About the Game
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
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.
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)
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
v0.6
Uploaded Oct 19, 2024
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System Requirements
How to Install
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
689 MB
v0.6
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