Store data
- UK price
- £9.59
- US price
- Awaiting regional check
- Positive reviews
- 95%
- Total reviews
- 66
- Release date
- 13 November 2026
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Last sampled 13 Nov · 21:20 UTC
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| November 2026 | 11 | — | — | 6 | — |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Novus Orbis is a roguelike deckbuilder that encourages complex builds with deep deck combos, powerful Blessings, and a wealth of secrets to discover. Chain together cards, mitigate enemy intents, and strengthen your might and knowledge to bring order back to your land.
Choose from 3 classes (Warrior, Mage and Mechanic), each with their own card pool and vastly different mechanics.
Experiment with different combinations, develop powerful synergies, and create increasingly ridiculous builds.
Draft over 300 Cards with a Mark-system for added abilities, earn 100 build-altering Blessings , and recruit 10 Pets to fight alongside you.
Every card has a cost and a combo value. The order in which you play your cards matters!
Chain cards together to build up powerful combos and unleash their full potential. Or strategically break the combo at the right time to get a more favorable outcome.
Learn how your cards interact, plan your sequences, and find creative ways to maximize every turn!
Countdown System : Enemies will not sit patiently for you to finish your turn.
Every card you play brings them 1 step closer to attacking. Ending your turn advances the Countdown by 2. Plan your moves to guard against or avoid potential mid-turn attacks !
End Turns strategically to effectively manage the Countdown. Do you spend another card setting up a devastating combo, or do you deal with the immediate threat before it's too late?
Every run takes you through a branching world of interconnected paths.
Dynamic Level Difficulty : clearing a level increases its difficulty the next time you visit, while losing resets it. Managing your route and chose when and where to push your luck.
Encounter many events, secrets, and special interactions for added replayability. Every action, choice and path could mean the difference between victory and defeat.
| # | ||
|---|---|---|
| 01 | Overkill | 79.0% |
| 02 | No Hit | 78.9% |
| 03 | Lands Warrior | 73.3% |
| 04 | Train | 68.4% |
| 05 | Hp 100 | 53.2% |
| 06 | Blood 500 | 51.2% |
| 07 | Dmg 100 | 48.7% |
| 08 | Block 100 | 48.4% |
| 09 | Lose | 48.4% |
| 10 | Full Hand | 46.7% |
| 11 | No Hit Boss | 44.1% |
| 12 | Pet 1 | 41.3% |
| 13 | Affliction 10 | 40.4% |
| 14 | Caves Warrior | 39.8% |
| 15 | Lands Mage | 39.3% |
| 16 | Heal Hurt | 36.4% |
| 17 | Limitless | 33.9% |
| 18 | Mimic | 33.7% |
| 19 | Elemental | 30.9% |
| 20 | Kill Hurt | 28.8% |
| 21 | Overcomer | 28.8% |
| 22 | Macho | 28.7% |
| 23 | Enigma | 28.4% |
| 24 | Firepit | 28.4% |
| 25 | Blessing 15 | 28.2% |
| 26 | Hp 1 | 28.0% |
| 27 | Abyss Warrior | 26.9% |
| 28 | Skip Blessing | 24.9% |
| 29 | Caves Mage | 23.5% |
| 30 | Sanctuary | 23.4% |
| 31 | Hell Warrior | 23.3% |
| 32 | Great Mimic | 19.5% |
| 33 | Cards 40 | 18.5% |
| 34 | Sunset | 18.1% |
| 35 | Hands Off | 17.7% |
| 36 | No Act Boss | 17.5% |
| 37 | Lose 10 | 17.3% |
| 38 | Audacious | 16.8% |
| 39 | Win | 16.0% |
| 40 | Blood 1000 | 15.7% |
| 41 | Dmg 500 | 15.4% |
| 42 | Abyss Mage | 15.3% |
| 43 | Hp 500 | 14.5% |
| 44 | Sturdy | 14.1% |
| 45 | Hell Mage | 13.9% |
| 46 | Blessing 20 | 13.5% |
| 47 | Pet 3 | 12.0% |
| 48 | Tower Warrior | 10.9% |
| 49 | Diff 1 | 10.7% |
| 50 | Lands Mechanic | 10.7% |
| 51 | Tower Mage | 10.6% |
| 52 | Destroyer | 10.2% |
| 53 | No Grimoire | 9.5% |
| 54 | Wealthy | 9.3% |
| 55 | Sky Mage | 8.8% |
| 56 | Sky Warrior | 7.9% |
| 57 | White Trouble | 7.6% |
| 58 | Dmg 1000 | 7.1% |
| 59 | Score 50000 | 7.1% |
| 60 | Tank | 6.9% |
| 61 | Cards 5 | 6.4% |
| 62 | Block 500 | 6.2% |
| 63 | Diff 2 | 6.1% |
| 64 | Extinguish | 6.1% |
| 65 | Buy 10 | 5.9% |
| 66 | Tower Mechanic | 5.7% |
| 67 | Hp 1000 | 5.6% |
| 68 | Wellwellwell | 5.3% |
| 69 | Round Trouble | 5.2% |
| 70 | Caves Mechanic | 4.4% |
| 71 | Grimoire 5 | 4.2% |
| 72 | Score 100000 | 4.2% |
| 73 | Sky Mechanic | 4.2% |
| 74 | Challenge Warr2 | 4.0% |
| 75 | Blessing 25 | 3.9% |
| 76 | Block 999 | 3.9% |
| 77 | Moonlight | 3.9% |
| 78 | Diff 3 | 3.8% |
| 79 | Fishy | 3.6% |
| 80 | Abyss Mechanic | 3.5% |
| 81 | Space Mage | 3.5% |
| 82 | Challenge Mage2 | 3.4% |
| 83 | Challenge Warr3 | 3.4% |
| 84 | Eyed Trouble | 3.3% |
| 85 | Rotten Trouble | 3.2% |
| 86 | Space Warrior | 3.2% |
| 87 | Challenge Warr4 | 2.9% |
| 88 | Hell Mechanic | 2.7% |
| 89 | Challenge Mage3 | 2.6% |
| 90 | Lonely | 2.5% |
| 91 | Space Mechanic | 2.4% |
| 92 | Challenge Warr5 | 2.3% |
| 93 | Challenge Mage4 | 2.2% |
| 94 | Winged Trouble | 2.2% |
| 95 | Challenge Mage5 | 2.1% |
| 96 | Challenge Warr6 | 2.1% |
| 97 | Fever | 2.1% |
| 98 | A Little Cold | 2.0% |
| 99 | Challenge Mage6 | 2.0% |
| 100 | No Receipt | 2.0% |
| 101 | Hp 5000 | 1.9% |
| 102 | Hyperfocus | 1.9% |
| 103 | Umbrella | 1.8% |
| 104 | Dmg 5000 | 1.6% |
| 105 | Sushichef | 1.5% |
| 106 | Blessing 30 | 1.4% |
| 107 | Refiner | 1.4% |
| 108 | Challenge Mech2 | 1.3% |
| 109 | Covered | 1.2% |
| 110 | Why | 1.2% |
| 111 | Challenge Mage7 | 1.1% |
| 112 | Challenge Mage8 | 1.1% |
| 113 | Challenge Warr10 | 1.1% |
| 114 | Challenge Warr7 | 1.1% |
| 115 | Challenge Warr8 | 1.1% |
| 116 | Challenge Warr9 | 1.1% |
| 117 | Challenge Mage10 | 1.0% |
| 118 | Challenge Mage11 | 1.0% |
| 119 | Challenge Mage9 | 1.0% |
| 120 | Challenge Mech3 | 1.0% |
| 121 | Challenge Warr11 | 1.0% |
| 122 | Score 500000 | 1.0% |
| 123 | Challenge Mech10 | 0.9% |
| 124 | Challenge Mech11 | 0.9% |
| 125 | Challenge Mech4 | 0.9% |
| 126 | Challenge Mech5 | 0.9% |
| 127 | Challenge Mech6 | 0.9% |
| 128 | Challenge Mech7 | 0.9% |
| 129 | Challenge Mech8 | 0.9% |
| 130 | Challenge Mech9 | 0.9% |
| 131 | Corrupt Mage | 0.8% |
| 132 | Is It Hot | 0.8% |
| 133 | Corrupt Warrior | 0.7% |
| 134 | Score 1000000 | 0.7% |
| 135 | Corrupt Mechanic | 0.6% |
| 136 | Dmg 9999 | 0.6% |
| 137 | Hp 9999 | 0.6% |
| 138 | Savings | 0.6% |
| 139 | Score 2000000 | 0.6% |
| 140 | Animal Lover | 0.5% |
| 141 | How | 0.5% |
| 142 | Maker Mechanic | 0.5% |
| 143 | Hundred Percent | 0.4% |
| 144 | Maker Mage | 0.4% |
| 145 | Maker Warrior | 0.4% |
| 146 | Score 5000000 | 0.4% |
Well, here we are!It's been a LONG journey, and it's true what they say: when building a game, take the time you think it will take you, and double it.I started with the idea that it would take me about two years, and in the end it took me more than four.I am personally happy with what I've managed to make.It's not perfect, but it's quite close to the game I dreamed of making.Let me take a moment to thank my family and friends for being supportive of this project, Graeme of 2 Left Thumbs for publishing the game, and all the players who have supported and helped me so far.As for this update itself: I managed to squeeze A LOT more stuff than I thought.The main one is that the game now supports 8 languages in total!English, Japanese and Italian have always been made by myself. We now also have: Chinese (simplified), Russian, German, Latin American Spanish and Brazilian Portuguese.Additio...
