- v1.0.4 - 10 July 2026
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 action…
- v1.0.3 - Balance Update - 2 July 2026
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. Balance: - Resource Splash no longer affects resource rarity. (This should prevent splash spells from creating exponential returns when targeting a sing…
- v1.0.2 - 26 June 2026
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.
- v1.0.1 - Hotfix - 24 June 2026
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.
- Orb of Creation 1.0 - 23 June 2026
Hey Ponderers.The time has come. The orb beckons.Play 1.0 on Steam now!
- Release Date - 6 May 2026
Hey Ponderers!Orb of Creation 1.0 will launch on June 23rd, 2026.It features:\ The game has a start... and an end! I've taken all the Dev Time I've need, thanks :)\ Once you've completed the restoration of the world, you can start anew, but this time with randomized challenges and prestige upgrades that will make every run feel different.\ Spells, glyphs, concepts, artifacts, alchemy and rituals are all randomized. Each time you go to create a new spell or tool, you will be presented with a unique selection of 2 or 3 of them to choose from. With hundreds of total collectables in the game, everyone's run will be different... including yours on subsequent playthroughs.\ Druidry, Alchemy and Rituals have received some major love, and have been repurposed to focus on their respective strengths and theming. Druidry is about growing and harvesting plants; Alchemy is about converting materials…
- March 2026 - Dev Status Update - 2 March 2026
Hey Ponderers!This is where we are at: ------------The Final Release Content Pass--- The Beginning (Magic + Scholar) -- (100% done)- The World / New Druidry -- (100% done)- The Workshop -- (100% done)- Alchemy, Part 1 -- (100% done)- Alchemy, Part 2 -- (100% done)- Rituals, Part 1 -- (60% -> 80% done)- Rituals, Part 2 + The End -- (0% -> 40% done)- New Game+ and Achievements -- (0% -> 80% done)----------Last month was incredibly productive. It feels similar to when you are on the last little bit of jigsaw puzzle: you've lined up most of the other pieces and then this sort of this cascade effect occurs. Every piece fills in quicker than the last. That's what orb has been feeling like to me.And you can see above I went a little off the rails! I moved off of rituals to work on the New Game+ section because I was struck with how I wanted to handle the new prestige upgrades.I've was brainsto…
- February 2026 - Dev Status Update - 2 February 2026
Hey Ponderers!Another dev status update coming your way! I had some insight that perhaps the best way to communicate where I am in this release sprint is to write out the content roadmap that will lead to release.--The Final Release Content Pass--The Beginning (Magic + Scholar)
- January 2026 - Dev Status Update - 5 January 2026
Hey Ponderers!Happy New Year!!As we enter the new year, the orb continues to grow. I don't have an exact maturation date for you, ...yet. But I do have a progress report with how things have been going since the start of December!On my content creation journey I have just started dipping into rituals. With lots of the new mechanics I've been adding into the game, I'm hungry to start actually building the ritual content. I've got so many cool stats that can be ritual-exclusive that it makes it very exciting to get into it. I've also been working with some artists to give this portion of the game, and some other portions, a bit more polish than my limited artistic abilities can pull off on my own.The big thing I wanna talk about in this development update though is the current iteration of researches. Be prepared as I'm about to ramble on some game design technicals:Researches got another…
- December 2025 - Dev Status Update - 3 December 2025
Hey Ponderers!Happy December! Letting you all know where the Orb and I are at. For those looking for a release date or release info, I'll be upfront and let you know I don't have any more details at the moment.I spent a lot of development time in both Alchemy and just general quality of life this month. The game is continuing to feel more and more polished every day I work on it. There is a lot of micro details I won't share here but will be immediately noticeable to anyone who has played OoC for any significant portion of time. The game is feeling really good.Alchemy had a lot more cleanup than I gave it credit for. In my last post I mentioned how Alchemy feels less important now that there are lots of different forms of passive generation, so I spent some time with the content and really leaned into the passive generation for alchemy and I feel like I've changed my mind. Alchemy feels…
- November 2025 - Dev Status Update - 3 November 2025
Hey Ponderers!Since we are so close to getting Orb fully released, I'm going to drop a monthly update until the magic is back in your hands, letting you folks know where this project and I are at!Lots of time went into Alchemy and various quality of life things this month. Like I said in the last dev log, the content portion is always the weirdest to estimate because there is just so many content holes to fill and you don't see them until you are actually working on it.Additionally, its really nice that I'm giving myself the time and space to work on these sections. Its pretty clear combing back through alchemy adjustments I made for v0.6 just felt uninspired for me. From my current perspective it feels like I was focused on finding whatever solution to game design problems I had so that I could push it out the door. That may sound a little harsh or perfectionistic, and there isn't nece…
