542 MB
Casual
, Indie
, Strategy
, Early Access
Added
8 months ago
Updated
1 week ago
CSF + Goldberg
About the Game
Orb of Creation is an active 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:
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Orb of Creation is a passion project of mine. 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. --And this is just the beginning. I'm excited to see what else comes through this project, its community, and me.
-Marple
Come be a part of the fun and join the discord!
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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Orb of Creation is a passion project of mine. 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. --And this is just the beginning. I'm excited to see what else comes through this project, its community, and me.
-Marple
Come be a part of the fun and join the discord!
Screenshots
6 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 24153539
Up to date
More bug fixes and UI improvements. An attribute auto buyer was added to the game.
I'm sitting on a simple and fairly elegant idea on how to rework Zeal, but it'll also nerf how much stacking you can pull off with late-game rituals. My current plan is once the bugs quiet down, I'll look at playing around with a beta branch that includes these changes and some other larger balance tweaks. I'm seeing people still pulling off singularities, which I'd prefer rather not happen. Especially since the game is far less stable at absurdly high numbers.
UI:
Bugs:
Balance:
View on Steam
I'm sitting on a simple and fairly elegant idea on how to rework Zeal, but it'll also nerf how much stacking you can pull off with late-game rituals. My current plan is once the bugs quiet down, I'll look at playing around with a beta branch that includes these changes and some other larger balance tweaks. I'm seeing people still pulling off singularities, which I'd prefer rather not happen. Especially since the game is far less stable at absurdly high numbers.
UI:
- Reserve Level removed from notifications.
- You can now bulk discard items.
- Introducing a new targeting interface that appears when using a scroll. It describes which targeting action is occurring, what targets are available, and a randomization button for ease of use.Bugs:
- Fixes Agromancy not properly removing its plot sizes when actions require more than one. (Also adds a initializing fix that remove excess plot sizes on game start.)
- Canceling a Agromancy action correctly removes that plot size.
- Scrolls that don't have a valid target will fizzle with an error.
- Fixes some items having incorrect inventory capacity.
- Fixes some Agromancy tutorials. (also makes agromancy tutorials more obvious.)
- Fixes infinite cooldown spells (on load as well, for broken saves.)
- Addresses multiple possible memory leak paths. Additionally, something on Proton's side seems to be disabling the GC. To combat this I've made some changes to reduce GC usage on hot code paths to hopefully extend the lifetime before this bug is a problem.Balance:
- Upgrade Build Speed introduced and added to Special Speed Stats.
- Introduces an Auto Buyer that automatically purchases trivial-costed attributes after a small delay, when your queue is empty. This can be unlocked and upgraded with various Scholaric upgrades and researches.
- Balance Challenges now scale both in effect and reward.
- Minimum resource rarity moved back from 0.05 -> 0.01. (This is a reduction to all rarity values, thus a buff to splash)
- Alchemy gains one additional discovery option.
- Stat Block: Reward x1.10 Attribute Build Speed -> +25% Base
- Stat Block: Reward now provides +25% Base Upgrade Build Speed
- Perfect Crafting: Reward now provides +25% Base Workshop Development Speed
- Perfect Learning: Reward now provides +4 Auto Buy Queue Size, essentially starting you off with Auto Buying.
- Workshop build time from: 8s -> 6s.
- Force Tree, Magebloom, Dark Thistle, and Dreamberry recovery stage time halved.
- Threads of Growth: +250% Plant Growth Speed -> +350%
- Threads of Growth: +250% Total Plant Recovery Speed -> +250% Total Empty Plot Recovery Speed
- Threads of Recharging: Now apply +150% Total Plot Node Recovery Speed
- A new consumable: Protection Potion, is unlocked via an upgrade that appears once you get soul for the first time. Enhances zeal production.
- A new spell: Propagation, is unlocked via an upgrade that appears when you gather wood for the first time. Enhances plant growth speed.
- Disruptor's stun attack no longer scales in stun length.Thanks for all the feedback so far! This update includes several bug fixes, a couple QoL items, and a few balance changes.
I'm seeing a lot of common pain points:
- Agromancy obtuseness
- Agromancy / Ritual tedium
- Attribute Spam. This splits into:
- Request for Auto-Attribute Purchasing
- Choices feeling like they don't matter. Spam attributes to win.
I'd like to address these starting with some balance changes aimed at reducing the upfront tedium for Agromancy and Rituals. Both of their waiting times have been reduced significantly.
Let me know how these changes feel.
In regards to Agromancy obtuseness and Auto Attribute Purchasing, I'm still stewing on the best way to resolve these. I suspect there'll be some more changes next week.