Read full update on Steam ↗1.0 is getting very close. I'm trying my best to use the limited time I have to make the best possible game I can by then. In any case, I will support the game even after 1.0 release.Right now I'm working with a localization team to add quite a few additional languages to the game :DThis update has A LOT going on. I'm still trying to make for a "perfect" Endless Mode (one where at some point you actually lose lol). I think I'm getting there.Changes:(Class) Mechanic now has one Paintball card instead of one Robot Punch one in her starting deck.(UI) When hovering on End Turn the game will now also show an exclamation mark over enemies that will attack if you end your turn.(General) Made some changes to the first parts of the game (set to persist until you win the game once) to better guide new players.(General) When playing with a pad, opening the shop will automatically highlight the l...
Read full update on Steam ↗The game is getting closer and closer to being complete!With this update I made a small change to the Warrior's initial deck. While the idea behind it was to have a plain deck to mostly remove, with how the game has evolved, the Warrior felt quite bad in his starting state compared to the other two classes. I also hope this change will make it for a better first impression of the early game to new players.Additionally, I've added a new handicap and made some changes when playing Endless Mode. My goal with this mode is to have fun reaching impossible numbers and builds, but there should be a hard wall at some point where no matter the build you're going to lose. A mode where the only end is quitting because you're never going to win nor lose would be, at least to me, a trigger to make me quit a game.Additions:(Endless Mode): One card per loop, max 3 in total, at random, will get a "Wor...
Read full update on Steam ↗Only one small addition with this update:Memory LeakYou will be forced to take Memory Leak cards at loop start. One copy per loop, max three copies. Because it's fairly easy to end up with small and extremely powerful decks in Endless Mode, this is intended to be of temporary hindrance while still allowing the player to use the deck they've built so far.That aside, a ton of balance tweaks and bug fixes.Additions:(Card) Memory Leak(Endless Mode) Added an indicator in the small map icon for your current Endless Mode loop.Changes:(Pet) Onigiri's healing and HP increase was a flat value that made no sense late game. Changed into 10% of max HP.(Pet) In the same way, changed Minic's HP increase to be 10% of max HP.(Pet) Minic and Onigiri's action that raises your max HP will now not be used if you have 9999 max HP.(Enemies) Some enemies had stats not being modified by difficulty, challenges...
Read full update on Steam ↗With this update I'm adding the last piece of content that I wanted for 1.0 release:Endless ModeOnce you've cleared the second path, and so unlocked access to Corrupt, you'll be offered to access Endless Mode on your final score screen (when winning).You will loop back to the first level, keeping all your pets, cards and stats, but you will lose at random half of your current blessings.Enemies stats will greatly increase: their HP, damage and block values will be multiplied by 10 per loop. Furthermore, their Countdown value will decrease by 1, with a minimum set to 2.Additionally, you won't be able to unlock anything during Endless Mode.This mode is NOT balanced around anything. I may modify values after users feedback, but this is intended to be a fun and random mode, so a great balance is not what I'm looking for.Together with that, a nice bunch of bug fixes and balance, especially...
Read full update on Steam ↗Here we are! Took me more than I wanted because of personal stuff, but it's finally here: the game's last chapter.Overall, I had to cut one whole level from the game. The original idea was to have three completely different paths, instead of the current two. Sadly, with not as much time as before, and honestly, not as many fresh ideas, I decided to turn that into a final 5th stage to be accessed through...you'll see.The new stage will always be accessible though a run if you satisfy a certain requirement. Winning the new stage will unlock a new difficulty, Corrupt Mode. By winning the game in Corrupt Mode you'll be able to access the game's true ending.This update has a lot of new content:10 new cards.17 new Blessings.1 new Pet (bringing the total to a nice and round 10. This Pet goes into Genryuu's slot, and is kind of inspired / a tribute to my newborn daughter).5 new statuses.4 new...
Read full update on Steam ↗Good news, the last level for the game (which will lead to 1.0 release) is done! As well as the special way to access it. All visuals done, all enemies done.All I have left to do for the big update is...quite a lot of new achievements and stuff to unlock lol. Because of life stuff, I haven't been able to develop as much as I'd want, but I'm progressing well, and I'm hopeful everything will be done by the end of summer (and then I'll allow 1-2 months of time for final testing, bug fixing and balance before releasing into 1.0).That being said, there are quite a few changes and additions I've been making to the game, and I wanted to push those for now.The biggest one is a big revamp of the intents system: enemies intents will now tell you exactly what each action is going to do. No more guessing about buffs and debuffs. No more surprises. The game will tell you (almost) all you need to k...
Read full update on Steam ↗As it often happens, I say one thing and I end up doing another one lol There were two major things that have been bothering me since forever.1-Performance on lower end machines (like a Steam Deck) was pretty bad in some moments. 2-The constant possibility of some softlock for unknown reason (and the necessity of the not so professional "remove softlock" button in the menu.I took my time for two weeks to tackle these two issues (an many more).Aside from a few balance changes, and no new content, with this update I bring:Much better performance on lower end machines (the game stays at 60 fps with a few dips on Deck, a way better result than before).A much lower chance for the game to softlock (I basically introduced a new method to detect a softlock and resolve it after a few seconds of inactivity).NOW I'm finally ready to work on the conclusion for the game. The plan I have on paper i...
Read full update on Steam ↗Hello!I took these few weeks to polish some stuff that was long due, especially concerning pad controls.No new content, but a few substantial changes, as well as a ton of bug fixes.This should be the last update before I start working on the game's conclusion. That will take a while, but I'm hopeful I'll wrap it up during the summer.Additions:(General) The game will now save backup save files in a separate sub folder.Changes:(General) I reverted the game back to not offer you a "retry" option, and to remove your current run's save file when you lose. For people who really want to save scum, you're free to kill the game before the score screen, or to use the newly added backup save files, but I personally believe that giving free reign to just retry endlessly is the opposite of the point of a roguelike.(General) Better controls when using a pad, as well as less visual issues like cards...
Read full update on Steam ↗Nothing big with this update, but there were a few things I wanted to address before Novus Orbis participates in the upcoming Deckbuilder Fest.Additions:(UI) Added a tooltip for the first time you see a different Lands variant.(General) Similarly to item chests, now the Shop will force a card between Chocolate, Tainted Apple and Platinum Melon, if your HP is below a certain threshold, starting from the second level, and max once per level.Changes:(UI) Updated the sprite for Echo status (I honestly forgot to make it and it had the same of Omniscience).(UI) The game will won't need to reboot anymore when changing font.(UI) The game will now save the challenges you have selected, differentiating them for each character. You won't need to manually select them all each time you start a new run.(UI) The recent rework to the cards reward visuals made it so that cards that generate other card...
Read full update on Steam ↗No new content this time, I needed to push an update to address a few things that came up this past week. But, I've been working on the last alternative boss (for the Sky Archipelago), its mechanics are ready, its achievement and unlocked Blessing are ready, I only need to make its sprite..so it's gonna come soon :)Changes:(General) Slight increase in all enemies' stats in the game's initial difficulty (once known as easy mode).(Enemy/Card) Sticky Eye from Storm of the Eyes will now damage you for 5 if discarded at turn end.(Enemy) Fungal knight's defend action will now give block to its minions too.(Enemy) Subterra buff to HP, STR up action, healing action.(Enemy) Hive buff to HP and decreased cooldown value to 6 from 7.(Enemy) Mentamanomi HP increased.(Enemy) Pandora's Vase shield value slightly increased.(Enemy) Rafflesia's HP increased, and cooldown value decreased to 6 from 7.(En...
