
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
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Engagement
Reviews
Themes across 251 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I've played about 100 different incremental games, and this is the only one I fully recommend. Never requires idling, comfy "just one more thing", and great music to boot.
was promising in .5.4 (which can still be played free on itch.io) but was abandoned for years then pushed out the door with a new roguelike-esque upgrade system that can spike a playthrough
Meh... This game starts off really good. But over time it gets worse. Druidry in particular stands out as micromanagement hell, with obtuse mechanics like plot size, and sometimes the game sort of grinds to a halt. I've had a few situations where I unlocked a new resource, and then bought... everything that was tied to that resource, just to be left scratching my head wondering what to do now. These dead ends are pretty frustrating. It's sort of a shame... The wizardry and scholar tabs were great. The world tab was good (until it turned into druidry), and artificer was kinda alright too, though I didn't like making and equipping things. Crafting was great though. At this point, however, I am stuck on alchemy. Struggling to find out what to do next after a few unlocked resources. It's not a bad game, I just feel like it... sorta just slips at some point. Eventually you have a sudden realization that the last several hours of playtime weren't actually fun.
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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
Hours played at review time, across 251 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Lacks a lot of automation. While other idle / incremental games let you automate more and more the deeper you get into them, this one gives you a option to automate one thing while adding ten things you have to do simultaniously. Its starts out fun but feels more and more like a chore the deeper you get.
I got to the end of the original version back around its original popularity. This version is a huge downgrade and I stopped playing after 3 hours. I was so perplexed that I felt obligated to leave a review. Some of my significant gripes: - The user interface is significantly worse. - Spell combos are now mostly meaningless. Spell combos were what made the original version stand out. Instead of lining up buffs and actives to spike production, I found myself just equipping the cantrip buff and spamming three cantrips (every spell that gives resources is a cantrip?). I don't think it took hours to begin meaningfully engaging with this idea in the original version. - Every time I unlocked a choice between two random things, one of them would require hours and hours of research points to actually use. - I randomly rolled a spell called thunderclap which trivialized most of my resources at once. This wasn't particularly obvious from the description, I just picked it because the other option wanted 6/6 of some research. It even trivialized the base resource for the agromancy UI nightmare tab. I uninstalled shortly after, as I had realized that the game had become a much more generic and sloppy clicker game. Thanks for reading.
This game pretty much puts every other idle game to shame - primarily because there is almost always some optimization to do, some new thing to unlock, or something to focus on and grind for. It's only as idle as you want it to be - frankly, incremental is a better descriptor. Plus, it NAILS the atmosphere. Would (and will) ponder my orb again.
It's well made and I'm sure there are people who enjoyed it. Heck, I enjoyed it, but then I realized I had played for eight hours, had one achievement and no idea when the game ended. I like my incrementals to burn some time, but I need a clear end game and I want it to take about 10 hours at most to fully beat. They just kept adding more and more systems. Sometimes I couldn't progress properly because I didn't notice a new subtab open somewhere. I just didn't like it.
Good game, can't recommend in its current state, if I could give it a "maybe" I would, but we're in a binary where it's yes/no. This game drew me in with its focus on a "less idle" incremental game experience. I enjoyed the "puzzle solving" when it came to crafting spell loadouts that would accelerate my progress faster than the auto generation would. (Notable mentions to Dense Expansion, and Thunderclap, as S tier spells on their own early game.) When you get to stacking tons of modifiers on top of things, it feels REALLY good to completely fill up a resource bar in one cast, and having the aforementioned spells entirely refund themselves. Plus, the soundtrack is pretty good and I found myself losing a lot of time to this game. But, there's a caveat and a couple of gripes with that experience. Random discovery. Certain parts of the game feel loosely connected to one another (Agromancy, parts of Alchemy, Research) A lack of a "Upgrade all" button, but that was fixed in a recent patch. (It's no longer find the upgrade you neglected, thankfully.) To touch on random discovery: Aside from the guaranteed spells you unlock as part of progression, everything else is random. Because it's random, you can get spells you reasonably can't cast (without significantly higher resource cost) yet because of a lack of mastery in that specific spell's school, or spells that are worse than the other options in their category. ( Shape Nature in particular is incredibly gimmicky and weak for a facet of the game that's essentially farmville?) This is made worse by these randomized discoveries also incurring an exponentially scaling cost, which feels a bit overtuned until endgame, but at that point you probably have all the spells you ever need and are abusing other mechanics to get by. Now apply random discovery to alchemy, or artifacts. Alchemy can be used to supplement a lack of resources in certain areas, like synthesizing water or wood, but that's ONLY if you get the recipe for those items. Similarly with artifacts, they're pieces of equipment that passively buff certain parts of your abilities. (Higher cast power, lower resource drain, etc.) You don't need these items, but if I want to specialize in alchemy, and the game is giving me equipment for druidcraft, well... I guess I'm a druid now? The randomization dashes any specialization