- Tiny balance change and some small fixes - 21 September 2026
Hi all,Another small update today, and the first one that includes a small balance change : )I increased the scaling for an end game enemy called the Golden One. Now, I didn't go too wild with this because I'm still feeling out the best way forward. But I think for most players this will be a small improvement to how this feels when they get to it for the first time. I know there are a lot of people who have pushed this portion of the game to it's absolute limit and I don't think it will change much for them - however, I'm thinking of ways to make it more interesting for those people as well down the line.So here's the full update list: - increase scaling of golden one- fixes units dying in super speed- fix for triggering cell effects multiple times- fix for spamming draw again- make super speed a little faster, add tilde/backquote as better hotkeyThanks again to everyone giving feedbac…
- 1.00.24 - 21 September 2026
- increase scaling of golden one - fixes units dying in super speed - fix for triggering cell effects multiple times - fix for spamming draw again - make super speed a little faster, add tilde/backquote as better hotkey
- Overkill Hotfix and Small Update - 14 September 2026
Hi all,Big apologies to anyone this affected, but it looks like I broke the saving of overkill numbers on my last update. It was brought to my attention that the record for overkill on each rank was not being saved correctly if you closed the game and opened it back up (even if it was showing the correct numbers during your playthrough before closing). If this happened to you I would be happy to work with you to fix your save so you don't have to redo anything you don't want to. The easiest way to do so would be to join our discord and drop me a message so I can work with you directly. Discord link: https://discord.gg/qYPKKX7CbkThis should be fixed now on version 1.00.23. You can check that version shows on the bottom right of the game when you open it.Again, really sorry about that!Smaller things included with this hotfix/update: better display for really high numbers and true cap for…
- 1.00.23 - Hotfix and Update - 13 September 2026
Hotfix a problem for saving overkill numbers Better display for really high number True cap for attack and defense
- Higher Speeds & Higher Numbers - 11 September 2026
Three whole days for an update!! I know, ridiculous, but I went to Seattle to meet with my mysterious Polish publishers on Tuesday (jk we've met before 👽). It was fun - Seattle is beautiful : )In this new build are mainly 2 things:There is now a speed up button always visible on the top right of the screen during gameplay. This is to address a problem that people were having where synergies were taking a long time to resolve during the preparation phase. There are hotkeys for this problem (0 on keyboard or pressing right stick on controller), and those remain, but now it's a bit more obvious. I'd still like to do something more to limit the time it takes for runaway synergies to resolve, but it's slightly complicated. Hopefully this is a good stopgap for now. If you run into a synergy that appears to be truly endless, and can post a screenshot, that would be helpful : )Some people have…
- 1.00.22 - 11 September 2026
Adds an increase-game-speed button to top right of screen so that speedup is more obviously available during shop phase, updates icons of battle speed buttons Increases max attack/health from a mere 2,147,483,647 to a much more reasonable 9,223,372,036,854,775,807
- More small fixes : ) - 8 September 2026
It's been three days since launch... sleep alludes me... is there something meaningful here beyond the game's surface level appearances???jk I'm fine 😜 I appreciate all the feedback and responses! It's been fun to hear what people think and to make the game better bit by bit : )Another little patch today with some QoL features and a small bug fix:Abandoning ritual after 9 wins in Serpent's Arena will now award you Understanding and save highest Overkill instead of just quitting out. Some people get lucky and create a build that can go for a reaalllly long time on their first go - I wanted to make it easier for them to quit out and get the 100% if they wanted to.Getting tons of Understanding awarded after a battle is a lot faster. This is pretty related to the previous issue. If you really go the distance in Serpent's Arena the end run screen to a very long time.Indulgences that give di…
- 1.00.21 - 8 September 2026
- Abandoning ritual after 9 wins in Serpent's Arena will now award you Understanding and save highest Overkill instead of just quitting out - Getting tons of Understanding awarded after a battle is a lot faster - Indulgences that give discarded units attack/health to unit in hold spot do it in one boop now - Fixes bug related to pressing escape during ending run screen
- More lil' fixes! Patch to version 1.00.20 - 6 September 2026