- October 2025 - Dev Status Update - 8 October 2025
Hey Ponderers, Dropping a development update to let you all know where Orb of Creation is at!I've been hard at work getting this release off the ground. I'm currently in the second-to-last stage of the process: the content phase. Most of the code that I need in the game has been written and I am fleshing out the content. My experience with the v0.6 beta release is that this portion of the dev process, whilst seemingly the smallest/easiest on paper, actually takes the most work. It is the process of constantly combing over sections to get as many wrinkles and knots out as I can. I gotta say though, this portion of the process is by far my favorite. I am currently ironing out the content in the alchemy section, and hoping to start rituals next month. Then after that, the final remaining todo's in the content phase will be refining the achievements and new game+ content.After that, the nex…
- Road to v1.0 - August Update - 14 August 2024
Hey Ponderers!! I've been hard at work on this 1.0 update and I've got some stuff I want to share! So without further ado: Hard Restrictions into Soft Restrictions In v0.4.0 onwards, I embraced the requirements mechanic that forced you to obtain a certain level in an attribute or research to unlock a specific spell or item. This mechanic is great because it adds tension to the decision making of what you want to level and research in order to unlock spells/glyphs/equipment and so forth. The problem though is that it limits the amount of tools that are available to the player. Before, when applying glyphs to spells, you'd have the choice of around 6-7 different glyphs, but now you only get 3 unless you choose to invest into *Research Augments*. This isn't a bad thing, per se, but it could be better. Additionally, the restriction mechanic requires that you invest in something before even…
- v0.6.0-pr-6 - 7 September 2023
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! -- 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.
- v0.6.0-pr-5 - 25 August 2023
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 mul…
- v0.6.0 Beta is Live - 17 August 2023
Hey Ponderers! So the 50/50 fell in the favor of making it a beta branch. You can opt in via Steam and try out the new v0.6.0. Before you jump in though, take note that I made it a beta branch for multiple reasons: 1) There is unfinished content in this patch, and rituals has been disabled for now. 2) There are multiple bugs that still need repairing. 3) Your save is not necessarily safe in this beta branch and could become corrupted. 4) v0.5.0 Save slots are not compatible and right now the beta uses the current save slots of your active branch, meaning you'll have to delete a save or use an unused slot. So much has changed, I won't be posting a full patch notes here, but a quick spark notes: - Two new sections of gameplay: Scholarism and Druidry - Tons of new mechanics. New spell weights, new artifact weights, new research system. - Lots of upgrade, spells, artifact, and alchemy tweak…
- v0.6.0 Announcement and Teaser - 20 July 2023
Hey Ponderers! I come today bearing some exciting news: Orb of Creation v0.6.0 will be available on August 17! Now this comes with a few caveats. First, there is a 50/50 chance that this will come out on a steam beta branch, depending on its overall completeness. My goal is that I want the v0.6.0 to get at least as far as v0.5.0 in progression before releasing the patch in full. For example, there is a chance that rituals might be disabled in this beta release. So for those of you wanting a more polished version, you may have to wait a bit longer. Additionally, once v0.6.0 is fully released, Orb of Creation's cost will go up. So if you've been interested in picking up the Steam version but held off, now may be the time to get in. That said, for those itching to get into it, here's what's been going on: Progress Report Developing this game has been a challenge. I've been in the trenches…
- v0.6 Teaser and Dev Update - 16 May 2023
Hey Ponderers! This is not the patch announcement quite yet, but in the spirit of keeping inline of communication going, I wanted to post where I'm at with this update! As we get closer to the finish line, I thought it would fun to provide a recap and overview of what's to come in v0.6.0! Progress Report To give you folks a rough idea, I'm currently about halfway through working on the content for section 5 of 6. The last time I made a dev-update, a month and a half ago, I had just started section 4. So progress steadily coming along. An oversight I made when I made my last post, I thought there would be more up-front development time for this patch than end-development time. That is not true. It's kind of like a V shape. Lots of upfront cost, not a whole lot of middle, but then a lot of end-game content to write and develop. I'm clearly overly optimistic but still super close to done.…
- v0.5.4.3 - 19 July 2022
-FIX: Scientific Notation no longer notates numbers between 0.1 and 1000. -FIX: Spell Leveling descriptions no longer have "For Most Spells" (old language)
- v0.5.4.2 - 15 July 2022
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) - 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 disp…