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0.2.0 Update

[h2]Biggest update since release![/h2]

This update introduces one new level and a major feature that’s been planned for a long time, along with two new systems to make each run more varied and engaging.

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[h3]Additions:[/h3]
  • (General) Branching Levels System
  • (General) Levels Difficulty System
  • (Level) Echo Tower
  • (Level) Lands - Evening
  • (Level) Lands - Night
  • (Level) Lands - Storm
  • (Enemy) Attack Duplicarta
  • (Enemy) Skill Duplicarta
  • (Enemy) Slimer
  • (Enemy) Current Elemental
  • (Mini Boss) Paralux
  • (Mini Boss) Forgotten Knight
  • (Boss) Eye Of The Storm
  • (Card) Fire Wall
  • (Card) Momentum
  • (Card) Pocket Watch
  • (Blessing) Risk Of Heat
  • (Blessing) Invisible Flame
  • (Blessing) Solid Flame
  • (Blessing) Quick Step
  • (Blessing) No Pressure
  • (Event) Sage
  • (Event) Blood Bank
  • (Achievement) Tower Explorer - Warrior
  • (Achievement) Tower Explorer - Mage
  • (Achievement) One Step Ahead
  • (Achievement) Two Steps Ahead
  • (Achievement) Three Steps Ahead
  • (Achievement) Sunset
  • (Achievement) Moonlight
  • (Achievement) I Need An Umbrella


[h3]Branching Levels System[/h3]

Previously, a full run consisted of a fixed sequence of 4 levels. The long-term goal is to expand the game to include 9 levels, with branching paths. Each run will still be 4 levels long.

The first step in this plan is the addition of Echo Tower, the starting point of a new second path that leads to a second ending. After completing the first level (Lands), you’ll now be able to choose between:
  • Caves (original path)
  • Echo Tower (new path)

After either one, the run continues to Abyss.

More levels for the second path will be added in future updates. Once the entire second path is implemented, players will follow one complete path per run (original or new). After completing the second path, each level will branch into a direct counterpart.

[h3]Level Difficulty System[/h3]

To keep runs fresh, a new system dynamically adjusts the difficulty of Caves and Echo Tower based on your choices.
  • Winning a level increases its difficulty by 1.
  • Losing a level resets its difficulty to 0.
  • Each win also lowers the difficulty of the other level by 2.
Difficulty Tiers (0–3):
  • 0 – Base Difficulty
  • 1 – One fewer Treasure/Healing room (specifically before the boss)
  • 2 – Shorter level (3 fewer Event/Enemy floors)
  • 3 – Forced Mini Bosses (2 mini-boss portals appear)

This system currently only applies to the Caves/Echo Tower choice but will be applied to every branching level in the future.

[h3]Lands Variants[/h3]

Since the first level (Lands) is always played regardless of path or result, it tends to be the most repeated. To add variety, the level will now cycle through 4 different versions:
  • Lands – Normal
  • Lands – Evening
  • Lands – Night
  • Lands – Storm

Each version features different visuals, slightly more challenging layouts, altered room counts, and varied events. They also include a few enemies from later levels.

Progression:
  • Winning a run moves you to the next version.
  • Losing a run resets Lands back to Normal (restarting a run does not).

This is a tentative system and may be tweaked based on player feedback.

[h3]New Event – Blood Bank[/h3]

A new event called Blood Bank has been added to the event pool of every level (different chance to appear depending on the level).

In the Blood Bank, you can deposit or withdraw Monster Blood. This currency persists across levels and between runs.
  • You can perform only one action per encounter (either deposit or withdraw).
  • Deposits are capped at 9999.

This feature is meant to address how Monster Blood often becomes excessive late in a run but is sometimes scarce early on. The Blood Bank aims to give players more control over their economy across multiple runs.

[h3]Notes:[/h3]
  • Echo Tower and its enemies use music and sound effects from other levels/enemies. They will be properly updated when ready.


[h3]Changes:[/h3]
  • (General) Lands level's chance to have Hurt Creature and Bird Events increased to 60% each.
  • (General) The tips you get when loading or losing the game will now cycle in order instead of being chosen at random.
  • (Card) Boiling Blood won't consume blood anymore, but will now target one random enemy instead of being AoE.
  • (Enemy) Slight increase to Fungal Knight's base damage.


[h3]Bug Fixes:[/h3]
  • Fixed a bug that would show the "do you want to play hard mode?" screen without being able to remove it when loading a game.
  • Fixed a bug that would leave the game stuck in "copy a card" mode when drawing Paper Airplane on your first turn when having After Image blessing.
  • The recent adjustments in difficulty made it so the player was forced to replay the tutorial when they hadn't won the game yet. Added a "Replay Tutorial" button to the classes selection screen until you win once.
  • Concrete Barrier and Imposing Presence had a wrong card text border (was rare instead of legendary), fixed.
  • Fixed a bug that would do weird stuff when using some cards that let you discard while having the Stasis status.
  • Fixed an issue that would leave the game in "no input" state for a few moments when using cards that make you draw from your deck.
  • Fixed some instances where the enemy's intent's damage value wouldn't be updated when it was modified during a multiple intents action.


I have to say I'm happy with the amount of stuff I managed to make in less than a month.
The next levels for the second path will come as soon as possible.

Thank you as always for the support!

[h3]Remember, if you like the game,
each single positive review helps me a lot![/h3]

If you have any feedback or want to discuss about the game, join my Discord server.