Another day another patch 😅Hehe - overall people don't seem to be running into anything terrible, but I'm doing my best to prioritize any run stopping bugs or really annoying stuff. Here's what I fixed in the latest:positive cell effects that copy highest unit's attack or defense buff in one go instead of one by one (it was taking people minutes to buff some of their units this way. sorry for that!)audio/graphics settings apply on start screen automatically instead of having to open settings menu - full screen check box still doesn't work but i didn't want to hold up updatefix bug for +1 money when selling unbought shop units with unbought item equipped when +1 for discard understanding bonus is onshared pouch now only gives +1 item spot as stated instead of giving 3 (still max 3 item spots)include Mimes in infinite combo stopping - (infinite combos currently attempt to cease after 9 t…
- Patch Notes for version 1.00.20 - 6 September 2026
positive cell effects to match highest attack/def buff in one go instead of one by one audio/graphics settings apply on start screen automatically instead of having to open settings menu - full screen check box still doesn't work but i didn't want to hold up update fix bug for +1 money when selling unbought shop unit with item equipped when +1 for discard bonus is on shared pouch now only gives +1 item spot as stated instead of giving 3 (still max 3 item spots) super speed button - press 0 during preparation or battle - right stick press on controller - (current best fix for infinite-ish combos)
- Hotfix #1 - 6 September 2026
Hi all : )Thanks for an exciting launch day! We're working hard to address any issues that people bring to our attention.I just pushed out our first hotfix, version 1.00.19, that fixes a run stopping bug in the endgame. I don't want to say too much so as not to spoil anything 👽I'm being extra careful with builds right now, so I only included this one small fix right now: I'm giving priority to anything that borks a run 100% of the time, and I want to make sure I do more testing for some of the other issues.Other issues that we're aware of and working on:Units sometimes getting negative defense between battlesAudio and video settings not applying until reopening the settings menu and then clicking on audio or graphics tabNear-infinite loops with some setups (someone had to wait a whole hour for their grid to resolve 😅 - sorry about that!)Making someone's GPU fan spin like crazyVarious…
- Hotfix #1 - 1.00.19 - 5 September 2026
Very smol first hotfix to fix a run stopping bug in the extreme end game 👽
- Order Automatica is OUT NOW! 🎉 - 4 September 2026
TL;DROrder Automatica is OUT NOW!A tactical roguelite autobattler played on a tiny 3×3 grid - or, as we like to call it, chess with demons.Available on PC, PlayStation 4 & 5, Xbox One & Series1X|S, Nintendo Switch, iOS and Android.$5.99, with 20% off at launch.Created by Mickey Sanchez / New Beings as a solo project that started around four years ago.We first met Mickey and discovered Order Automatica at SIX (Seattle Indies Expo) in Seattle.It became the first international publishing project for better. publishing with a developer from the US.What started as a small PC game eventually turned into a worldwide, multiplatform release.Along the way, we also partnered with Comma 49 to give the game dedicated support in Asian markets, including Japanese and Korean localization.Want a little more? There's also a Supporter Edition including the original soundtrack.And we're celebrating the lau…
- Order Automatica is expanding in Asia! - 2 September 2026
Hey everyone!With the launch of Order Automatica just around the corner, we have one more piece of news we're really excited to share.We're teaming up with Comma 49 (https://www.comma49.com/) to bring Order Automatica closer to players across Asia!More languages. More players. More demons. 👹One of the first results of this partnership is something many of you have already been asking about:Order Automatica will now also be available in Japanese and Korean! 🇯🇵 🇰🇷That means the game will launch with support for:🇺🇸 English 🇨🇳 Simplified Chinese 🇹🇼 Traditional Chinese 🇵🇱 Polish 🇯🇵 Japanese 🇰🇷 KoreanFor a tiny game played on a 3×3 board, Order Automatica is starting to travel surprisingly far. Regional Pricing 🌏Alongside our expanded support across Asia, we're also happy to confirm the regional pricing for Order Automatica:🇨🇳 China - ¥35 CNY 🇰🇷 South Korea - around ₩8,2…
- The Ritual Is Ready! - 1 September 2026
Mickey here : )Order Automatica first started about 4 years ago when I had a random idea that got me excited enough to whip up a quick prototype:What if Super Auto Pets, but on a grid?It's pretty comical saying this now because it seems so simple, but at the time I was enamored with SAP and coming off a bigger group project. I wanted to see if I could make a game all by myself! I started by buying some assets (since I'm not a visual artist) and putting something together. It came together quickly because I just did whatever I thought was right. I put it up online and it got a bit of attention - people seemed to like it!I continued developing it in public and pushing out new versions as I finished them. The quick feedback loop was a satisfying way to develop the game, and I got great feedback from a ton of people. As it got further along, it gained an identity. It was always an auto batt…
