
Orb of Creation is a non-idle 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!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Orb of Creation is a non-idle 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:
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.
-----
Its been an absolute joy building Orb of Creation. 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. If you are a fan of incremental games, give this a try. It won't disappoint.
-Marple
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 250 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have played through the game thrice, twice in the alpha releases before there was an ending, and once now in which I have yet to complete it. That being said, it feels worse than in the Alpha with how you unlock and progress through the game. I think the issue that caused this was that it suffered from Cube World Syndrome. If you don't know, Cube World is a game that was made around the time Minecraft was super popular, perhaps not at its peak, but pretty close. However, the developer went completely silent when he updated the game leading to years of no updates until the final update came out and it fully released. That game fell on is face, and similarly to this own game, people will swear by the alpha due to the changes. Similarly, this game faced the same problems of the dev going silent- now, from what I hear, they may have been active on discord, I don't know one way or the other, but I am sure that this game didn't have many Q&A testers, unfortunately. While there are few bugs, the gameplay itself is a backstep from the Alpha and has failed to really be a satisfying update to what the alpha was. Its very unfortunate, the basis here is great, I loved the alpha (seeing as I completed it twice). It very much feels like the developer of the game very much wanted to make things wider, but didn't think about player experience because it seemed interesting or cool. There are ways to fix it, but I doubt the developer will be able to do it, as it would require a huge rework to several systems. I haven't gotten to the point where many have had complaints, but just the few I would immediately bring up: - Randomized spell acquisition. Unlike the Alpha, this game's spells are random for when you will get them. you can no longer have a for-sure method for a good set of spells. Originally, the spell system was a lot more of a linear, tightly-balanced experience. While the randomness of the spells DOES theoretically allow for more replayability, it ultimately takes away from the better experience that the alpha delivered- a linear, tight experience that always gave you a good way forward. How could this be fixed? Simple, remove the randomization, give you two options, both viable for the next stage of the game, and once you pick one, the next spell you choose will be the one you didn't choose the first time. - Druidity needs to be scrapped almost as a whole. That entire stage feels terrible and is very much a time-gate, rather than an interesting mechanic. Alchemy is an interesting idea, and I could see it simply overtaking the time-gating of the original druidity has a whole. Time-gating is not a fun mechanic, having to wait real world minutes to wait more time to eventually hit a button for a few materials only to repeat the waiting process of doing nothing doesn't feel great. Scrap the mechanic as a whole. Argomancy needs to go, or be severely reduced in its time-gating if you want you make this part of the game not feel bad. - Bulk-crafting. It is way too punishing to make bulk goods, when a lot of the things you will be making is a pre-requisite for other upgrades- once you get to a point where you need to be crafting hundreds of thousands of papers, its ridiculous to expect you to craft them by hand, so you are expected to bulk-craft, but doing that incurs a penalty that can seemingly get as high as an 80-85% tax on the things you are making. Are you kidding? Thats such a dumb mechanic. Why am I suddenly losing so many resources just because I am bulk crafting? Despite it being an incredibly poor mechanic that's only here to slow your progress, if you lower the debuff, it may be fine. I would just get rid of it, but I know that the game is balanced around ensuring you just lose materials at random for bulk-crafting. - Overall balancing. With several changes needing to be made, there needs to be more balancing overall. If you want a similar playtime without all the time-gates in the game, you need to either add more stages, or increase the point values of certain upgrades.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 250 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I can't really properly articulate why, but version 1.0 just feels a lot less fun to play than I remember early access being.
It's not an idle game. It's a full 20-40 hours of active optmization, always moving forward. My favorite incremental of all time, what an experience.
Game became worse in 1.0, it feels like gated progress now, not like exploring magic.
EDIT: Rolled the game back to Legacy version 0.5 via Steam and wow is the game so much better. If you've already spent the money on the game like I have, this may be a way to salvage some enjoyment out of your investment. -- DO NOT LET THE HIGH PLAY TIMES FOOL YOU. They did me. I thought oh, this must be good if people are playing so long. No. The playtimes are inflated because this is a grindy slog. Just wholly unfun. The biggest draw for incremental games are the dopamine hits. This game fails to deliver. Go play Scritchy Scratchy or something else, because this game is not it. Reading some of the other reviews makes me wish I would have gotten in earlier and played this game before the devs (apparently) ruined it. Now its nothing but time gating, underwhelming abilities, progress so slow that it feels like no progress, and a convoluted mess with 0 explanations. Devs, you know I payed for this right? you dont need to gate content from me like this.
