survival of your people, and creating a legacy that will be passed on to the next generations. You are the only remaining hope for your people.

If you’ve enjoyed ORX, we think that you might enjoy IRONHIVE as well! Consider adding the game to your wishlist, subscribing to the Wondernaut Studio newsletter and following IRONHIVE on X (formerly Twitter)!

[h3]Mailing List[/h3]
[h3]Ironhive on X \ Twitter
[/h3]

https://store.steampowered.com/app/2679070/IRONHIVE/

Also, our partners at CRITICAL REFLEX made their own Discord server, where you not only can discuss both ORX and Ironhive, but also get your news and participate in events for all other games published by CRITICAL REFLEX!



This doesn’t mean we’re abandoning our own Discord, of course, so you can join whichever one you’d like!



Version 0.12.0.14 — Holiday buffs fix

Greetings, brave knights!

We've fixed the issue tied to Holidays, which led to them improperly calculating and applying buffs. This solves the problem, where Boreals would fly all over the map at ultra-sonic speeds, making the game nigh impossible to manage.

[h2]Patch Notes[/h2]

[h3]Gameplay[/h3]
  • Gave Boreal Druid additional logic to prioritize healing other Boreals participating in a Contract

[h3]User Interface[/h3]
  • Added pre-selection of the last played faction when starting a new run

[h3]Bug Fixes[/h3]
  • Fixed Holidays applying buffs from every instance of the same Holiday separately
  • Fixed Holiday buffs appearing as separate entities in unit info screen, even if they apply a combined effect
  • Fixed projectile controller causing a crash at high attack speeds
  • Fixed sometimes not being able to play a Contract onto Monster's Lair
  • Fixed not being able to play Hallucination card on Boreal heroes
  • Fixed mirrored contract priority numbers
  • Fixed the ability to place Boreal Nomads structures on top of relics


Places to report bugs or give feedback:

Boreal Nomads — Available Now!

Greetings from the North, Kings and Queens!


The long awaited third playable faction is finally here! With the first snow come the northern warriors — welcome the Boreal Nomads. Also included in this update is the Community Castle Skin!

[h2]The Mighty Boreals[/h2]

Before we tell you about them, let us first introduce the Boreal Nomads with their very own trailer:

[previewyoutube][/previewyoutube]

If you read our gameplay devlog, you might already know the basic gameplay of the Boreal Nomads. For the sake of those who might’ve missed it, let’s go over the details again and cover the new features.

Boreal Nomads are a nation of two races — the humans who were nomads, and the giants called Boreals. We’ve endeavored to convey the differences and interactions between the nations through the gameplay. The giants are your main force: they guard your village and the Main Building, scout the surroundings for treasures and relics and buy gear from the Nomads. And they do all of this completely on their own! After you build their haven, the Boreals start roaming around the map, fighting threats and looking for randomly spawning treasures, prioritizing one or the other based on their archetype.



A new mechanic not covered in previous devlogs is Runic Empowerment. The haven of each Boreal has 4 slots for rune circles, which provide the giants with unique buffs. These circles do nothing on their own, however, and a Boreal has to find a relic and slot it into the circle. The relics differ in quality and some of them boost the runic circle’s effects more than others. They spawn randomly on the map, but you can also force their spawn by playing the dedicated card. Speaking of which…



This is where you come in! Your role is that of the Tsar, managing your villages and supporting the Boreals. Building as the Boreal Nomads is two-layered — first you have to place a tile of Nomad soil, then you can place one of the many buildings for various effects. These can range from craftsmen, making gear for the giants, to powerful holidays. The Boreals will also generate gold when buying gear or services from the craftsmen!



Holidays are a new mechanic we’ve added to the faction, to both incentivise building enclosed villages and adding an extra layer of strategy in supporting the giants. You’re able to place a holiday monument only inside a fully enclosed village, but when you do, every tile inside the settlement and special buildings will boost its effects. Some of the holidays also provide a powerful initial effect when you place them on top of the passive buffs.