Read full update on Steam ↗WIth this update I entroduce the alternative boss for Sky Archipelago. And with it, every level (except for the final ones) have an alternative boss, each with their own achievement and unlockable Blessing.I'm pretty happy with the visuals, and the mechanics are an "inverted" version of the one of Ophanim: the boss will be buffed when you discard cards (including discarding at end turn).It may be a bit strong, so as always, expect tweaks after I get enough feedback :)With this, I'm done with adding stuff to what's already in the game.To reach 1.0, all I'm left to do is the fifth, final level. It's planned to be shorter than the others, and will feature the demo's last boss (and secret last boss).I will need to make the level itself, plan how to access it, and plan how to access the secret last boss.In addition, I plan to add an "infinite mode", where you can loop back from the first l...
Read full update on Steam ↗Small update, but with some juicy things :)Additions:(Mark) Always Combo. This mark will make a card act as always in combo, like the effect of the Mage's card "Sharp Clay". It will have the same rarity of Double Use and Free (less frequent than all the other marks).(Enemy) Storm of the Eyes (Echo Tower alternative boss)(Achievement) Eyed Trouble(Blessing) Risk Of ComboChanges:(UI) Reworked visuals for the open deck view and card reward selection.(General) Removed the possibility to access the menu while a fight is loading, and until you have resolved all initial Blessings (this is to avoid bugs that could happen when everything is not done yet).(Event) Having more than 5000 Blood stored in the Blood Bank will now greatly increase the chance to find one in the first 2 levels.(Event) Removed the possibility to deposit more than 9999 Blood in the Blood Bank. It will now cap at 9999, giv...
Read full update on Steam ↗Hello everyone!I apologize for the delay after the last update, but I had a very busy month, and only last week I managed to come back to developing.With this update I bring 3 new Achievements, linked to defeating the alternative version of bosses currently in the game (note that these are not retroactive, you will need to defeat them once even if you have already).I'm also adding the BGM for the Tower boss, which takes the game to have all the tracks for the current content.The game is getting closer to its 1.0 release. I will soon make an announcement to officially list what my plans are, but briefly what I still have to do are:The alternative versions of Tower and Sky bosses, with relative Achievements.A final, optional 5th level, that will have the last boss (and secret last boss) from the demo.Additional smaller things.With these, I will release the game into 1.0. There will be m...
Read full update on Steam ↗Hello everyone!Some more balancing for the Mechanic, and bug fixes. I have to say that I find the game to be in a very good shape. At this point most of the stuff I'm fixing are some very specific interactions between unusual effects..and in general, the amount of softlocks in the game have drastically decreased.I want to say a huge thank you to Blank Skies in my Discord server, the amount of testing, feedback and detailed bug reports I'm getting is a great help, especially right now that I don't really have the time to deeply test the game.And in general another huge thank you to all of you who keep on playing, supporting, and enjoying my game. I appreciate every single one of you. Also, thank you all for the wishes for my newborn. It's an interesting moment in my life, and I'm trying to balance and enjoy all that life is giving me.Changes:(General) Another rework on how rarity for c...
Read full update on Steam ↗Hello everyone!I will be pretty busy for the whole weekend, so I wanted to push one update before then.No new addition this time, but I've been slowly polishing stuff, fixing bugs, and made a few fundamental changes to the Mechanic, that should make it more enjoyable as a whole.Changes:(General) Added quick help tooltip for Mage and Mechanic classes, and Sanctuary room. Moreover, all current and future quick help tooltips will show once for all players, regardless of how far they are in the game.(Card) 1000 Eyes can now be used normally, when having other cards in hand. Cost increased to 5-3.(Card) Taser will now apply Electrify after attacking, before discarding. Which means that it can be safely used with double attack or dual wielding. Additionally, it had the unintended issue of damaging you for 99 (from elecrify) if the enemy already had electrify. That won't happen anymore becau...
Read full update on Steam ↗Hello everyone! First thing first: my daughter was born on January 13th! Just two days after my own birthday. She's healthy, cute and surprisingly quiet :DI've been updating the game a few times a day since I released the Mechanic. There were a lot of new bugs that needed to be fixed as soon as I saw them (including the fact that for a few days new challenges could not be unlocked anymore..). At the same time, I've made some changes to the class following users' feedback and my own testing.I didn't have time to make an actually update announcement, so I'm going to list here all the changes that have been made so far, including a few still unreleased features.Additions:(General) A new "Discovery Mode" added in the options: when this is turned ON, events will show a tooltip to tell you how to interact with them. OFF by default.(General) A new system to show quick tips when encountering...
Read full update on Steam ↗She's here!I'm glad I managed to wrap this up before my daughter joins the family (spoiler alert, less than 2 weeks left).The 3rd class is finally done, the Mechanic.I'm happy with how she came out visually, and mechanically. I tried to balance it as well as I could, but she will probably need more balancing going forward.She comes with quite a few specific mechanics and gimmicks, 84 class specific cards, a few class specific blessings, and 20 new Achievements.To unlock her, you'll need to clear the game once with either the Warrior or Mage. This will now give you an additional Achievement for simply winning the game. If you've already cleared the game once, the achievement should unlock automatically on your next start up.A few words about her:My original goal with classes was to have a sort of visual character customization..which ended up being too much work for one person. For tha...
Read full update on Steam ↗As I keep working on the new class (I'm over 60 cards, so I'm about halfway through, tho balancing is being trickier than I hoped), I keep making changes, balancing, and fixing bugs, so I want to push stuff at least once every two weeks.There are two main things in this update:Retry:The game will now offer you the option to "Retry" when losing a fight (it will reload the game as it was in the room before the fight you lost). At the same time, even when going back to the main menu, your save file for the run will still be loadable. The only time a save file is reset is when you win a run.Basically, free save scumming. While testing I realized that it makes the whole game less stressful and more enjoyable this way, and I could make an "hardcore mode" (maybe as a challenge) in the future, where you can't retry (and I'll also make it impossible to save scum then :P).New Music:Added non fi...
Read full update on Steam ↗A pretty small update that I'm forced to make because I realized there was a pretty major bug while I was working on some important changes.The major change concerns the Mage class: I have come to the realization that, while dividing all the elemental cards to be obtained only when you have the relative Grimoire, this meant that, especially when owning only one, the card pool would be significantly limited (especially evident with Legendary cards).Because of this, I've decided that now all cards will be available regardless of the Grimoires.This may require some further balancing down the road, but hopefully will make the mage feel more varied.Linked to this, I decided to make two changes to the Grimoires (now that they don't serve as element finders anymore):They will give you 2 charges of each element instead of 1 They will allow you to increase their specific element to 100, from 5...
Read full update on Steam ↗Good news, I've been working on the third class, the Mechanic!So far I've made 30ish cards, with some new core mechanics. It feels pretty fun, but I'll need a lot more cards before I can actually release it. In the meantime I've collected enough changes and bug fixes that a small update was needed. No new content, but there are a few important changes (the biggest one is a rework of the "First Draw" Mark).Changes:(General) Because of the mechanics for the upcoming new player class, Item cards that deal damage are now affected by statuses (currently Bomb and Rock cards).(General) Cards that generate other cards will now show the generated card together with whatever tooltip they may have.(Mark) First Draw will now, in addition to drawing the card on first turn, set its cost to zero and give it a Swift effect during the first turn.(Shop) Price increase for rerolling decreased to 10% fro...
Read full update on Steam ↗A small but hopefully significant update! First of all, Novus Orbis has reached 50 Reviews, 94% positive, with the tag Very Positive! Thank you everyone who helped me reach this small but significant milestone!The game's BGM tracks for the new locations are starting to flow in. They're still not final, so composition may change a little and volume/mixing/quality is still not the best, but I'm really happy with how they make the new levels feel, so I wanted to add them to the game already. More to come! Then, with the new additions from update 0.5.0, after feedback and testing, I realized I needed to re balance quite a few things. As always, the game is being shaped little by little, nothing is ever set in stone, and I'm working hard to make the final product as good as I can. In general I think the game was getting too difficult (to the point I was struggling myself to win runs), as w...
