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Experimental Branch v0.10.0.2

Greetings, orx slayers!

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!

[h3]Gameplay[/h3]
  • 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!

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!

[h3]New Systems[/h3]
  • 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

[h3]Gameplay[/h3]
  • 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 they have a totem granting defence boost aura around the crossroads
  • Instakill rune (RG) — set chance to instantly kill an orx when dealing damage
  • Instakill dictate (DR) — set chance to instantly kill an orx when dealing damage
  • New events for both factions for Instakill, Universal cards, Towers and Bastions
  • Stealth Cairn (DR) — 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 (RG) — exhaust 1 selected road card from hand. Grant delayed gold for each road already placed.
  • Anti-road card (RG) — exhaust all road cards from hand, or If more than 40/30/20 roads have been placed, exhaust road cards from the deck. Grant increased gold capacity for each exhausted card.
  • Fortify card (DR) — build a fence around the selected Small House and the adjacent ones in “+” formation.
  • Random Tower card for (RG) — change X random towers in the castle to any random ones of the same type
  • Puddle Tower card (RG) — transform towers into puddle spewing ones. Puddles persist on the ground for some time and deal damage to all orx standing inside them.

[h3]Fixes[/h3]
  • 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.

[h3]Gameplay[/h3]
  • 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

[h3]Interface[/h3]
  • Placement UI improvements when playing a card

[h3]Refactoring and optimization[/h3]
  • GigaORX and player units rewrite for improved game stability
  • General under-the-hood improvements to the game code

[h3]Fixes[/h3]
  • 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.
[h3]Known Issues[/h3]
  • 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.

[h3]Gameplay[/h3]
  • 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

[h3]Interface[/h3]
  • 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.

https://store.steampowered.com/app/1071140/ORX/


Don't miss out on development updates and all things ORX — join our Discord and Twitter!