
A new take on tower-defence and deckbuilding roguelike genres. ORX is like playing Carcassonne with your table on fire. Build your perfect deck, use powerful artefacts, master 3 unique factions. Prove that you are the King of your castle!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Russian, Simplified Chinese, Spanish - Spain, Portuguese - Portugal, Portuguese - Brazil, Spanish - Latin America, Japanese, Polish +2 more
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Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This should be a thumbs down because I'm having a bad time, but I'm going to play it more to make sure my initial impression is not wrong. ORX is a badly explained game. The tutorial sort of tells you how to do stuff, but leaves out really crucial information at every step. "Build a really long road." "No, not that way dummy. It needs to be circular." "Build fortifications." "No, not to corral attackers. You need one center piece and two side pieces to make a fortress. Obviously." Apparently you can upgrade stuff too, but idk how. There's no button for it. Maybe it involves the roads? It might be explained later in the tutorial but it glitched out on me when I placed two farms near each other and the orcs that spawned ran endlessly back and forth burning one and then the other and never getting in range of my main fortress' guns. Just jumping into the campaign, I was able to figure things out a bit more but it's been an hour and I really have no idea how to play. I think it's probably fair to say this is far more of a city builder than a tower defense, but the tooltips might as well be in runes for all they convey. The art, music, and gameflow feel fine. It's been in early access forever, and that's not an amazing sign, but it's not necessarily a death knell either. All told, I'm going to give this a few more hours. Do I think they will turn me around on it? No. But it's clear that work has been put into this and I don't want to give up on it without an effort. Edit: Oh, yeah, this is 100% a tile placement game. Want to not be immediately overrun by a billion guys? Fire a road out to the maximum outer edge of the map in three different directions to capture three villages, then desperately try to backfill a bunch of castles as defense. Basically every tile has a way you can screw it up permanently, locking you out of any benefits, and if you put down a castle piece wrong or branch a road wrong sucks to be you I guess. Defense towers and troops are the natural outflow of doing your tile placement right, not the fundamental meat of the game, and this will definitely appeal to some folks but I am not enjoying it lol. 2nd Edit: Yeah, no. Understanding how the game is played does not improve it, unfortunately. Enemies are also VERY rocks paper scissors in a way that might be the most unintuitive I've ever seen. Don't have efficient type towers (whatever those are) to contest whatever type of foe efficient is elementally effective against? Die, I guess. You can grind unlocks, and by reading a design document you could eventually learn the gameplay, but neither of these offsets the fact that core play isn't fun, and how to play isn't communicated. I hope ORX does well, and it finds an audience that can enjoy it, but for something I thought would be a guaranteed favorite for me it's sure been a miss. Also it doesn't help that the first faction you unlock's mechanic is both incomprehensible and useless. Do runes do anything? Not that I've seen. How long do they last? Great question.
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Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
super fun and challenging.
致命的なbugが存在する
Смесь настольной игры Каркассон, башенной защиты и стратегии, в итоге получился залипательный уникальный рогалик, релиз которого я жду уже много лет (он что-то долго завяз в раннем доступе). Ну камон уже, разрабы, ну сколько уже можно тянуть!
This game is a lovely buggy mess and while I think the mixed reviews are more or less deserved, I think the insanely charming aesthetic and core loop are just too good to hard pass on. It genuinely feels like someone took their fondest memories of Warcraft 1/2/3 and Age of Empires 1/2 and made a roguelike sandwich. Visually/Aesthetically/Whateverly if your precious childhood gaming memories include those titles you might feel strangely at home here. I did not play the game until after this 'controversial' update. I only know the game as is. The introductory experience was frustrating at best. A lot of trial and error and restarts were required to avoid hard mechanical no-no's. While there is some information available in game and the tutorial level technically covers the fundamentals, you will be muttering an ample amount of wtf's and gd's while piecing it together. And now for the silver lining and why I can still recommend this undercooked gem. Once the actual rhythm of the game and the actual synergies start to click and make sense, once that vision for a run creeps into your head, you will very quickly learn how very quickly these runs can be played. In a strange roundabout way, the game does respect your time. From the ground up there are options to rapidly iterate on ideas, decks, runs, placements, etc.. While incredibly frustrating at first to have to restart a run because a single enemy unit got stuck where you can't interact or reach, or to be hit square in the jaw with the occasional haphazard exponential scaling, once you know what you're looking for, you can get back to that pre-uhoh state almost within seconds. You shouldn't have to, of course, but the tools to work around the more pungent frustrations do exist and at the end of the day, the moment to moment deckbuilding and tile placement is just too damn charming for me not to recommend. If you've read this far, chances are this would be a solid on-sale pick up. I could keep going on and on, but the next wave is about to start. ...aaaaand I ♥♥♥♥♥♥ it up already. Oops.
Disappointing. Bought the game the first time it went out in early acces and had alot of fun and hoped for the full release to be as good as the first stages. Seems that its not the case, the game went through alot of changes and not for good: Simple faction mechanics that worked based on skill and deck building just changed to RNG, the new factions dont bring anything exciting to the table and there is not enough variety to have fun replaying it (In my opinion) May be just a personal opinion but this game just feels like an empty husk of all the ambitions the developers had.
The new update that was released in December 2025 is really bad. The game does not make much sense anymore and nothing is explained. New machanics have been added that flip the game upside down but there is nowhere to find the explanations. Really sad to see this. Many things do not work at all anymore. Game used to be good before this update.
Ну такое.... Вроде бы да, а вроде бы нет. Карточная стратегия, где по началу ты безумно накидывыешь карты на поле, а только потом начинаешь въезжать во всю эту механику. [spoiler] Ачивки, кстати, сломаны. [/spoiler]
ORX est un peu comme M, le chanteur. Il lui faut son public rien qu'à lui. Je n'ai pas beaucoup explorer le jeu, mais il est clair qu'il propose une stratégie poussive pour les amoureux/ses du genre. La D.A est vraiment cool. Toutefois, quand on début, tout semble très brouillon, assez inégal et il est difficile de tout de suite saisir les nuances des tuiles que l'on pose. (petit coucou à Carcassonne d'ailleurs) Je pense que les joueurs/euses de stratégie trouveront leur bonheur ici sans aucun souci. Je ne suis pas sûr qu'ORX mérite les évaluations moyennes de steam. Note : 3/5 Franchement, ça va frère, c'est pas si pire, tet juste j'suis pas le bon public. Des poutôonz
游戏初期挺好的,现在越更新越无聊,卡牌全靠运气,反反复复就那么几张,毫无策略性可言, 以前可以商店自由买卡牌,搭配起来玩还挺有意思,对抗感十足,建议制作组改回以前那种玩法!!!! 顺便优化搞搞好,后期敌人多了卡的无法动!!!
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