Read full update on Steam ↗I'm finally done with this! It took me way more than I wished, I apologize.This is, visually, the level I've wanted to make since I started this project. Like I said in the previous small update, astrophotography was one of my hobbies before I started developing Novus Orbis, and I wanted to put my love for space into the game. Some of the background elements I've made for this level are strongly inspired from pictures I've taken myself.Visuals aside, this level goes to conclude the second path, with the second ending to the game.With this conclusion, five more challenges have been added, with relative unlockables!There is a ton of new stuff, a ton of balancing, and as always, I've been working to remove as many bugs as possible.Note: there have been delays regarding the game's music. I wish things were moving faster, but it's out of my control. For now I am reusing music from the firs...
Read full update on Steam ↗This is the longest I've gone without an update since release.Live has been a little busy recently, so the next level is taking me more than I hoped. The good news is that I'm done with the last boss! Now to the enemies and mini bosses. The last boss, and this next level, have been in my head since I started working on the game. After three years of development I've finally managed to reach this point in the game. I'd like to keep the boss itself secret, but as a little treat, here are some examples of the backgrounds for the next level.One of my hobbies before starting this journey was astro photography. I had to pause it to be able to focus on the game, but this is an homage to that hobby, that I hope to resume some day. I've based most of the stuff in the background on actual pictures I've taken myself.To this update content. No new content, but I needed to fix some issues with the...
Read full update on Steam ↗Good news, I've been working on the next level (the last for the second path), and I've finished working on the backgrounds. But since a whole level takes time, I've decided to take a break mid way, and address a few known issues with the game. Aside for bug fixes, I'm reworking a few cards and mechanics.One important change I'm making is drop rates for cards. I feel that despite the game having a lot of cards (on par with StS), runs often feel too similar in terms of the cards you find. At the same time, Legendary cards don't feel as special as they should. Because of this, I've reworked how card rewards work for normal, mini boss, and boss fights, as well as for golden chests. This change may not be great, or good at all, but I want to give it a try and see how the game goes for a while.I'll go back to making the next level, and there probably won't be updates until that's ready (un...
Read full update on Steam ↗No new content, this small update focuses on a few issues I've fixed and some balancing tweaks.Addition:(General) More a bug fix than an addition, but since version 0.3.0 the game stopped presenting the "mirror" portal pixie. It's now back in the game.Changes:(General) The "Costly" negative mark will now not target Item and Equipment cards.(Event) The forced sanctuary spirit encounter is now in the 3rd level instead of 2nd, and you won't be able to find more than 1 per run anymore.(Enemy) Great Mimic was performing less actions than I intended when in "Mitosis" mode (after 8 turns). Fixed to its intended number of actions (should now be more difficult).(Enemy) The Core will now give you Hell's Gaze and get Great Strength x2 every few turns until you hit the threshold for max number of Hell's Gaze cards, then it will use Great Strength x2 and Block.Bug Fixes:The Mage's new cards weren'...
Read full update on Steam ↗Mage RevampThis update brings a major overhaul to the Mage class, aimed at delivering a more dynamic and satisfying experience right from the start of a run. While the core mechanics were already enjoyable, the card pool leaned too heavily toward skill cards, leaving early stages slow and underwhelming. Elemental management also felt clunky in certain situations.To address this, I’ve added four brand-new cards directly to the Mage’s base pool—no unlocks required. Several existing cards have also been reworked or improved, making the Mage more versatile, aggressive, and fun to play. Check the “Changes” section below for the full list of updates!New Feature – Stall PunishmentI’ve introduced a new system to discourage excessive stalling (like endlessly healing HP or Monster Blood farming). This kind of playstyle goes against the spirit of the game, and the new Stall Punishment mechanic e...
Read full update on Steam ↗Here we go, new level!With the Sky Archipelago, continues my vision for the second path in the game, with the first one taking to the depths of hell, and the second one up to the sky. The next level will be the last for this path!New content in this update is strictly related to the new level, in the next one I will go back focusing on adding a few more smaller things: I have a set of new cards for the mage in mind, as well as at least one or two new pets.Additions:(Level) Sky Archipelago(Enemy) Yawarasaphire(Enemy) Light Elemental(Enemy) Amethyst Tortoise(Enemy) Spuma(Enemy) Corallum(Enemy) Elemental Cluster(Enemy) Ophanim(Card) Slow Punishment(Card) Wind Dance(Achievement) Sky Explorer - Warrior(Achievement) Sky Explorer - MageChanges:(Enemy) Attack Duplicarta and Skill Duplicarta will now perform their action based on the number of your cards (attack or skill) plus 1. Which means t...
Read full update on Steam ↗Took me a while for this one!This update introduces two major changes to the game’s core systems:Card Marking SystemA big part of most deckbuilder roguelikes is the ability to power up your cards. While Novus Orbis has always had its combo system, which effectively gives each card a “normal” and “stronger” version, the lack of further customization has always been a weak point.To be honest, I couldn’t find an elegant way to add card upgrades on top of the systems already in place—until suddenly, I could. Like many things in development, it just clicked one day.Inspired by systems like Wildfrost’s charms, Novus Orbis now has a marking system.How it works:Cards can now receive a single mark, which modifies how they behave.There are 5 positive and 2 negative marks:Double Damage – The card deals twice as much damage.Free Card – The card costs 0 SP (cannot be used on cards that already cos...
Read full update on Steam ↗I have to admit—when I get a sudden good idea, I can’t help but drop everything and chase it. This update is one of those moments. It introduces a brand new event—the biggest and most complex one yet. Up to now, events were self-contained: something happened in the room, and that was it. The recently added Blood Bank was the first event to carry effects across levels and even runs. Now, meet the Sanctuary event. Here's how it works: First, you’ll need to win the game once to unlock the possibility of encountering it. After that, you may find a small spirit in an event room. The first one is a Heart spirit. Interacting with it will unlock the Sanctuary event (and earn you an achievement). From then on, there’s a chance an extra portal appears on the first floor of levels 2, 3, and 4. Entering this portal takes you to a secret sanctuary, where you’ll see all the spirits you've collected...
Read full update on Steam ↗Between life events and building a new computer (plus moving the entire project over), this update took a bit longer than usual. But it’s finally here—a long-planned and frequently requested feature: the Archive! The "Achievements" tab in both the main menu and in-game menu has now been replaced with a new "Archive" tab. Opening it will bring up a new menu with three categories: Cards, Blessings, and Achievements. From here, you can browse all the content you've unlocked so far! For Cards and Blessings, any locked content will appear behind a question mark. You'll see the name, but the details remain hidden until unlocked. Once unlocked, newly discovered entries will be marked as "New" the first time you view them—this label will remain until you end your current session. In the future, this menu may also include archives for Pets and Enemies. With this feature out of the way, I'll st...
Read full update on Steam ↗No new content for this update, just a few changes and bug fixes. Changes: (General) Changed how Great Strength behaves on enemies: it will now be removed at the end of the NEXT enemy turn. The way it worked so far forced me to have the few enemies that gain great strength to do it as their first action, otherwise they would lose it at the end of their turn, and basically gain nothing from it. With this change, I can now have these enemies cast great strength as their last action (which is a lot more fair to the player). Affected enemies: Wealthy Abomination, Mimic, Paralux. (General) Mimics are back in the game in normal mode too. (Enemy) Paralux will now copy the player's statuses after attacking, with the statuses remaining until the next turn. (Enemy) The change to great strength means that Wealthy Abomination can now use its Weak Spot attack (150 damage) with great strength, brin...
Read full update on Steam ↗Biggest update since release! This update introduces one new level and a major feature that’s been planned for a long time, along with two new systems to make each run more varied and engaging. 20% off for the next 3 days Grab the Novus Orbis + OST Bundle for additional savings! https://store.steampowered.com/bundle/51454/Novus_Orbis__OST/ Additions: (General) Branching Levels System (General) Levels Difficulty System (Level) Echo Tower (Level) Lands - Evening (Level) Lands - Night (Level) Lands - Storm (Enemy) Attack Duplicarta (Enemy) Skill Duplicarta (Enemy) Slimer (Enemy) Current Elemental (Mini Boss) Paralux (Mini Boss) Forgotten Knight (Boss) Eye Of The Storm (Card) Fire Wall (Card) Momentum (Card) Pocket Watch (Blessing) Risk Of Heat (Blessing) Invisible Flame (Blessing) Solid Flame (Blessing) Quick Step (Blessing) No Pressure (Event) Sage (Event) Blood Bank (Achievement) Tower...
