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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!



Experimental Branch Update v 0.9.6

[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 biome
  • Updated visuals for all roads and optimized the textures
  • Added numerous decorations for neutral tiles
  • Changed the visuals for Neutral Cards rewards

[h3]Performance:[/h3]
  • Render optimizations for player's interface, cards, forests, castles and castle elements

[h3]Bug fixes:[/h3]
  • Fixed a bug with "flying" orx, where they would hover 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

v0.9.5.3

[h3]Bug fixes[/h3]
  • Fixed game crash caused by damage from Poison Tower being redirected from orx to Death Knight
  • Fixed game freeze when merging a new castle with another one containing Voidwalkers Guild

[h3]Graphics[/h3]
  • Improved texture resolution for ORX Commanders