View on Steam
I'm seeing a lot of common pain points:
- Agromancy obtuseness
- Agromancy / Ritual tedium
- Attribute Spam. This splits into:
- Request for Auto-Attribute Purchasing
- Choices feeling like they don't matter. Spam attributes to win.
I'd like to address these starting with some balance changes aimed at reducing the upfront tedium for Agromancy and Rituals. Both of their waiting times have been reduced significantly.
Let me know how these changes feel.
In regards to Agromancy obtuseness and Auto Attribute Purchasing, I'm still stewing on the best way to resolve these. I suspect there'll be some more changes next week.
Balance:
- Resource Splash no longer affects resource rarity. (This should prevent splash spells from creating exponential returns when targeting a singular resource.)
- Attribute Ranks: now also increases the cost of the attribute by x1.1 / rank.
- Reduces the upfront cost scaling of Rituals and Concepts and increases the long-term scaling.
- Adds two additional cheap discoveries to Alchemy.
- Discovery choice RNG tweaked. Reduced the chance to see a forced future choice when discovering. Non-forced options now utilize weighting to prefer a choice that you can already use or are close to being able to use.
- Increases achievement strength gained from Orbular Growth.
- Orbular Growth rewards: x1.04 Mana Gained -> x1.05
- Spellslinger rewards: x1.08 Cantrip Power -> x1.12
- Spellslinger now also provides: x1.08 Cantrip Cooldown Speed
- (These achievement changes should help with the early game NG+ speed quite a bit)
- Tend: x1.04 / level power scaling -> x1.05 / level
- Growth Shard: x1.25 Plant Growth Speed -> +80% Total Growth Speed
- Growth Shard: x1.20 Plant Recovery Speed -> +40% Total Recovery Speed
- Growth times for all plants about halved. Oak Tree from 4m -> 1m.
- Recovery times for force tree and herbs decreased by about ~25%
- Weaving times for all nodes cut down to about 1/3.
- Empty Plot: Recovery time from 60s -> 40s
- Void Moss: Extract removed, replaced with Destroy. (to reduce confusion)
- Druidry Levels: x5.25 Weave Cost -> x5
- Herbs and Craggy Spire have a few additional passive effects.
- Removed mastery from nodes that don't have multi-use actions.
- Increased Difficulty: challenge effects halved. (This challenge will be a bit more gradual and easier to complete. I'd generally prefer if players aren't abandoning this one.)
- All fruit consumables missing percent / minute from 120% -> 40%
- All fruit consumables now provide +60% Total Gain Rate for their resource type.
- Threads of Growth: +150% Growing and Resting Speed -> +250%
- Two new enduring ritual researches, and one enduring item research added to the game.
- All research times improved. Tech 60s -> 20s, various innovation -> 15s.
- Reduced the cost scaling of expert researches slightly.
- Expert Druidry: +8% Growth Speed -> +6%
- Improved Casting: x1.40 Cantrip Power -> x1.50
- Weave Mastery: +25% Weave Speed -> +40%
- Mystic Rally: repurposed to work with the Zeal's new Rally mechanic.
- Active rituals no longer decrease zeal recovery.
- Active rituals zeal capacity loss from: -10% -> -5%
- Zeal uses a new resource mechanic **Rally**, which increases generation by x5 up to a certain value, starting at 20. Improved with Mystic Rally research.
- Shine: Zeal cost from 60 -> 40
- Lowered Restoration cost requirements by 1e3. (Upgrade and Ritual Activation Cost)
- Reserve Level: x1.16 Cantrip Power -> x1.17
- Spell Output Level: x2.75 cost / level -> x2.72
- Fruit Trees are now locked behind paper.
- Adds an early-on upgrade to scholarism that slightly increases attribute queue speed and size.
UI:
- Researches are now always visible (in the tech-tree tooltips) after your first world reset.
- Adds a display for plot nodes to look at their sizes.
Bugs Fixes:
- Fixes Super Metabolism not working properly.
- Time played no longer resets on NG+
- Artifacts now properly save their mastery experience.
- Fixes Agromancy not using the correct sizes in some cases.
- Fixes several more cases of modifiers not correctly stacking
- Fixes an issue where too many animations caused the UI to start bugging out
- Update saving to be more crash-proof.
- Fixes Attribute Types not showing their cost modifications.
- Fixes some more 16:10 resolution UI jank (alchemy leveling and scribing levels)
- Fixes Splash Tooltip length getting out of hand
- Fixes Superior Glyphs having an incorrect attribute.
- Vsync is now saved between sessions.