Read full update on Steam ↗Hello! I've come to the realization that, while hardcore players seem to have fun with the game in its current state, some of the choices I've made create a thick wall for new players. This update goes to hopefully address this issue. Easy Mode was there just for people who are having a hard time with the difficulty I consider normal for my game, but it turns out most people would rather fail 100 times (and then probably quit) rather than setting a game to easy mode. And to be honest, I would be one of them. So, I've made a big change to how the game handles difficulty for new players: The game will now start in what used to be "Easy Mode" (from now on, I'll refer to it as "Normal Mode"). Once the player wins the game once, they will be presented with the option to activate "Hard Mode" (what was currently the normal game's difficulty). Once the game is cleared twice (either in Normal...
Read full update on Steam ↗The 0.1.4 update was a bit of a mess, I had to remove it temporarily, I managed to fix the major bug it had, but it still had a few "new" issues that I needed to address. Hopefully things will go more smoothly this time! The main dish for this update is a new, alternative boss for the Abyss level, Husk! I decided again to go for a modification on the same visual design of the original boss, while giving it completely new mechanics. Considering it's in the third level, testing it organically is a little tricky, so please let me know what you think about it and if it needs adjustments! As always, a lot of changes and bug fixes too. Additions: (Enemy) Husk (Abyss alternative boss) (Card) Parasite (Status) Veinlink (UI) Portals will now specify their content (aimed to new players who seem to get confused about which portal contains what). Changes: (Card) Renamed Quintessence Grimoire to P...
Read full update on Steam ↗NOTE: I realized a number of new bugs were introduced with this version, I'm temporarely reverting to 0.1.3 and will fix the new bugs ASAP. Thank you for understanding. Note 2 The game is now back to version 0.1.4, the bugs should be fixed, with the addition of a few more bug fixes that will be reported in the next update's announcement. Hello! The Steam Spring Sale starts today, and Novus Orbis will be 10% off for one week! Alongside the sale, we're also releasing the Digital OST! Sorry for the delay. I'm very happy with the music that was made for the game by St. GOGO and I can't wait to hear what new stuff he'll make for the future levels! https://store.steampowered.com/bundle/51454/Novus_Orbis__OST/ All the revenue from selling the OST will go directly to him! If you enjoy Novus Orbis' music and want to listen to it outside of the game this is your chance! To the update's contents...
Read full update on Steam ↗The main dish for this update is a new mini boss for Hell, Rafflesia! Now each stage has two mini bosses. With it there is also the addition of GachiTachi, a buffier version of the bees in the first level. I'm also adding two new simple blessings and two new cards for the Warrior. And as always, a lot of changes and bug fixes :P Thank you everyone for playing and reporting bugs, the game is definitely not without issues, but with your help it's getting cleaner and cleaner :) Remember, if you're enjoying the game a positive review really helps a lot! {STEAM_CLAN_IMAGE}/44169775/1ed08d2d49b8346ea79e8b2834e4c0dcaed06265.gif Additions: (Blessing) Spikes Repellant (Blessing) Hearts Attractor (Card) Warrior - Cherry Picking (Card) Warrior - Sheathe (Enemy) Rafflesia (Enemy) Gachitachi Changes: (Card) You won't find duplicates of the same Grimoires anymore. This should make the Academy Gradu...
Read full update on Steam ↗No new content for this update, but I wanted to push a few bug fixes, together with a few balance changes that are necessary for how the game is evolving. Changes: (Blessing) Gracious moved to the strong blessings pool. (Card) Overflow cost increased to 5-2 from 3-2. (Card) Updated Hell's Gaze description to specify the total damage received. (Status)Permanent Armor (both for player and enemies) will now remove half Block points, instead of leaving Block intact. This status used to work well when enemies decided their actions only one turn before attacking (making it possible for some bosses to react to the player having too much armor), but as the game is structured now, I realized that having Permanent Armor would be a sure way to never take damage. I hope this change will balance things out. (Enemy)Life Essence will now alternate a heal/electrify turn with a normal attack turn. (En...
Read full update on Steam ↗The demo has always had two versions of the dragon boss: Zakuro and Tao. They became the two possible bosses for the first level, but so far that was the only level with variable bosses. I wanted to expand the concept to other levels, and I like the idea of having bosses that look similar but play quite differently. With this update I introduce Necrosphere, the alternative boss for Caves! It has a brand new status/mechanic, that I'm sure you'll love (hate lol). It may be a bit too punishing for now, some small tweaks may come in the future :) No other new content, but a lot of changes and bug fixes: Additions: New Caves alternative boss: Necrosphere. Changes: (Card) Crystal Fragment can now be used to gain 2 SP, on top of giving 2 SP when drawn. (Card) Zap now costs 3-2 instead of 3-1. (Card) Concrete Barrier now costs 3-2 instead of 3-1. (Card) Discharge now reqiures 5 Thunder on top...
Read full update on Steam ↗First update post release! I hope you're all having fun with Novus Orbis. From what I'm seeing on Youtube, the game is running fairly well, with a few small things I'm addressing with this update. There was a set of achievements I wanted to implement before releasing, but bug fixes had the priority, so I couldn't make them in time. With this update I added 10 new Achievements, with related cards and blessings. There are also a few balance tweaks and bug fixes. Keep in mind that, especially for new stuff, it's possible it's not extremely well balanced, so changes may come in the future. New achievements: Extinguish Celestial Immense Heart Immense Hitter Overcomer Audacious Achiever Overachiever Well Well Well... Sushi Chef New Blessings: Gracious Thick Air Long Arms Optimism Rage Afterimage Elevation Second Stomach New Cards: Disaster Recipe Paper Airplane Death's Crown Changes: Elemen...
Read full update on Steam ↗This will hopefully be the last content update to the demo until the release. The score screen when you win or die has always been relatively underwhelming both in presentation and contents. Also, I was taking into account the game time to calculate the score, which in a game like this doesn't make much sense (and also created issues with the speed multiplier). So, I introduce a new score screen! The score still has no purpose other than "here's how you did", but there is more information in it, and most importantly, now it keeps track of your stats between runs, giving you a high score value for each of the categories that are used to calculate the score. There is also a "difficulty multiplier" that has no use in the demo, but in the final release will take into account the number of set challenges, or if you've set easy mode. Moreover, it now includes a victories and losses counter....
Read full update on Steam ↗Hello everyone! After working on the game for a while, the biggest gripe for many players was that my game doesn't follow the StS formula of having intents. At some point I decided to add them in the shape you've seen so far. But, turns out that it was still probably not enough. The game as it was, was in a weird spot between not being tactical enough, nor "classic RPG" enough. And while I still think the system had its merits, I have to understand when I should be stubborn, and when I shouldn't. With this update, I've implemented an intents system much closer to the one in Slay the Spire, while still maintaining my countdown system. The biggest challenge was the fact that enemies actions were decided right before they came, so deciding them right after the last action risked ruining the overall game balance. I worked around that, fixing a few specific cases where it could give issues...
Read full update on Steam ↗It's been a while! Let's start with the announcement. The game is almost ready for release. The plan was to release by the end of the year, but following the publisher's advice, that would be one of the worst moments to release a game. That, together with sales and events, made me decide to shift release for a few months. Novus Orbis will release in Early Access in February! The exact date is still not final, I will announce it as soon as possible :D In conjunction with that, I'm also announcing that I've given up on the Kickstarter. I wasn't getting enough traction to make it worthwhile, and I preferred focusing on the game itself. Hopefully you'll give the Early Access release a try, and follow the project until I complete my whole vision. That being said, I've been working on various improvements for the game, and some of them will reflect in the demo, too. Since it's been a while,...
Read full update on Steam ↗Hello everyone! Next Fest is over! I have to admit I hoped for a few more wishlists in the beginning, but the tail after the initial peak was better than I thought, so the overall results weren't too bad :D Wishlists aside, I've had about 100 people playing the demo each day for the whole week now, and I'm very happy about it! I realize that some players are either abandoning the game very quickly, or playing it for a very long time, for a demo. Please feel free to leave any feedback! While I may not be able to make everyone happy, I'll do my best to make it a fun and enjoyable experience for as many people as possible :) One feedback I had already had in the past, and that came back during the fest, is that people seem to be used to dragging cards in this kind of game. Which is not how I usually play them, and because of that I opted for the "click on card to pick, click again to use...
Read full update on Steam ↗Hi everyone! I've been silently updating the demo to address a few issues, but I'm going to announce this 2.5.0 version just in time for Next Fest next week! Aside from a lot of bug fixes (and bug additions, and fixes, and additions...), a few changes, mostly visual: Reworked start menu. Looks cleaner and should be easier to navigate. Portals and interactables now give a visual feedback when the cursor is on them. Enemies' Countdown value will now pulsate when at 2, to help you focus on the fact that they're close to act. Changed Defense and Great Defense's icon, since it was too similar to Block's. I used the icon that was used for Physical Resistance (the Slime's status that I removed a while back). A reward system, similar to StS, where you'll get a reward at the start of a run if you've reached at least the first boss. Italian localization. Now, to the actual game's release. If yo...