- What Happens Between Battles? The Core Loop of Order Automatica - 14 August 2026
In Order Automatica, every battle is only one part of the ritual.Before your units clash, you have a chance to prepare. After the battle, you return to that preparation phase and use what you have learned to make your team stronger.The game is built around two repeating phases: preparation and battle. Prepare Your TeamThe first phase is where you make your decisions.During the preparation and store phase, you spend your in-game currency to add units to your grid, arrange them, and power them up with items and other persistent upgrades.This is where you decide how your team will enter the next battle. The units you choose, the way you arrange them, and the upgrades you give them all contribute to what happens once the battle begins.Once you are ready, the ritual begins. Let the Battle UnfoldThe second phase is the battle itself.Your units attack automatically, using their special abiliti…
- Order Automatica launches September 4! - 11 August 2026
Hey everyone!We can finally say it.Order Automatica launches on September 4, 2026.And when we say launches, we mean pretty much everywhere:Steam • PlayStation 4 & 5 • Xbox One & Xbox Series X|S • Nintendo Switch • iOS • AndroidAll on the same day.For a game that started as a small, deeply personal project built around a tiny 3×3 board, reaching this point feels pretty special.And you can try the latest version right now!To celebrate the release date announcement, we're also updating the Order Automatica demo on Steam today!The demo now features the latest version of the game, including improvements and changes we've made throughout development based on testing and your feedback.So whether you've been following Order Automatica for a while or you're discovering it for the first time, you can jump in and try the newest version for yourself right now.And if you've played an older version o…
- How Much Content Awaits You in Order Automatica? - 24 July 2026
One question we often see is: "How much content is actually in the game?"Since Order Automatica is all about discovering new synergies and strategies, we wanted to give you a quick overview of what you can expect as you progress.20 Player Units, 17 Enemy UnitsUnits are the heart of the game. There are 20 player units to unlock and 17 unique enemy units to face. Every Degree introduces at least one new enemy, and every victory unlocks at least one new player unit.Each unit brings something different to the table. Some summon allies, some generate extra money, others attack outside of combat or trigger the abilities and items of nearby units. Building a strong board is all about finding the right combinations and making every placement count.19 ItemsMost units can equip up to two items, and there are 19 items to discover.Some may seem simple at first, but their real strength comes from th…
- How Pixel Art Shapes Order Automatica - 3 July 2026
From the very beginning, one of our main goals with Order Automatica was that everything feels instantly readable. When you’re juggling rituals, placement, and choices, we wanted the game to communicate clearly what’s going on - and pixel art turned out to be the perfect tool for that. Early on, a few artists helped lay the foundation for the visual style, creating character sprites and UI elements. Even though some of them were only involved at the start, their work set the tone for the game. The idea wasn’t just to make something that looks retro - it was to make sure that at a glance, you can understand the state of the game, your options, and what’s happening on the board. Pixel art gave us the freedom to focus on clarity and simplicity. Every shape, every color choice, and every small detail is there to help players make decisions quickly, without feeling lost. The visuals are desi…
- Canonical Rituals: Designing Asymmetrical Challenges - 4 June 2026
When I first started working on Order Automatica, Canonical Rituals wasn’t meant to be the “main” mode.It kind of became that by accident.Originally, the plan was simpler - you and the enemy would follow the same rules. Same systems. Same drafting. Same preparation phase. A fair fight.But while prototyping, I tried something different: what if the enemies didn’t play by your rules?That’s when the mode started to click.Letting the Enemy Cheat (On Purpose)In Canonical Rituals, the enemy teams use units you can’t draft. They don’t go through a preparation phase. They don’t use indulgences, items, or cell effects.They just show up fully formed.At first, that sounds unfair. And honestly… it is.But that unfairness is what makes the encounters interesting to design. I don’t have to worry about whether an enemy unit would be balanced if the player could draft it. I don’t have to make sure the A…