There are some other assorted things about the faction worth noting, like the Boreals keeping their gear and experience throughout the campaign. You can read our gameplay devlog to learn about such details, or… play the faction right now and uncover everything about it!

[h3]Boreal Nomads will be instantly accessible to everyone who plays ORX after the update, but only for a limited time![/h3]

[h2]Design-a-Castle Community Skin[/h2]

As promised, we’ve added the winning design from our Design-a-Castle contest to the game. Marvel in all its glory!



Right now, the skin applies to your Rune Guardians campaign with a 50% chance when starting a new run. We’ll introduce the option to select the skin or the classic castle at the start of the campaign a bit later.

Be warned though, this castle doesn’t have towers protecting it! We just couldn’t bring ourselves to mar the beauty of this design by square towers, and it was also suggested by an experienced player. But to balance that out we gave it a minor voidwalker-type buff, so now this castle will buff all military units and buildings in your kingdom at the start as long as you put some runes into it. Just keep in mind that you’ll need to build some additional defences if your campaign is generated with the community skin.

[h2]DISCLAIMER[/h2]

This update is quite large and introduces many new mechanics and behind-the-scenes logic. While we've done our best to slay all bugs, some may still remain when the update reaches you. AS such, you may be faced with something we’ve missed due to the randomly generated nature of many of ORX's key features. We apologize in advance for any inconvenience and appreciate your understanding!

If you encounter any bugs or have feedback about the Boreal Nomads — please, share them on one of the platforms below!



We also plan to expand the arsenal of cards and mechanics for the Boreal Nomads in future updates!

[h2]Patch Notes[/h2]

Gameplay
  • Added the Boreal Nomads — the 3rd playable faction.
    • Faction Cards
    • Faction Units
    • Faction Event with upgradable artifact
    • New unique gameplay mechanics
    • Universal cards
  • Changed Buff Vaults effects from being 3x3 Aura to Global
  • New Buff Vaults types
    • Earth (defence)
    • Fury (defence ignore)
    • Sacred (HP and damage)
    • Aether (resurrection)
    • Darkness (thorns)
User Interface
  • Added deck reshuffle effect
  • Adjusted the Early Access notice dimensions to be less intrusive
  • Villages targeted by ORX now have a new distinct icon above them
  • You can now click any unit (including ORX and monsters) to view their detailed stats
  • New unit selection highlight
Optimization
  • Compiled player units textures into texture atlases
Bug Fixes
  • Fixed attack speed not waiting for the projectile to land
  • Fixed “!” not disappearing from the Encyclopedia even if there were no new entries
  • Fixed enchantments not changing the weapon’s element
  • Fixed card getting stuck under the cursor, when played during a cutscene
  • Fixed the Advisors unlock resetting on game restart
  • Fixed the Puddle Tower DoT ticks being the same as the main damage value of the tower
  • Fixed the chain hit effect jumping to more targets than intended
Fixed Previously
  • Fixed a rare freeze tied to ElementObserver lookup line
  • Fixed the Black Screen Issue
  • Fixed ORX Trojan proccing the Death Knight’s resurrection and spawning ORX each time
  • Fixed stat integer overflow for castles and units

That's it for today. See you in the next update!

Don't forget to follow us on socials and join our cozy Discord server.


Boreal Nomads. Part II: Gameplay

Greetings, orx-terminators!

With the release of the Boreal Nomads getting ever closer, we’ve prepared for you a gameplay overview of the 3rd playable faction. Let’s peek through the blizzard and see what makes them stand out from the rest!

Those who’ve read our lore devlog might’ve already guessed that the core gameplay of Boreal Nomads rests on two main pillars — the giants called Boreals, who protect the nation, and, well, the Nomads, which act as the craftsmen and the architects. Of course, in true ORX-slaying fashion, the northerners have a completely new play style that feels familiar yet fresh!

But what exactly do we mean by that?

