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Christmas Update and Merry ORXmas

Greetings, Kings and Queens!

It’s the most wonderful time of the year — and to celebrate it we’re rolling out the Christmas Update!

[h3]Christmas Event[/h3]
First up is the Christmas event. Just like with the Halloween update we’ve prepared a special in-game event, where you can get a new artefact, spawning Christmas trees on every map! Build a castle close to them or station some units underneath and they’ll be presented with a powerful buff.



It also looks like Santa’s sleigh had a little accident with orx archers — dropping presents and christmas decorations everywhere!



[h3]Neutral Buildings and Aura Vaults[/h3]
Even with new map decorations from previous update, we felt like the maps can be made even more interesting. So we’ve added Neutral Buildings and Aura Vaults! They randomly generate on each map and provide useful buffs to units and castles in their vicinity. Reach them by building nearby and reap the bonuses they provide.



Along with these buildings we’re introducing a quality of life change allowing you to build on the tiles adjacent to vaults — so when you reach them you don’t need to reach around and get a good chunk of Kingdom with the buildings.

[h3]Enhanced Action Log[/h3]
Information is crucial in ORX, and previously action log just wasn’t showing enough of it. Now it not only displays messages about more actions taken by both player and the orx, but also allows scrolling to see older actions!



We’re always working on making ORX more clear and accessible, so you might expect even more QoL changes like this in the future.

[h2]Full Changelog[/h2]
[h3]New Content[/h3]
  • Christmas event — decorations for the Main Menu and maps, Christmas Tree event and Christmas themed artefact.
  • Side buildings — new neutral buildings, which grant bonuses upon unlocking them by building nearby.

[h3]Gameplay[/h3]
  • Upon reaching and unlocking a Vault or a side building, neutral tiles adjacent to them will be unlocked too
  • Selected cards will be deselected after pressing Esc
  • Upon the mission start the effects of the ORX Commanders will be shown via special cards rather than a small buff icon
  • Improved action logging — now a lot more actions are shown in the log and it’s possible to scroll through them to see the older ones
  • Reworked the card pool for card choices from another faction.

[h3]General Performance[/h3]
  • Switching shader animator for sprite animator
  • Implemented a Screen Indicator Controller
  • Improvements to the animation system
  • Improvements to memory allocations and fixes for memory leaks tied to it
  • Implemented AutoMapper

[h3]Fixes[/h3]
  • Fixed cannon balls and trebuchet projectiles staying for too long after hitting a target
  • Fixed the description for Memory of the Fallen buff tooltip
  • Fixed the Abdandon run\Restart buttons staying visible after abandoning a run and immediately pressing ESC during the transition
  • Fixed Esc Menu covering the Abandon Run confirmation window and softlocking the game
  • Fixed Settings menus staying open when opened while loading into a mission
  • Fixed the cursor staying as a magnifying glass when going back to the main menu
  • Fixed wrong display order for the Memory of the Fallen sprite
  • Fixed Sharpshooters and Snipers guilds having wrong icons in castle descriptions
  • Fixed the dawn sometimes failing to start after defeating a wave
  • Fixed a rare crash occuring after pressing Restart
  • Fixed the animation for orx from Curse of Doom sometimes being extremely slow
  • Fixed the game showing descriptions for locked curses when highlighted
  • Fixed the info window not opening for units buffed by Shadow Amulet
  • Fixed the issue of red crosses appearing on already placed roads after you remove the infinite road cards and use up all the road cards with charges.
  • Fixed the cards in Campaign Results screen sometimes appearing as if they’re behind a dimming filter
  • Fixed the Deathgrow effect appearing twice upon triggering



[h3]News From Northen Planes[/h3]
The work on 3rd playable faction — Boreal Nomads, — continues! This time we have a very first faction building to show. Inspired by scandinavian and slavic architecture, it perfectly conveys the mix of cultures between the giants and the humans.



Like any other faction, Boreal Nomads have to have economy cards. Stepping away from farms and orchards, we’ve decided that the nation of northerners will have Pastures as their main source of income.



From the gameplay side of things we’ve started iterating on main mechanics of the faction — fortification formations and hero management. This part is the most complex and time consuming, so at the moment we don’t have actual footage to share — but rest assured, we will create a dedicated devlog about Boreal Nomads once we feel happy with implementations!

[h3]Merry Christmas From Johnbell[/h3]
Finally, we wish everyone Merry Christmas and Happy Holidays! This year was very busy for us with ORX releasing in Early Access and all the updates we’ve added so far. We’re very thankful for the feedback we’ve received — we couldn’t make it this far without you!

Of course, ORX has a lot more updates coming up next year, and we’re committed to make the game the best it can be. Thank you for deciding to support ORX in Early Acces and may the new year bring only happiness and warmth to your life! Merry Christmas and Happy New Year!



Don't forget to follow us on Social Media for both the news and silly memes! We also invite everyone to join our cozy Discord, where we hold weekly community events and streams.



Experimental Branch v0.9.7 — Christmas Update

Greetings, orx slayers!

Christmas Update is finally available on Experimental Branch! Do note that we will update the game with multiple balance changes in the upcoming days, so the Patch Notes are incomplete for now.

Nontheless, here's the list of changes!

[h3]New Content[/h3]
  • Christmas event — decorations for the Main Menu and maps, Christmas Tree event and Christmas themed artefact.
  • Side buildings — new neutral buildings, which grant bonuses upon unlocking them by building nearby.

[h3]Gameplay[/h3]
  • Upon reaching and unlocking a Vault or a side building, neutral tiles adjacent to them will be unlocked too
  • Selected cards will be deselected after pressing Esc
  • Upon the mission start the effects of the ORX Commanders will be shown via special cards rather than a small buff icon
  • Improved action logging — now a lot more actions are shown in the log and it’s possible to scroll through them to see the older ones
  • Reworked the card pool for card choices from another faction.

