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Orb of Creation

Orb of Creation

by MarpleGames

★ 91%
Price $4.99
Avg Players 1,989
Reviews 1,327
Released Jun 23, 2026
CasualClickerCraftingEarly Access
View on Steam ↗

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Orb of Creation strips away idle clicker conventions in favor of active resource management and production chains, where you conjure materials and construct increasingly complex systems to rebuild reality. Drawing from factory-building logic rather than passive progression, it delivers the satisfying optimization loops of games like Factorio wrapped in fantasy spell-crafting theming, suited for players who want engagement over idle automation.

About this game

What players are saying

▼ Not recommended 272 hrs
The early access version of this game that won Best Incremental Browser Game of 2021 is substantially more fun than the 1.0 release. As of the time of writing, you can play the early access version (0.5.4) for free on itch or by right clicking the game in your library > Properties > Game Versions & Betas > select v0.5. I do not recommend purchasing the 1.0 release for the current price ($12 USD).

The changes between the early access version and the 1.0 release are focused on slowing down the player's rate of progression and removing the number of tools that the player can use to solve problems. In order to try to force each run to feel unique (something which I am doubtful was achieved), the developer greatly reduced the amount of content that can be accessed in a single playthrough of the game. These changes are in service to a prestige system that most casual players will never interface with, either because one 40 hour run was enough or because they already dropped the game out of frustration.

Detrimental changes:

- Almost all of your spells, glyphs, artifacts, alchemy recipes, and rituals are randomly drawn from a pool. The number of times you can draw from this pool is small and you will not be able to get everything on a single run, limiting the number of tools available to you. For example: you cannot rely on using alchemy to ameliorate a poor wood production, as you may never roll the alchemical recipe to transmute wood.

- Attributes now take roughly 2 seconds to develop after clicking. In a game in which the primary action you take is purchasing attributes (the achievement for purchasing 100,000 attributes is one of the most commonly completed), this adds up to a substantial and unnecessary slowdown.

- Researches now require advancement points, which are awarded every few hundred attributes purchased. You will not be able to get the majority of researches on a first playthrough, as opposed to the early access version in which you could develop all of them with enough time. There is no ability to reset and reinvest your advancement points, meaning that the only solutions to a poor distribution of researches are to power through a slowdown of 10+ hours or to restart your save. A first run of this game will take 30-40 hours if you interrogate every tooltip-within-tooltip for hidden mechanics, 40-50 hours for the casual player, and 50+ hours if you invest your advancement points in researches that look fun rather than researches that strictly help you alleviate production chokepoints.

- You can no longer set the levels of your spells (which determines their costs) individually. Rather, there is a single global variable that determines the level of all spells on all loadouts. I found myself constantly navigating back to the wizardry screen to fiddle with the global output level, as I needed to adjust it nearly every time I switched loadouts and sometimes even between different spells on the same loadout. In a similar vein, druidry and alchemy also have a single variable that determines their costs and outputs. I found myself adjusting the druidry output level every time I had to switch types of plants that I was harvesting.

- Progression is gated behind a new mechanic called agromancy, which requires real life time waiting for plants to grow. Unless you heavily invest your very limited advancement points into druidry, you will often find your chokepoint to be waiting for plants.

- Crafting is no longer instantaneous, and there is a heavy penalty for crafting large quantities at once. This incentivizes a playstyle of clicking the crafting buttons once every 15 seconds, waiting, and doing it again to avoid the bulk crafting penalty.

- Alchemy has been cut down, with the number of recipes you can have active at once greatly reduced. Instead of long, carefully-balanced production chains of resources, now you can typically only bulk-produce one or two resources at a time. As you progress, nearly every alchemy-exclusive resource is moved to an aura attribute that produces it without the need for alchemy at all.

- Individual researches rarely feel like substantial power boosts, though they can be powerful in aggregate. In the early-access version, each research gave you immediate access to new tools and mechanics.

- The prestige system does not feel rewarding. My first prestige run was about 25% more powerful than my first run, which was noticeable but not exciting. You can expect to earn roughly 6 of the game's 50 achievements on a first run. Each prestige run beyond that point will earn another 2-3.