[h2]Hand of stone, Arm of strength[/h2]

The Boreals themselves essentially serve as the faction’s heroes. Although, they’re not simply units — like Rune Guardian militants or blades of the Dune Reavers, — no, they’re actual autonomous heroes, each with personal goals and motivations. We really wanted to convey their independent nature as mentioned in our lore devlog through the core gameplay of the faction.



The giants are not controlled by the player and instead freely roam the map. Depending on their archetype, they might hunt down threats to protect the main village, scouting the land for treasures, or search for powerful yet elusive miracles and runestones. Of course, as soon as night falls, all of them will join forces to stand against the ORX.



You may be wondering, “But where does the player come in?”. Well, Boreals don’t just wander about — they also seek to buy new gear, potions and hone their skills. They will earn gold by slaying monsters and finding treasures, and then use it to buy their desired items and upgrades from the village.

It’s also possible to nudge them to complete a certain objective by playing one of the Bounty cards. These will not only give a bonus reward for the Boreals, but even provide them with different buffs. It’s not a direct order though and some Boreals, depending on their archetype, might prioritise a different task still. After all, the giants are all about personal freedom, and they lived this way even before the Empire of Medea existed!



To further highlight the individuality of each Boreal, we’re making it so they carry their experience levels and gear throughout the campaign. They are also bestowed with a unique name after you place their haven at least once. Yes, we’re thinking of ways for you to be able to name the Boreals personally! We absolutely want you to have a squad of orx-slaying stone giants named Orker Morder, Thor Mjöllnir, and Mektig Bonk!



[h2]I'm at home in the North[/h2]

While the Boreals are busy roaming the map, the player can focus on the hearth of the village. The Northern Iceplanes are harsh and unforgiving lands, where one must seek protection from both the elements and wildlife behind sturdy walls. Unfortunately, in such an icy landscape there is no robust selection of building materials, and as such the wood becomes your main option.



Inspired by traditional Scandinavian and Slavic architecture, the settlements of Boreal Nomads are also built with wood. Palisade walls surround the settlement, tasked with keeping it safe, which are made up of entire trees felled by the giants. Here the familiar gameplay of placing tiles and buildings again comes with a twist.

The buildings themselves can only be placed either inside or outside, depending on the nation — after all, living together would be too crowded. And the villages inside are teeming with life! Craftsmen work day and night to make gear and potions for the Boreals, diary production uses nearby pastures to produce cheese, and the Tsar is busily managing everything to help his people brave the harsh winters. Here the Boreals will exchange gold for goods and services, bringing to life the symbiotic relationship between the two nations.



To brighten up the bleak iceplanes and bring some much needed warmth into their lives, Nomads regularly hold various holidays. These festivities are not just for show, however, as they empower the Boreals with additional bonuses! These can range from granting attack speed buffs to resurrecting the giants — with their strength depending on the size of the village. However, you will need to close the walls on all perimeters in order to place a monument and can only have one holiday active per village. As the saying goes: “Most time to work and an hour to have fun”!



[h2]And in the winter cold, with opened eyes…[/h2]

Naturally, this is just a sneak peek at the very core of Boreal Nomads. We’ve recently implemented a new system for the players to empower the giants through runestones, which will grant them unique abilities. As well as the 4th archetype for the Boreals themselves, the cunning Rogue — this way, we have all 4 basic fantasy archetypes covered!



Boreal Nomads will also receive a weighty deck of new cards down the road. Of course, that will include new buildings and spells unique to the faction, but we might include something extra in that expansion — like a new mechanic or a building with a unique interaction!

While working on Boreal Nomads, we’ve also had a lot of new ideas for Rune Guardians and Dune Reavers pop up. If you saw our updated Roadmap, you’ve probably noticed an item on the list called “mechanics update,” mentioning the initial two factions. And by this, we’ve meant bringing the first two factions up to the game’s current standards. This might include things like refreshing some of the older mechanics, adding new ones to prevent a power creep between newer and older factions, and, of course, new cards.

See you with the first snow in the Boreal Nomads content update!

Don't forget to follow us on socials and join our cozy Discord server.