hopes. Agromancy: It's farmville. Grow trees. Grow bushes. Wait five minutes. Turn them into other plants. Wait five minutes. Harvest the plants for resources. Replant. Wait. Run out of space. Consult the research tab for more plot space. Shape the earth. Make a puddle of water. Destroy the puddle of water when you realize you can make higher quantities of it with a spell. Consult the research tab for more plot space. Harvest fruit trees. Realize fruit by themselves are the only part of this system worth engaging with lategame outside of the lategame ore mine. I honestly do not know how to fix it, other than add empowered plants to the midgame, since that only ever felt tacked on and needed for one building (the mine.) I guess also make certain options more viable, like the water or Elementia spring, by buffing up their resource generation. The fruit are 100% necessary for any progression lategame and I wish plot regeneration didn't take so long for this reason alone. I mostly ignored these tiny gripes until I reached endgame, where all of these issues came to head. The final stage of the game, rituals, is where the game's pacing becomes glacial and it took me about 40% of my total playtime. It's a combat system with about as much depth as the Agromancy puddle. In order to do a ritual, you have to wait for a resource to replenish at hundredths of a second, and then fight a bunch of enemies to complete the ritual. The resource generation itself would not be a problem if the speed at which it regenerates wasn't relative to how low on the resource you were, and wasn't so low even with a lot of research. I only ever got it to 0.080 a second, but I didn't really focus on the research here if I didn't need to. To balance this, ritual rewards are really good. Buffs that last upwards of 20 minutes and empower your resource generation or reduce costs of the other facets of the game, or even generate resources when engaging in more combat or upgrading things. I felt the buffs were worth the wait with sufficient duration, but some of the rituals are random discovery and some are clearly better than others; notably all the ones that generate interest of a particular type of resource. But this stage of the game also introduces almost a dozen new resources that are harder to get than the last. Enemies killed in rituals drop dust and ectoplasm, and with rituals active eventually divine shards and Beacons. Then you need ore, which you make from agromancy, which then turns into green metal bars, which then turns into hexed bars. There's two other resources made with crafting and alchemy, and they come in short supply until they don't. That's nine new resources that aren't part of the magic resource bars, and this mechanic introduces three of those you have to fill and contend with too. So now you need to make about nine different equally annoying to get resources while also managing the other facets of the game and upgrading everything, and making sure you can sustainably source these things... or you can hope to get rituals that give you interest on these resources, and buff up these types of resources as far as you can to reduce overall NEED for this things. But. The combat is awful. (Pro tip: You can click on enemies to prioritize them as a target.) Combat spells themselves need their own magical resource bars to cast, instead of mana. Because spell discovery in this game is random, you can get unlucky and not get any new combat spells outside the guaranteed one, or get ones that are just objectively bad, like the shield spell. If at this point you've neglected spells for any reason, you're going to be grinding output level for a while to deal reasonable amounts of damage to enemies that exponentially scale. OR you can just put it all in the auto-attack you eventually unlock, and only buff that up, and not engage with the combat outside of what is strictly necessary. Your mileage may vary based on how kind RNG discoveries are to you. Even the UI for rituals is awful and doesn't tell you any information like enemy health and attack levels? I get this is probably the "No hand holding" part of the pitch, but it does suck to fail a ritual because it exponentially scaled in the span of two levels, and now I have to wait for my ritual resource to regenerate at a snail's pace. I'd rather a version of the game that didn't have randomized spell or alchemy discovery. This game does a good job at providing the illusion of being able to specialize into something, until your progression grinds to a halt and you need to look elsewhere for whatever upgrade or research you're missing. Of course, it's irrelevant since Rituals will time-gate you anyway. Honestly I think the whole Ritual stage of the game in general needs to be overhauled with how time consuming it was. TLDR: Game good, fans of puzzle solving and min-maxing and spreadsheet games will probably enjoy this because: - Number go up. A lotta numbers go up. - Crafting a spell loadout and mixmaxing it to get huge bursts of resources for free is fun - The soundtrack is good. - Despite the focus being on active playtime, you can idle the game if you want, as inefficient as it is. I cannot recommend because: - Randomized discovery kills any sort of specialization hopes. - Agromancy feels unfinished and tacked on in some areas, despite being a vital progression step that needs real-time mechanics to engage in - Rituals are a shallow game mechanic that require real-time waiting periods to engage in. Combat is bad with enemies that exponentially scale and the game gives you no info about it.
It is a pretty good incremental game, it gets very convoluted and hectic near the end, but overall a great experience to reshape the world a few times. It is not just clicking buttons, but arranging your spells and choosing your talents too that requires some thought, so it is more of an intelligent idler/clicker. Supports several playstyles based on the talents and spells you choose (clicky style, "look at it every 5 mins" style, passive style). Initially it is a bit hard to gasp the concepts but once you know the basics you can make informed decisions.
I feel bad marking this as not recommended. I quite enjoyed the pre-release version; it was just satisfying and worth what I paid. But the release version, while more polished, is just so different, and it hasn't really clicked for me.
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