- The alchemy loadout bandwidth-rounding error bug should be finally squashed.
- Fixes Export Save not working in the main menu.
- Fixes Steam Integration with Mac (overlay + achievements)
I've updated Steam could settings for mac users to make cross-platform cloud saving possible. This may cause a cloud-save collision for mac users, just a heads up.
View on Steam
UI:
- Lots of typos cleaned up, thanks.
Bug Fixes:
- The item queuing bug should be truly dead now.
- Fixes resolution jank that happens at 16:10 aspect ratios.
- Fixes reflective concepts not stacking correctly.
UI:
- Added a settings option for Light Sensitivity. This option removes lots of the flashing indicators. Let me know if there anything else that is still causing light sensitivity issues.
Bug Fixes:
- Steam Achievements should be properly enabled.
- Stuck scrolls should now properly queue themselves.
- Artifact page should properly compute its layout now.
- Alchemy now always generates mastery xp, regardless of if you are producing something.
Hey Ponderers!
This patch is just a small hotfix for the NaN issues that have been happening. Caught myself a nasty flu/cold last week but I'm finally starting to feel like I can use my brain again. More stuff coming soon!
View on Steam
This patch is just a small hotfix for the NaN issues that have been happening. Caught myself a nasty flu/cold last week but I'm finally starting to feel like I can use my brain again. More stuff coming soon!
-- Fixes --
- Fixed resource regression that caused it to NaN when starting in an Overflowed state.
- Added a safeguard to resource effects to prevent them from NaNing their respective effects (spark -> cantrip cooldown).
- Added a safeguard to spells so that NaN'd cooldowns should repair themselves.
- Fixed Ambiator usage cost.
- Fixed hidden delete button in the start menu on some aspect ratios.
Hey Ponderers!
Wow, you folks are seriously amazing. OoC has hit its All-Time Peak of 1700 players in the last few days, on a branch of the game that is in beta! I was not expecting this level of turnout. Its incredible to be on the receiving end of the comments and feedback, so thank you!!
My plan right now going forward is to release periodic patches, every week or every two weeks on Thursday until the game is mostly bug-free and the patch is fully out. This means I'll likely release rituals in pieces for those that want to try that out too.
In this patch, some note-worthy things:
- Concepts slightly reworked -- Understanding Capacity removed. You can add as many concept levels as you wish (up to mastery level), but at an increasing inefficiency.
- *The release version of Concepts didn't feel quite right to me--understanding capacity didn't really make sense with the ability to do multiple concepts at the same time. This version introduces cost inefficiencies into concepts, making them harder to earn, and makes parallel concepts make much more sense.*
- Changes to the elemental augment glyphs, making and a more viable early-game choice, and making it slightly more awkward to use .
- *Early game storm just doesn't feel that good and spell combos are cool, so lets get that going more easily! Originally elemental glyphs had 2 spell-weight cost since I though they would be OP. We'll see if they are too strong or not.*
- The reductive concepts reducing attribute costs to 0 has been fixed.
- Resources NaN'ing due to overflow is fixed.
- Automated Crafting now has a generous maximum to avoid massive 1-ticks.
- Small buffs to alchemy while I slightly rework them.
In the next patch or so:
- Looking to rework Harvesting in a fashion similar to Concepts. Looking at limiting what you can grow simultaneously. More interesting plants? We'll see.
- Looking to buff alchemy and slightly rework it, maybe giving it an output level like spells. Still working this out.
I'm hearing lots about:
- Research costs being too difficult to hit. I think research costs are fun part about research, mini-challenges that require producing a significant amount of one resource. The exponential nature of OoC makes this hard to balance correctly, so I'll keep an eye on it. This patch introduces Attribute Cost reduction from Reserve levels affecting research costs, so things like Expert Augments should be much easier to hit.
- UI being complex. I feel this one, and with v0.6.0 I just decided to say "screw it" and go all out. There is a lot going on in this version and the interface suffers a bit for it. But, in my experience, UIs like this take implementation before they can be refined. So if you have any more suggestions, I'd love to hear them!
View on Steam
Wow, you folks are seriously amazing. OoC has hit its All-Time Peak of 1700 players in the last few days, on a branch of the game that is in beta! I was not expecting this level of turnout. Its incredible to be on the receiving end of the comments and feedback, so thank you!!
My plan right now going forward is to release periodic patches, every week or every two weeks on Thursday until the game is mostly bug-free and the patch is fully out. This means I'll likely release rituals in pieces for those that want to try that out too.