Read full update on Steam ↗It was brought to my attention that there was a pretty bad bug, where the game wasn't "forgetting" the blessings you've seen during a run, when restarting a run. Which meant that at some point you'd run out of blessings. This was bad enough to require an update. Together with that, I have been fixing other issues for the game release. For the few people who may care, I have finally managed to finalize how I handle localization (for now I have Japanese, French and Polish, and Italian should come soon). Now special characters will properly display, and the original English version should appear in case a localized entry is missing. I also introduced two new portal modifiers: one will make enemies weaker (and smaller), and one that will steal some monster blood. Thank you to whoever is still playing the demo, I can't wait to finally release! KICKSTARTER We will be running a Kickstarter c...
Read full update on Steam ↗NEW UPDATE I wasn't planning to make any more big changes to the game's visual, at least not before release, but while making the final boss for the Early Access version...one thing led to another, and pushed me to go for it. I added a bloom effect to many aspects of the game! I hope you'll like it as much as I do :D I took the chance to also update a few sprites and lights here and there. Some things were starting to feel outdated compared to the more recent stuff I've been making. This update will also include a few bug fixes. Finally (while this actually came with a previous unannounced update), I've also added localization for the Polish language, thanks to the amazing help of aruemaremateu, who graciously offered his help for free. The language is not 100% implemented, and I still need to find a fix for special characters I'm having for the French language too. Thank you as alway...
Read full update on Steam ↗Hi everyone! It's been a while since my last update. I've been hard at work on the Early Access release, and I felt I couldn't keep updating the demo or I'd never get things done. This is also because I was keeping them as two different project files. I realized this wasn't sustainable tho, and considering that I've added and changed MANY things in the past months, I felt the need to merge everything together into the same project file. Now I'll be able to bug fix and push important updates to the demo too, in case it will be needed. Here are the changes that I made to the game, that will now also be present in the demo: Added portal modifiers. You will sometimes see little "ghosts" over the portals, that will have an effect once you enter that portal. I decided to make this addition to spice things up, and make the portal choice less obvious. Portals now also look prettier than befor...
Read full update on Steam ↗While I wasn't planning on updating the demo anymore, I realized there were a few issues/things that needed to be addressed. No new content here, but a few changes and additions that should make everyone's experience a little more enjoyable. Some cards now contain keywords instead of whole sentences (like AOE instead of "to all enemies", with relative tooltip). Added a new setting to make cards and tooltips bigger, especially useful on smaller devices like Steam Deck. French language added (as well as placeholder flags for future languages). Settings are now saved between sessions. Added cloud saves support. Added a button that can be used to take you out of softlock (it may or may not solve your issue depending on the cause). You can now access the menu using the Esc keyboard key. I will probably add more languages, hopefully before Steam Next Fest in June. A reminder that I will giv...
Read full update on Steam ↗Not a huge update, but I'm trying to address a few issues (both with bugs and balance), especially considering I'm getting a lot of new users lately! The Dummy won't give you Special Cards you already currently own. The Mage class will now start with a random Grimoire. Reworked Cards: Sword Fracture, Rewind, Random Page, Tonic. Let me use this chance to thank all the new players who seem to be enjoying the game! And of course, all the existing players who keep supporting me. Finally, a reminder about the ongoing Kickstarter! https://www.kickstarter.com/projects/seizogames/novus-orbis While things are still moving slowly, at this pace I won't be able to reach the goal. Deckbuilder Fest was pretty useless for Novus Orbis (it was difficult to find the game EVEN when I actively tried lol), so I didn't manage to use it to redirect traffic to Kickstarter as I planned. If things don't get VE...
Read full update on Steam ↗Not much going on, just working on making the current version as polished as possible! A few changes for this update: New main menu art. 3 new achievements. Minic can now be found as a normal pet, and Great Mimic drops one random pet item. Can't wait for the Deckbuilder Fest to start on the 25th, as well as my Kickstarter that will probably be launched the same day!
Read full update on Steam ↗As previously stated, no new content for a while. I'm working on making the game as bug free and balanced as possible in preparation for the Deckbuilder Fest.
Read full update on Steam ↗Hello! This will be the last content update for a while. I need to make sure the demo is as polished as possible for the upcoming Deckbuilder Fest and Kickstarter Campaign. I will keep updating with bug and balance fixes in the next few weeks! This update brings two big things: New Mage Cards: The Mage was suffering at this point from a lack of attack cards. It had roughly half the number of attack cards compared to skill cards. With this update I bring 1 Skill card, 1 Special card, 1 Equipment card and 7 Attack cards: Center Of Gravity Synesthesia Hydro Gauntlet Icicle Foam Meteor Stacking Rocks Sharp Clay Zap Nuclear Blast This should hopefully bring a more interesting, varied and fair challenge when playing the Mage. New Feature: This has been a request forever, and I also personally thought it was important, but I couldn't find a way to nicely implement it. I think I found it! Now...
Read full update on Steam ↗Getting closer to the Deckbuilder Fest I decided it's worth it to work a little more on some things that may make the game more appealing. That's why I'm introducing a score screen you'll see when winning or losing. The actual numbers and values, and how they're calculated may change in the future. As always, let me know if you find anything weird! On top of that, I decided that I needed to change/expand the Mage class a little. I realized that having access to all elements at any time would make players focus only on some specific cards and completely ignore others. So, I'm introducing the Grimoire (equipment) set: Inferno Grimoire Magma Grimoire Oasis Grimoire Tempest Grimoire Whirlpool Grimoire Quintessence Grimoire The first 5 are dual elements, while the last one has all elements. Now, you will find cards of a certain element ONLY if you own a Grimoire that contains that element....
Read full update on Steam ↗Novus Orbis already had pad controls before, but I decided to temporarily disable them because it was getting hard keeping up with bugs (I test with a mouse and I couldn't track issues efficiently by myself). With my Kickstarter and the Deckbuilder Fest getting closer I decided it was time to work on putting them back into the game. It may still not be perfect, so if you plan on playing with a pad let me know if you find any issues! Together with that, I also thought it would be nice to try adding Achievements to the demo! This wasn't planned, but I guessed it may give one more reason to play it, and to give an idea of its depth and length. So far I put 16, nothing extreme, they should be easily unlockable if you know the game already. Finally, a few more small changes: Removed the newly introduced blessing, Pleasant Breeze. I didn't realize it was basically a duplicate of another ble...
Read full update on Steam ↗Long time no update! In the past few weeks, aside from a few bug fixes, I've been working on new promotional material (new trailer and screenshots), as well as preparing for a Kickstarter campaign. I still don't have a date for it, but it will be sometime in March. There will also be the Deckbuilder Fest on Steam, so I think it will be a good opportunity to make the two things overlap. But for too long a time without making anything IN the game was starting to feel odd, so I decided to make a bunch of new blessings. Aside from the innate ones, I haven't made new blessings in a VERY long time. And I was starting to feel that they weren't enough for the demo, especially the uncommon ones. Speaking of which, do you know blessings are in four different pools? Common: You find these in Blessing rooms, as well as drops from Mini-Bosses. Great: These are the ones you can buy at the shop, and...
Read full update on Steam ↗Since I needed to make better screenshots and trailer, to reflect how the game looks now (in preparation for the Kickstarter campaign), I decided to make a few more visual adjustments to make the game a little more appealing. With that, a few balance changes. Misc: Fifteen's attack boost when having "All for One" Blessing decreased to x3. Made a better death fade out animation for enemies and player. Combo colors have been changed. Now they start from a light gray at zero, going through shades of yellow, orange and red. I don't think players were basing their combo choices on the color they're seeing, and having such different and contrasting colors may have been a source of confusion for some players. Various UI small changes. Enemies: Pond's Monarch now drops only one of its two special cards, at random.
Read full update on Steam ↗A small update to fix a few bugs and to address a few balance issues with the Mage. This will be the last update for a while (unless I find bugs that need to be fixed), because I need to focus on marketing, and to set up a Kickstarter campaign. Cards: Nerfed Marbles Bracelet Nerfed Wind Blades Changed how Levitate works Blessings: Improved Risk of Balance
Read full update on Steam ↗No new cards this time! I decided that for the sake of the game looking more professionally done, having the hand in a fan shape would be a better choice. That took me basically one week. Other than that, I made some slight visual improvements, and added a few variables to the end game to make it more interesting. I may need to power up The Maker even more to reflect that. Enemies: The Maker's mupliple attack now deals more damage and has one more hit. Misc: Added some new outcomes if you beat certain enemies before level 4. Made damage numbers slightly bigger and slower to disappear. Made the camera shake a little more when attacking. Made all attack and power up/down and heal effects snappier. Made the hand into a more natural, fanning shape.
