
Orb of Creation is a non-idle incremental-puzzle game in which you recreate the world with nothing but magic and ingenuity. Conjure resources, buy upgrades, and become an all-powerful wizard!
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About
Orb of Creation is a non-idle incremental-puzzle game in which you recreate the world with nothing but magic and ingenuity. Conjure resources, buy upgrades, and become an all-powerful wizard!
It features:
A simple, yet engaging spell-casting system. How you setup and cast your spells will greatly impact the end result.
A vast sandbox of magic, artifacts and alchemy that synergize and create endless opportunities for exploration.
Incremental puzzle-solving. You're given an abundant amount of options, and its up to you to figure out how you want to earn them and use them.
Constantly expanding gameplay, where every new layer intertwines with the last.
Play how you want to. You can take your time and reforge the world at your leisure. Or aim for efficiency and speed by optimizing your strategies. Or tinker with explosive combinations and complete goals instantly.
No hand holding. Discover the orb's complexity and depth at your own pace.
Enjoy a beautiful soundtrack as you weave your magic and recreate the old world.
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Its been an absolute joy building Orb of Creation. It embodies almost everything I love about video games: discovery, adventure, exploration... Its truly a blessing there is a medium in which I can express myself so well. If you are a fan of incremental games, give this a try. It won't disappoint.
-Marple
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 97 reviews with recorded playtime.
Reviews
Themes across 97 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Orb of Creation was a game who was interesting when it was first released. However, it was abandonned by the dev for multiple years and was recently released with a 1.0 release. It's a complete failure. Marple did reworks upon reworks upon reworks, while actively AVOIDING the feedbacks of players who could have helped him (he was proudly stating as such in one of the updates), and the end result is a slog where you are moving from panels to panels, spamming upgrades upon upgrades which are absolutely irrelevant but give you bigger upgrades. It's a incremental from 2020 which stayed in 2020 when the scene innoved a lot in the meantime. It has a lot of issues, but the two biggest I can't ever forgive (and were added in the 1.0) are: - RNG unlock in an incremental. It's "fine" when you are doing a lot of prestige/resets. It's not the case here. You can genuinely get screwed by RNG. - You have to use advancements (which are somewhat "big" upgrades) while not knowing what it will unlock, while they are also fairly scarce and not refundable. Again, it's absolutely terrible for an incremental. These two issues were added after Marple played a few roguelite and felt these mechanics could be added 1-1 not understanding that a double digits hours playthrough has different flow from a 20 minutes run. Anyone could have told him. But as he specifically avoided feedbacks, here we are. Also, don't get baited by people pretending there are "tons of systems" or things like that. It's literally the same system copy pasted multiple times. You are just buying upgrades whenever your passive income is giving you enough, or you can speed up a bit the process by using the spell giving these exact ressources. From start to finish. This game is absolutely not worth your time and does not respect it anyway.
it was a really fun game before the 1.0 update, now it's held back by randomized spells, alchemy, etc which can and will screw you over now to mention the end which had me saying "that's it?" out loud
1.0 is obtsue, random, and tedious.
This game is just wayyyyyyy tooooo complicated. There are like 20 competing mechanics all entangled. You'll find yourself gated on a resource, and then you have to dig through all your spells which are not very clear to understand, or all the many things you could upgrade, which are slightly more clear to understand, to try to find something that ungates you. I think I got to around the midgame. I was working on agromancy and the workshop. The agromancy is extremely painful and resource intensive, so I'm casting the same spell over and over again to grow one fruit tree but it turns out my mana generation is not even close to up to snuff so now I'm sitting waiting for my mana to recharge. If you like looking at a billion pop up boxes that all say something along the lines of +2.67% cantrip spell power, and then you like looking at all the other little pop ups to figure out which of your spells are cantrips, then this game is for you. If you like watching number go up without thinking way too hard about it, this game is not.
I waited a long time for the full release, and things just take so long, and there's no clear route forward. There's been many times I've stuck through it and reached the next milestone, which has then been enjoyable, to then quickly revert to being a pain to get to the next progression point. I sadly can't recommend, despite my hopes for this game.