[h3]General Performance[/h3]
  • Switching shader animator for sprite animator
  • Implemented a Screen Indicator Controller
  • Improvements to the animation system
  • Improvements to memory allocations and fixes for memory leaks tied to it
  • Implemented AutoMapper

[h3]Fixes[/h3]
  • Fixed cannon balls and trebuchet projectiles staying for too long after hitting a target
  • Fixed the description for Memory of the Fallen buff tooltip
  • Fixed the Abdandon run\Restart buttons staying visible after abandoning a run and immediately pressing ESC during the transition
  • Fixed Esc Menu covering the Abandon Run confirmation window and softlocking the game
  • Fixed Settings menus staying open when opened while loading into a mission
  • Fixed the cursor staying as a magnifying glass when going back to the main menu
  • Fixed wrong display order for the Memory of the Fallen sprite
  • Fixed Sharpshooters and Snipers guilds having wrong icons in castle descriptions
  • Fixed the dawn sometimes failing to start after defeating a wave
  • Fixed a rare crash occuring after pressing Restart
  • Fixed the animation for orx from Curse of Doom sometimes being extremely slow
  • Fixed the game showing descriptions for locked curses when highlighted
  • Fixed the info window not opening for units buffed by Shadow Amulet
  • Fixed the issue of red crosses appearing on already placed roads after you remove the infinite road cards and use up all the road cards with charges.
  • Fixed the cards in Campaign Results screen sometimes appearing as if they’re behind a dimming filter
  • Fixed the Deathgrow effect appearing twice upon triggering


Let us know what you think of the changes and the new additions in Steam Discussions!
[h3]Leave Feedback[/h3]

v0.9.6.4

[h3]Bug fixes[/h3]
  • Fixed a bug tied to Giga ORX, causing the game to freeze in multiple instances
  • Fixed card charges having wrong placement during card previews in events
  • Fixed roads dissapearing upon completion in Act 4

Leaderboards and Optimization Update + New Faction Tease

Greetings, orx slayers!

Newest patch is already here — bringing Global and Friends Leaderboards, new map visuals and multiple performance optimizations! Included in this post is also a small teaser for the next Faction!

[h2]Breathing Life Into Maps[/h2]
Map generation in ORX just got more interesting! We've sprinkled a multitude of decorations onto neutral tiles — to make maps look more alive and interesting.



And the best part? Decorations may sometimes stay on the tile even after you build a road through it!

[h2]Leaderboards[/h2]
You finally have a place to brag your high score in ORX — Global and Friends Leaderboards are a big part this update!



But to have Leaderboards also means scoring player's performance! As such we've also included scoring and ranking system for Campaign Results screen. See if you can beat the developers at their own game!

[h2]Full Changelog[/h2]
[h3]New Additions[/h3]
  • Added Global and Friends Leaderboards — show the world that you're the King of your castle and the greatest ORX slayer!
  • Added score system and ranking to Campaign Results screen

[h3]Gameplay Changes:[/h3]
  • New, level 4 ability added to Death Knight — after reaching this level he'll be able to resurrect a dead ORX with 30% chance.

[h3]Graphics:[/h3]
  • New visuals and decorations added for the Desert Barrens biome
  • Updated visuals of all roads and optimized the textures
  • Added numerous decorations for neutral tiles
  • Changed the card back for Neutral Cards rewards

[h3]Performance:[/h3]
  • Render optimizations for player's interface, cards, neutral tiles, forests, castles and castle elements
  • Texture atlases and render optimizations for roads, landscape, shadows and UI elements

[h3]Bug fixes:[/h3]
  • Fixed a bug with "flying" ORX, where they would hover some distance above the ground
  • Fixed effects of "Interest Rate" card disappearing at dusk, even though they should persist until dawn
  • Fixed roads sometimes rendering on top of structures
  • Fixed rendering order for some structures
  • Fixed incorrect artefact description formatting during previews


[h2]The Northern Wind Starts to Blow[/h2]
You might've noticed an unfamiliar figure in the Leaderboards gif above. Well, we just couldn't keep it to ourselves and wanted to share a bit of information on upcoming 3rd faction of ORX with you!



Coming from the Northern Lands, Boreal Nomads represent an unlikely alliance between the men and the giants. After the Runic Wars some of the Empire's citizens just couldn't accept the new ways of Rune Guardians — and so they went into exile. Settling in the Northern Lands, the nomads found out that these icy planes were already inhabited by a race of giants called Boreals. After years of bloody conflicts, the two races finally decided to unite under one banner — and founded the nation of Boreal Nomads.

Gameplay-wise Boreal Nomads will expand on existing mechanics of ORX, while playing completely different compared to the existing two factions. We will most definitely share an in-depth look at their gameplay later, but for now we can just say that it's... Unique.



Boreal Nomads are actually separated in terms of gameplay — with members of each race playing to their strengths. Nomads are great strategists and architects, so they build structures and, most importantly, fortifications. Types and especially formations of fortifications will produce different outcomes and effects. And towering Boreals utilize their natural talents and size to essentially serve as their nation's Heroes. The interaction between Nomads and Boreals is what makes their core gameplay — you will send Heroes to collect "Blessings", upgrade their equipment and build fortifications to survive the ORX.

Boreal Nomads are going to appear on Experimental Branch sooner than you might expect — so stay tuned for the upcoming updates!

Don't forget to follow us on Social Media for both the news and silly memes! We also invite everyone to join our cozy Discord, where we hold weekly community events and streams. We also have a very special Card Collecting Game on our server, featuring amazing art from the main artist behind ORX — we're already working on adding dueling to this game, so it's a good idea to start collecting cards now!