Read full update on Steam ↗Not a huge update, but there were a few issues I needed to fix, and I took the chance to add four new Mage cards! Cards: Changed the combo value for a few Mage cards. New Cards: Close Book Flush Page Replacement Recall Misc: Changed how the game handles the number of enemies in normal combat rooms. Changed the icon for shop rooms.
Read full update on Steam ↗Nothing much for this update, but since it also includes some bug fixes, and that I won't have any big juicy update for at least a few days, I'll just push it. Enemies: Lowered The Maker's initial HP. Zakuro set to always be the first boss in a run. Misc: I made the cards' movements during fights prettier (hopefully). Added a brief particle effect every time you click with your mouse.
Read full update on Steam ↗A small update to address a few issues with the mage general balance. Cards: Discharge now loses 10 thunder charges instead of all. Increased damage for Fire Arrow and Fire Ball. Blessings: Removed All you can do blessing. Enemies: The Maker's shield destroying attack now comes BEFORE attacking. Misc: Capped SP to 9. Fire Element Status' last tier's Great Strength boost decreased to x4. Mage's starting HP raised to 35. A few words on the state of the game and the mage in particular: I'm happy with how things are going. On one hand I know I shouldn't focus too much on balance for the demo, when I know that the final game will have a completely different flow from start to finish, and so I'll need to rework the balance again. At the same time, I'd like people playing the demo now (and in the future) to have fun and balanced experience. In these past few days of testing I realized that o...
Read full update on Steam ↗I felt the mage was being fun and interesting, but it had a weird strength curve where it's quite tedious and difficult to win fights early in a run, and then he's too strong by the end of a run. With this update I introduce some changes to the mage to try to make it more balanced globally. There is still a lot to work on, but this is a juicy update! New Cards: Rockslide Amplifying Crystal Hard Cover New Page Open Book Random Page Second Tome Book Bash Marbles Bracelet Red Marble Blue Marble White Marble Yellow Marble Brown Marble Cards Changes: Mage: Added a new set of "starter" cards that are non elemental, and act as the only combo 0 cards. All the previous 0 combo cards are now set to a different combo value, and also set to have a high cost outside of combo. What I'm aiming here is to force the player to have a few "starter" cards to be able to actually play the deck. Other sligh...
Read full update on Steam ↗It's easy to come up with new cards when the deck is still so small. With this update the Mage gets to 29 unique cards! New Cards: Eruption Shock Blast Resonance Gust Spark Flow Sand Curtain Misc: Changed part of how Enigma's room spawn chance is handled. Added visual and sound effects to all elemental attacks for the mage. For now they just recolor the animation I'm using for fire, but I will make specific ones in a future update. Added a 3rd tier for the elements' power ups, and reworked the existing ones. Rainbow Ring and Mystery Page cards now can drop only in later levels.
Read full update on Steam ↗Happy Holidays everyone! Since I'm on vacation I could focus on developing more than usual, and I decided to use that time to...make the second class. This wasn't in my plans, but I haven't been making new content for so long that I honestly felt I needed to do this. Before I go on with explanations, there's a caveat: the new class will be locked in the demo. From now on I will split the game in two: the normal demo will still get updates (mostly bug fixes and improved functionalities), but any new content will be locked behind the beta branch. If you want to check the new class please join my Discord server, where you will find the password to access the beta branch. Alternatively, I'm starting a Mailing List, and you'll get the beta password on there too. Ideally, join both lol. That being said, I'm having a lot of fun! I'm happy with the sprite, and I'm VERY happy with how the mech...
Read full update on Steam ↗A VERY small update this time. An user on Reddit gave me this idea, and I thought it would be a very quick way to make the game more interesting. So, I added some tips to the Game Over screen. For now it is a set of 9 different tips that hint to secrets and mechanics in the game. You'll see a different set of tips depending on which level you died on. I hope it will push players to try experimenting more!
Read full update on Steam ↗This update took me way more than I expected. After probing around, I figured out that being stubborn about purposely excluding enemies intents from my game was going to do harm rather than make my game "better". I think I was losing many potential players just because "the game has no intents so I won't even bother understanding all its other mechanics". So, I decided to implement my version of the enemies intents, adapting it to my game, in a way that it would make the game appeal to people who want them, without ruining the balance and the aspects I want my game to have. And honestly, I'm happy with the result. It gave the game a slight upgrade in the tactical aspect, and it also now feels even more dynamic, coupled with the Countdown system. Here's an overview of how it works: Enemies will now show intents ONLY when at 1 Countdown (which means that you won't see it if you end turn...
Read full update on Steam ↗Nothing big for this update, I'm working on making the game more stable, enjoyable and easy to understand. The in game menu now looks prettier and I added a button to quit from within a run A few small tweaks to some tooltips Fixed a few issues with Japanese language A bug was making elementals not glow anymore, they're now as pretty as intended The game will now force the tutorial on players who open the game for the first time Small happy thing, I've had a HUGE boost in wishlist in the past few days (at least, huge for my standards lol). To all the new people trying and hopefully enjoying my demo, welcome, and please leave any feedback you have!
Read full update on Steam ↗Here we go! I was thinking about making a female version of the Player Character, but after some feedback I realized the one I had wasn't very well received on average. Part of it was that it was the first sprite I added to the game, so quality wasn't great, part of it was that the design, while my goal was to make it plain on purpose, to many people he ended up just being "a random anime dude with no shirt". Fair enough. So, I remade everything! The base pose is slightly changed, and I remade all the clothing, sword, colors. I hope you'll like it. On a secondary note, I retouched a few of the effects for healing and power ups, they should look better now.
Read full update on Steam ↗Not much juice to this update either. I had a few days off development (probably the longest since I've started) because of a short anniversary trip on the weekend, followed by a few days of a bad cold. I'm also trying to regain some better development-life balance, so I decided I would work on the game only in the mornings, no nights anymore. Anyway, following some advice I've been trying to make the game more readable. I think that, while I love the style I'm going for, it can be confusing at first sight, especially when it's from a still screenshot. So, I've changed and moved some UI elements to clean everything up, I desaturated all the backgrounds, and changed the "aura" all enemies had. It was honestly kinda half assed before, now it's a consistent black shadow behind them, that shouldn't be too oppressive to the overall feel, but should further increase the contrast between bac...
Read full update on Steam ↗I'm trying to make the game look more clean and appealing. In this small update: Repositioned a few UI elements Lowered contrast in the backgrounds Player character now has three different attack animations that cycle The game still has some rare but annoying bugs. I'll hopefully fix them soon. The next update may feature a female version for the player character.
Read full update on Steam ↗It was not planned but I like that I reached what's now the "2.0" version of this demo with this exact update. It took me about a week of thinking, trying, getting some feedback, modifying. And I wasn't sure I would end up with something that was worth it. I can be very critical with what I make, and I'm especially insecure about whatever is visuals related. BUT, I think it was worth it. New Cards Art And I'd like to write a few words about it. The previous art wasn't bad per se, and it's not like I wasn't putting effort in it. But it suffered from the fact that I started making it when the game was in its infancy, and when the overall look wasn't decided yet. There was a big mismatch between the game itself and the cards, both for resolution, colors, and quality for some of them. So I decided it was time to spend some time to decide on an actual style for the cards too. I went for fu...
Read full update on Steam ↗A small update, I improved and expanded the effect animations in the game, now they appear for attacks (divided between slash attacks, hit attacks and fire/explosions), power up and down, and healing. Maybe I'll add more and I'll also tweaks here and there, but I'm happy with the result, they're adding more life to the game. The game balance is now closer to where I'd like it to be. Fights don't feel impossible but you have to work harder than before, especially with normal encounters.
Read full update on Steam ↗And here we go, finally! I managed to make a tutorial. I hope it works well and it's clear for new players. Please give it a try even if you know the game already :) In this update I also improved the visuals for the new hit animations, and further balanced the enemies. I haven't had much time to actually play the game so the overall balance may still be off. One more thing. I'm having a lot of trouble with the pad controls, and they're not working too well, I'll focus on fixing that in the next small updates.