Very much a 'mixed' review. Short version: intensely addictive, but not very satisfying. I picked up this game when it first launched in early access several years ago, was highly impressed with it and recommended it to all my incremental loving friends. Now that launch is finally here, we collectively dove back into it, and while nearly all that we'd initially loved is still there, the ability to complete the game and start NG+ somewhat oddly added a sense of hollowness to the experience. The gameplay is an astounding dopamine drip for a while. There's numerous major subsystems and mechanics, over three dozen resources, over a hundred different attributes you can progress without caps. There's many different spells, spell modifiers, items, research paths, and alchemical formula to be found, far more than you can get in a single playthrough, so every unlock is exciting and each playthrough distinct. There's *constantly* something you can be doing, upgrading, optimizing. I found myself frequently playing for far longer than I intended, with the enticing distractions so multitudinous and exciting. The problem is, after victory and several NG+ cycles, none of that stuff actually seems to matter much. No matter what special rules the NG+ might be applying, or what unique random spells or items you rolled, the unlocks of systems and resources always happens in the identical order every time, and you need to do the complete tour to win the game. Every subsystem more or less needs all of the others in order to be fully progressing, which felt like a neat bit of integration initially, but in practice meant that trying to specialize much is actually mostly a mistake. Yes, you can try and emphasize being a Druid or a Storm mage, and the resources that benefit directly from your choice will feel empowered. Except, if you leave everything else lacking, then your progression overall will still be stymied, most likely including your ability to feed back into your specialty. Everything is just so interlinked that it almost feels like nothing actually matters all that much. None of those optional, may-or-may-not show up spells, artifacts, or other toys end up mattering much, for largely the same reason: none of them can be truly lynchpin. Most of the systems hosting them tend to reward mastering as many different spells or whatevers as possible, the particulars of limited importance. The NG+ challenges, which impose randomized debuffs to particular subsystems and required specializations in a new run, end up effectively being the same way. You're still going to have to progress whatever the particular debilitated mechanics are, you'll just do so slightly more slowly. I kept trying to find excitement and satisfaction in these special conditions, but I found I was mostly just getting sucked into chasing the bells and whistles of upgrading so many different little things, without any choices or situations being of actual importance. Now, the problems that I'm talking about are actually pretty damned universal to the incremental genre. They're almost always on-rails experiences, chasing the moment-to-moment highs while following a prepared path through the game's features. I think where I find things disappointing is that Orb of Creation really seemed like it could have been capable of transcending that limited vision, and indeed might have actually been intended to, until circumstances limited the developer's ability to spend much time on the project. What is there is *absolutely* a blast, and difficult to put down, as my playtime will attest. It's got a depth and polish to most of it that's still very rarely matched in the entire incremental genre. If you enjoy the genre, it's absolutely a must play, I think. I'm just left feeling like the bones were there to have potentially been far greater still.
At least a few iterations ago, this game felt like it was about exploring a massive upgrade tree and playing with everything to see what it does, cleverly using features from three different tech trees together to briefly command several universes worth of electricity so you could purchase a new upgrade that would open up more interesting tools. Now exploring too broadly has become a poor choice, and enough poor choices (i.e. studying expertise in too many things before the endgame expertise types are introduced) can, no joke, no exaggeration, make the game take ten times longer to complete. The punishment for mistakes - for exploring too much, for being too curious - is that the progress slows down dramatically and the game becomes this loop of farming for random drops and casting spells and then just waiting for more drops and for your spell's refractory period to end. Bad drop, bad drop, bad drop, bad drop, bad drop, GOOD DROP, keep going until you've got four of the things you need, cast a spell, consume your drops, watch 12% of your expertise progress bar fill up, repeat. Repeat. Repeat. Repeat. Repeat. Repeat. Repeat. Repeat, damn it. Sweet, you earned one expertise level. Just eleven more to go. Skill issue? Sure, I guess. On a second playthrough now that the game has made it abundantly clear what it does not want me to do, I can just follow a more narrow path to the ending and not be distracted by things that sound like they'd be cool to play around with. Laser Bees with Katanas? Huh, I kinda want to see that, but I guess I'll have to wait until a separate 30-hour entomology/metallurgy playthrough. I really have to focus on magic robes and flip-flops this playthrough OR ELSE. I know a lot of time and effort has gone into this game since the first version of it I played, and countless people playtested it and gave feedback as things moved along to make sure it's the best version of whatever it's become, but having not been part of that transformation from early early access to 1.0, this game now feels unfamiliar and low-key hostile. The magic is gone.
it is a fun an addictive incremental game that is not worth the time it forces you to wait in order to be allowed to play it. It trips over itself attempting to create a a challenge that saps the fun out of the game and punishes mistakes with dozens of hours of extra required investment. It's not an idle game, but strictly an incremental game. You have to play actively at all times in order to see any progress, but a large part of that "active" gameplay is staring at the screen waiting for something to finish, waiting for resources to replenish, waiting for plants to grow, waiting for upgrades to be built. It is as an incremental game good, but not worth what it asks of you. Many mechanics are poorly explained, and the punishment for not understanding them is a 50+ hour runthrough of the entire game to the next prestige cycle as you cannot reset any upgrade nor reset the playthrough without finishing it. Finally, the game requires a frankly absurd amount of clicking. Toward the end of the game, upgrades are bought in the thousands, they also take time to finish and a strict queue that only fits around 100 upgrades at a time forces you to klick the upgrades over and over ad nauseam as you watch them tick down and make space in the queue. Spells are also cast several times a second during the final progression system, one that also forces you to sit and wait at the screen for it to finish while also having to mash your keyboard, often several times each second. It is a fun game that does its very best at every turn to make sure you are not having fun playing it.
A pretty engaging incremental game, i didn't specialise in my first run and paid the price ending up taking 75 hours to finish the run, and it got very boring and repetitive in the last stretch that lasted about 20 odd hours. It's criminal that you can't respec.
The systems are complex and interesting, but I had to power through the last half. It was just a slog after you have to upgrade hundreds of tiny things to do anything.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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