- This may be a matter of personal preference, but I find the 1.0 version to have a worse ui layout than the early access version.

Overall, an extremely disappointing experience with the 1.0 version from someone who loved the early access version.
191 found helpful Steam ↗
▼ Not recommended 2 hrs
As a newcomer, I find this game quite opaque and confusing, a lot of it due to the multi-level nested menu design reusing the same screen space, and thus the game is taking a long time to present what it is, what its hooks are, and whether those hooks will appeal to me. I'm probably only starting to grasp the intended gameplay loop and how to navigate everything, if even that, but I've decided that I've spent enough time on this and found no interesting promise.

Pressing [T] to read tooltips works fine and I'm assuming the content is probably all interconnected and technically provide sufficient information. Maybe you're meant to discover things slowly by yourself aided by this. This could be a great design in lieu of a handholdy tutorial.

But given what I've discovered so far, while I can see all these different ways to make numbers go up, I see little purpose or meaning to them. As far as I can tell, it's all just to unlock the next new thing, the next slightly distinct growth function with new descriptions attached possibly intended as worldbuilding flavor text. It's normal for incremental games to start you clueless, and then gradually give you more options and clearer or more enticing directions, but I do not feel any direction here, apart from figuring out roughly how this new option works, and then try to unlock the next one blindly, hoping there's something mathematically interesting to play with.

Maybe that IS the intended direction, but it's still not a strong enough hook for me, especially since the game is very involved and not idle at all if you want to progress efficiently.

It feels like all of this, or at least the current version 1.0 of the game, was largely made by and for people who already understand this rhythm and wants to enjoy more of it, but unfortunately I'm not one of them.
126 found helpful Steam ↗
▲ Recommended 4 hrs
This is not an idle clicker.
This is not an incremental game.
This is the distillation of the factorio, the satisfactory and the dyson sphere dopamine drips, embedded in the lore of Master of Magic.
I am not sure whether by accident or by design, but the designer of this game stumbled (devised) THE best, abstract, resource/production chain management game up to now.

Read on if you need the rationale.

The game is not an idler. I bought it on version 0.5.x so I don't know how it was before. But it is not an idler because you can't play it without thinking. There are intertwined systems within systems of production, resources and upgrades, distilled out of spatial trappings (where to put factories-where to store the stuff) and you need to have your mind there if you want to meanigfully progress.
The game has such a great emergent lore "flavour" that it really puts you in the shoes of a disembodied sorcerer who is again coming to the world and shaping it. In fact this game reminded me already of the diverse spellcasting of Master of Magic. If the developer adds (or has already? I don't know) armies, minions, cities and summons then I can definitely choose this over MoM2.

I bought this game for about 3-4 euros with a "meh, let's try it" attitude.
The developer is doing themselves a disservice! If they classified, correctly, their game as resource production, management game they could legitimately charge 10-12 euros for it. The fact that you have numbers going up is irrelevant. Numbers go up also in the storage containers of Satisfactory.

This is simply, the best distilled, resource and production chain management game in steam now.
The developer needs to understand that and the fact that they can play in the major league with features like those in Cultist simulator. The days of the itch.io feature list must end.

This game is moving towards Slay the Spire territory.
125 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

v1.0.4

16 days ago
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: - 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. (...

v1.0.3 - Balance Update

25 days ago
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. In regards to gameplay choices not feeling like they matter due to attribute spam, this is simply a sign that the balance is a bit off. Two things I suspect: Attributes are a touch too strong, and more specifically, passive generation is a touch too strong. To combat this I've raised the immediate cost-impact that attribute ranks have, and I've lowered the effectiveness of infusions/auras/generators. I suspect I'll have to nerf passive generation a bit more, but formula modifications have a wide-impact, so I'm being gentle for now. 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: +3 Effect Levels / Rank -> +1 - Attribute Ranks: now also increases the cost of the attribute by x2 / 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 ...

v1.0.2

31 days ago
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. 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.

Posts come from Steam's official announcements feed.

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