In this patch, some note-worthy things:
- Concepts slightly reworked -- Understanding Capacity removed. You can add as many concept levels as you wish (up to mastery level), but at an increasing inefficiency.
- *The release version of Concepts didn't feel quite right to me--understanding capacity didn't really make sense with the ability to do multiple concepts at the same time. This version introduces cost inefficiencies into concepts, making them harder to earn, and makes parallel concepts make much more sense.*
- Changes to the elemental augment glyphs, making and a more viable early-game choice, and making it slightly more awkward to use .
- *Early game storm just doesn't feel that good and spell combos are cool, so lets get that going more easily! Originally elemental glyphs had 2 spell-weight cost since I though they would be OP. We'll see if they are too strong or not.*
- The reductive concepts reducing attribute costs to 0 has been fixed.
- Resources NaN'ing due to overflow is fixed.
- Automated Crafting now has a generous maximum to avoid massive 1-ticks.
- Small buffs to alchemy while I slightly rework them.
In the next patch or so:
- Looking to rework Harvesting in a fashion similar to Concepts. Looking at limiting what you can grow simultaneously. More interesting plants? We'll see.
- Looking to buff alchemy and slightly rework it, maybe giving it an output level like spells. Still working this out.
I'm hearing lots about:
- Research costs being too difficult to hit. I think research costs are fun part about research, mini-challenges that require producing a significant amount of one resource. The exponential nature of OoC makes this hard to balance correctly, so I'll keep an eye on it. This patch introduces Attribute Cost reduction from Reserve levels affecting research costs, so things like Expert Augments should be much easier to hit.
- UI being complex. I feel this one, and with v0.6.0 I just decided to say "screw it" and go all out. There is a lot going on in this version and the interface suffers a bit for it. But, in my experience, UIs like this take implementation before they can be refined. So if you have any more suggestions, I'd love to hear them!
-- Balance --
General:
- Alchemy and Concept equip time from 2s -> 0.25s
- Equipment equip time from 10s -> 4s
- Spell equip time from 2s -> 1s
- Resource [Attribute Cost] Reduction now affects research costs.
- Group Attributes now use exponential math for certain components to try to match their correct scaling. Notably concept power from mental power should closer match the bonus you get from
Alchemy:
- Instance scaling for all alchemy from x1.75 Power -> x1.80
Attributes:
- Concept-buffing attributes reorganized and rescaled for the new concept rework.
- self-scaling from x1.01 -> x1.02
Concepts:
- No longer scale in cost per advancement.
- No longer have a usage cost.
- Now have a max usage equivalent to its own Mastery Level.
- Per Instance scaling from +40% speed per understanding cost -> x1.25 Cost and x1.80 Speed per instance.
- This means every instance of a concept is exponentially faster, but also costs exponentially more.
Consumables:
- Resource potions power/level increased from x1.75 -> x1.80
- Quality potions power/level increased from x1.04 -> x1.05
- Augment potion power/level increased from x1.08 -> x1.10
- *Small Alchemy and Consumable buffs while I make alchemy better.
- [Wizards Tonic] Charm power increased x1.15 -> x1.18
Glyphs:
- usage cost 2 -> 1
- power x1.25 -> x1.10
- critical effect bonus removed.
- *I've wanted to improve going early expert storm route, and surged is a massive restriction to making fun storm setups in the early game.*
- usage cost 2 -> 1
- power x1.25 -> x1.10
- xp bonus x1.40 -> x1.2
- usage cost 2 -> 3
- power x1.35 -> x1.45
- special +20% -> +25%
Research:
- All Expert Researches spell-type specific power bonus from x1.03 -> x1.02
- [Expert Wizardry] cantrip bonus from x1.05 -> x1.08
- [Elemental Resonance] elemental resonance bonus from x2.0 -> x2.25
- *This raises the x2 storm bonus from x4 storm-cantrip power -> x4.75*
- [Improved Elemental Resonance] elemental resonance bonus from x1.25 -> x1.15
- [Improved Study] no longer gives Understanding Capacity.
- [Improved Study] now gives x1.25 Concept Xp.
- [Improved Study] completion time improved x0.70 -> x0.50
- [Mind Mastery] Concept Timescaling reduced -2% -> -1%
- [Parallel Minds] no longer gives Understanding Capacity.
- [Research Scholar] most requirements removed, set up to be earned right away if you desire it.
- *Like the Surged glyph, Scholar can make interesting spells and combinations and I want it to be player-ready earlier.*
Spells:
- [Emblem of Formation] base level from 9 -> 4, and adjusted costs/effects accordingly.
- *Now if you rush to Wizardry 8 you'll be rewarded with a strong spell you can actually cast.*
- [Ralochs Cube] Elemental resource bonus removed.