1.0 update changed the progresion systems from actually discovering elements so it felt like you were reconstructing the universe bit by bit (the literal pitch for the game) to being handed out the most important parts and having the rest be random unlocks. there also constant flashing lights in the late game from everything that goes automatically.
Orb of Creation was a game who was interesting when it was first released. However, it was abandonned by the dev for multiple years and was recently released with a 1.0 release. It's a complete failure. Marple did reworks upon reworks upon reworks, while actively AVOIDING the feedbacks of players who could have helped him (he was proudly stating as such in one of the updates), and the end result is a slog where you are moving from panels to panels, spamming upgrades upon upgrades which are absolutely irrelevant but give you bigger upgrades. It's a incremental from 2020 which stayed in 2020 when the scene innoved a lot in the meantime. It has a lot of issues, but the two biggest I can't ever forgive (and were added in the 1.0) are: - RNG unlock in an incremental. It's "fine" when you are doing a lot of prestige/resets. It's not the case here. You can genuinely get screwed by RNG. - You have to use advancements (which are somewhat "big" upgrades) while not knowing what it will unlock, while they are also fairly scarce and not refundable. Again, it's absolutely terrible for an incremental. These two issues were added after Marple played a few roguelite and felt these mechanics could be added 1-1 not understanding that a double digits hours playthrough has different flow from a 20 minutes run. Anyone could have told him. But as he specifically avoided feedbacks, here we are. Also, don't get baited by people pretending there are "tons of systems" or things like that. It's literally the same system copy pasted multiple times. You are just buying upgrades whenever your passive income is giving you enough, or you can speed up a bit the process by using the spell giving these exact ressources. From start to finish. This game is absolutely not worth your time and does not respect it anyway.
From a 10/10 to a 6/10 in beta to finished product is wild
Completely and wholeheartedly disagree with the negative reviews about the changes to progression. What it effectively actually means is that you won't always get the same spells and upgrades in the same order (although they will eventually all be available to you in every playthrough) and have to make meaningful choices about how you progress. The introduction of (VERY) light roguelike-style randomization in progression gives the game replayability which the early access lacked, by making you adapt your progression strategy according to what development options you're offered, and how you can fit them into your build. That note aside, I had previously played in EA and enjoyed the game greatly, but didn't feel compelled to keep playing once I'd 'beaten' it. Before release I'd had about 80 hours, about a quarter of which was AFK. For 1.0 I wiped my save file and started fresh, and it now stands at 284 hours since release, I just started my 5th cycle. This is in my opinion undoubtedly the golden standard of all incremental games from here on out. I've recently been frustrated with the lack of engaging long-term incrementals (I do enjoy shorter ones but I'm always left thinking 'that's it?') and Orb of Creation 1.0 arrived to completely obliterate that. Pretty much every incremental dev should be taking copious notes from this game's 1.0 release. It does practically everything flawlessly right without feeling derivative. And somehow it runs butter-smooth while crunching 7 simultaneous tabs of unique incremental mechanics. Get it, play it.
[h1]Endless menues and busywork[/h1] I was mostly bored or frustrated the entire time I played this game. It was unlear what I needed to do to progress and when finally stumble upon it, it just opened up more menues to micro-manage. The visuals and UI are hard to read and you never get any sense of progression since the game looks the same troughout. Too much fiddling to be an idle game, not enough interesting puzzles or strategies to be a more active game.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $91K | 323 | 72% | $6.79 | |
| $75.2K | 237 | 80% | $9.99 | |
| $3.4K | 32 | 72% | $3.99 | |
| $2.1K | 12 | 42% | $4.99 | |
| $503 | 26 | 35% | $0.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $901.9K | 1.6K | 94% | $19.99 | |
| $902.1K | 1.4K | 79% | $19.99 | |
| $901.7K | 1K | 88% | $29.99 | |
| $902.4K | 1.3K | 78% | $12.99 | |
| $902.4K | 2.9K | 94% | $14.99 | |
| $901.4K | 2.8K | 92% | $9.99 |