- [Ralochs Cube] Innate power +30% -> +25%
- [Ralochs Cube] Now affects Reserved attributes again at power +25%
- [Ralochs Cube] Psionic power removed.
- [Ralochs Cube] Mental resource gained x1.4 -> x1.32
- [Ralochs Cube] Now affects energetic resources gained at x1.32
-- Fixes --
- Fixed a math bug which caused reductions to eventually set attributes to 0-cost.
- Fixed an overflow math bug that was causing NaNs with resources.
- Automated Crafting now has a generous maximum based on resource capacities, preventing 1-tick mega boosts.
- Removed more hidden requirements on spells and alchemy.
- Fixed several numbers that were not being reset on game leave and enter.
- Enchanments on Attributes are now sorted by name.
- Loadout Names now have a max char limit of 24.
-FIX: Scientific Notation no longer notates numbers between 0.1 and 1000.
-FIX: Spell Leveling descriptions no longer have "For Most Spells" (old language)
Hey Ponderers!
I've been posting most of my updates and development logs to discord as that's where the community has lived up to this point, but now that I have a steam community I realize that I can start posting more of that content here!
For those unaware, I've been uploading some big fixes the last couple of days. Most of it is some Spring Cleaning stuff that will help transition into the new stuff I've got brewing! Here are the changes:
v0.5.4.2 OoC (Itch/Steam EA Release)
v0.5.4.1 OoC (Itch/Steam EA Release)
v0.5.4 OoC (Itch/Steam EA Release)
View on Steam
I've been posting most of my updates and development logs to discord as that's where the community has lived up to this point, but now that I have a steam community I realize that I can start posting more of that content here!
For those unaware, I've been uploading some big fixes the last couple of days. Most of it is some Spring Cleaning stuff that will help transition into the new stuff I've got brewing! Here are the changes:
v0.5.4.2 OoC (Itch/Steam EA Release)
- QOL: You can now change how your numbers are displayed via the settings menu.
- "Scientific" displays numbers in 1.25e10 format. This format is non-discriminatory and does not try to be intelligent.
- "Named" displays numbers as 12.5K, M, B, T, ... -- the default.
- "Compact" displays numbers similarly to Named, but instead of K, M, B, T, Qa... it is simply A, B, C, D, ..., Y, Z, AA, AB, AC....
- FIX: The display bars now correctly display the correct numbers (beyond infinity)
- FIX: The display bars now also animate and fill in color correctly at larger numbers.
- FIX: Resource Costs now also function on BigDouble and can scale to 1e9e15.
v0.5.4.1 OoC (Itch/Steam EA Release)
- FIX: Augment Glyphs now have their correct stats.
v0.5.4 OoC (Itch/Steam EA Release)
- TWEAK: Switched positions of Learn Conjure and Novice Spells
- This way Whirling Divination is learned after Expand Magic.
- QOL: OoC now backs up your saves. (desktop only)
- Saves were still getting borked due to power outages and such, but in rarer cases. This new system should make sure that if a power outage occurred while writing one file, that another should still exist.
- QOL: OoC now uses BreakInfinity.BigDouble for math, meaning the game technically can scale up to 1e9e18 instead of 1e308
- This shouldn't effect the game that much, as I've designed it to be for lower numbers, but this will help with some small niche scenarios and let me freely design the end-game.
- This change has revealed some bugs in the code that were not as obvious before. I've been doing lots of cleanup but there still might be a few, so let me know via #bugs-everywhere if you find some!
- For the purpose of keeping your current saves it still saves in double format.
- FIX: now correctly increases Base Blaze Capacity.
- FIX: Mutagens now correctly scale (near)-infinitely.
- FIX: Alchemy Recipes now correctly trigger multiple times a frame if possible.
- Additional QOL: Alchemy Recipe tooltip converts Completion Time text from "0.2s/0.4s" to "2.5 times / s" when appropriate.
- FIX: The game should no longer open in 1x1 resolution.
- FIX: FPS Limit is now saved, and is defaulted to 60 fps.
Current Release
Build 24153539
Uploaded Jul 19, 2026
System Requirements
OS
N/A
CPU
An Intel Pentium 4 processor or later that's SSE2 capable
RAM
512 MB RAM
GPU
Intel Integrated Graphics
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run Orb Of Creation.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
542 MB
Build
24153539
Password: cracked-games.org
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View AllDownload Orb of Creation for PC with a direct link or via torrent. Get the full version of Orb of Creation for free. Orb of Creation is a Casual released by MarpleGames.