Read full update on Steam ↗Surprise! Mostly for myself, because this update comes from an idea I had two days ago. I tried, seems to work well, so I'll add it! I'll see if I get feedback about it and adjust in case. New hit animations I knew the game lacks in special effects. While the environments and sprites in general seem to get good feedback, I know the game is not flashy enough. So I tried with these new animations. Partly inspired by Street Fighter 6, now all attacks have 2 different animations (for "slash" type attacks and for "hit" type attacks), rendered with various different "brush" effects, that will change color depending on the type of hit (red if you hit HP, blue if you hit the shield, white if you miss). The original sprites were too big, I then halved the size and I think it overall fits well in the game, even with a different resolution from everything else. I'm VERY happy about the result, a...
Read full update on Steam ↗For this update I focused on a few things that I knew I had to do for a long time, but UI is not exactly "fun" to program, and so it took me this long. UI Changes: Cards will now move to the right when you place your mouse on them (or when moved to with the pad). You can now see the whole card before selecting it. Remade and expanded part of the tooltips (will adapt the remaining ones in a future build). Now blessings, statuses and cards will show their contents, and secondary tooltips for all their related statuses. Added a tooltip for the enemies' Countdown value. New Blessing: Fortify This one requires some explaining. With this blessing I introduce the first innate blessing. These will be there from the start, and each class will have a different one, that will hopefully make the player gravitate towards a certain playstyle, compared to the other classes. For the only class so far...
Read full update on Steam ↗Another "big" update. With the amount of special bosses in the demo, I though it would be nice to have an actual conclusion to it. So I decided to introduce one last, secret special boss that you can access by beating all the optional bosses before you fight the normal last boss. It will probably need some more tweaks and balancing, but I'm pretty happy with how it looks and its special mechanics. Hopefully it will be one last, fun challenge. New Enemy: The Maker New Statuses: Imprison 2Bits Misc: Changed the pacing between enemies actions to make the game more readable. Added a button to increase the game's speed. Enemies: Tao's evasive movement gives 3 evade charges down from 4. I will probably work on a playable tutorial for the next update.
Read full update on Steam ↗It was a feature many people requested, something I had to do at some point anyway (even tho I didn't think I'd do it for the demo), with the added bonus that it also makes debugging easier, so here we are! New Addition: Save System and Title Menu Added "New Game" - "Load Game" - "Quit Game" to the title menu. The game is now automatically saved every time you enter a non fight room, and after winning a fight. You can now access the title menu from the in game menu. Even tho it took me almost 2 weeks, with a lot of tweaks and bug fixes, this is still a WOP. Please let me know if you notice issues! A side addition that came necessary is that now the game works with seeds. You can't manually input a seed -yet- (unless you manually modify the save file), but to make sure the game behaves the same after loading, I had to make it this way. As it is set right now, everything in the game sho...
Read full update on Steam ↗A small update to fix a few bugs and do some minor changes. Added a text balloon that prompts players to check the tutorial when starting the game, and when the game thinks the user is not taking advantage of the combo system. Increased the number of pets you can have to 2 plus Minic. Pond event now has some new outcomes.
Read full update on Steam ↗I finally managed to introduce some new events in the game! I've been feeling the game to be lacking in variety when visiting the Event rooms for a while now. This time I introduced a new set of event rooms. They all ask you to give (destroy) a card, and you will get something in return depending on the card given. There are many outcomes, try out a lot! For now I made three, with plans to add more: The Pond Hurt Creature The Boulder With the new events came the need for new cards and...more. New Cards Soul Crystal Crystal Fragment Familiar Fury Juicy Worm Rust Monarch's Bone Monarch's Scale New Status Haste New Enemy Pond's Monarch Misc Better handling of text bubbles. Added more text bubbles in event rooms. Normal fights now drop 2 cards. Mini Boss fights now drop 3 cards. Normal fights now also drop item cards. Mini bosses fights now also drop equipment cards. To sum it up, quite a...
Read full update on Steam ↗Another small update. The game is getting quite stable. Someone made me notice that the pad controls wouldn't work...and indeed, some recent changes made a big mess. Now they should be back to working, and probably even better than before. As for a few minor changes: Cards Rewind now gives 5 SP instead of 3. Feint can now draw cards even when there is no card in deck. Increased Chains to 10 AOE up from 5. A buff to three cards. Rewind and Chains were too underpowered and I always found myself picking them. As for Feint, since the game now is set so the enemies can attack during your turn, I decided I wouldn't lock feint's draw ability. It was set that way to avoid it being able to draw itself forever on small decks. As it is now, I decided that is something I'd allow achieving if the player wants, considering that on difficult fights that wouldn't be a great strategy. And I've always...
Read full update on Steam ↗It's been more than I wanted since the last update. Once again, nothing flashy in this one, but I managed to clean up many issues that were introduced in previous updates. Now the game should hopefully run (more) bug free. Unless some very bad bug pops out, I'll focus on new content this week!
Read full update on Steam ↗With the improved visuals I also "improved" how bad the game would perform. With this update the game should run better even on lower end PCs. I also decide to balance all the cards related to the enemy Countdown. Lastly, I decided to make the cards bigger, for users who may be playing the game on smaller screens, like on Steam Deck. For a more detailed list of changes: Cards Low blow now increases enemy's countdown value by 1, down from 2 Increased cost for Tremor Strike for both combo and non combo states Increased Imposing Presence cost in combo to 2 Enemies Wealthy Abomination's HP increased to 800, Cooldown value decreased to 7 Others Increased cards' size Added a particles effect to Pets items Less SP status now removes SP at the start of your turn and is then removed
Read full update on Steam ↗It took me more than expected but I am pleased with the results. This time, aside from a few bug fixes, the update is only about visuals. Completely renewed most of how the game looks: A new color palette. Updated sprites/animations for many enemies, pets and player. New foregrounds visuals: now foregrounds, like backgrounds, should feel more varied. Added more lights and shadows to add more depth to the scene. Added a vignette effect during enemies' attacks. Text showing action names for pets, blessings, enemies' attacks etc. now have a new, more impactful animation. Changed the colors for the transparent portion of portals. I hope you enjoy the changes as much as I do!
Read full update on Steam ↗With the addition of the new Countdown System also came new bugs, and the need for some balancing. CHANGES Blinding light moved to great blessings pool Decreased countdown value for Ovomycete, Spider, all mini bosses, Tao and Zakuro Removed high pressure from final boss Decreased final boss' countdown value Increased the buff The Soul gets when left as last enemy Set a cap for enemies countdown (9) You can now find more than one fancy bottle outside of great mimic drop
Read full update on Steam ↗This time I come with something that is not simple new content. While I feel the Combo System is the strong point of Novus Orbis, I also felt it was still too "similar" to Slay the Spire, and that I needed something to make the fights in my game even more distinct. SO, HERE WE ARE. The game now has a new Countdown System. Enemies will have a number next to their HP, that represents how close they are to attacking. For every card you play, their Countdown goes down. This means enemies will be able to attack during your turn. Ending your turn will instead decrease the enemies' Countdown by 2. Plan your moves accordingly! I feel this opens a lot of new options to the game. Just a warning, considering it's a new thing and that now the game is played in a quite different way, it may need some balancing tweaks. Together with the new system, I also made a set of cards that increase the enemi...
Read full update on Steam ↗A small content update, adding four new cards: Astral Projection Boiling Blood Preemptive Strike Defense Breaker Today something bad happened: I had a new idea. On paper it sounds great. But I'll need to implement and test it to evaluate it. It is a big change in the fights' flow. It shouldn't be too difficult to implement, hopefully I'll have it ready in a few days, and will go online this week, if I feel it's worth it. I'm really excited about it!
Read full update on Steam ↗One of my goals when I started making this game was to mix the gameplay of games like Slay the Spire, with the feeling given by exploring and finding secrets, something that I love in The Binding of Isaac. It is not easy to manage something like this in a game that is turn based and has no "movement" for the player. The biggest thing that made me love Isaac when I first played was the thrill of finding Devil Rooms. In this update I added a first implementation of my homage to Devil Rooms. Like in Isaac, my Secret Room unlocks after beating a boss. It is a reward for players who played "better", and who had a certain amount of "misfortune". The specific entity that inhabits this room is The Enigma. I hope you like it! Other content in this update: New Blessings: Risk of Assault Risk of Expertise Risk of Beginning Collector New Cards: Fatigue Changes: Others Now the game has one Mimic a...
Read full update on Steam ↗The last few patches addressed some old issues (and some new ones that came with the new menu and gamepad inputs). In this new build there are some small additions to make the game more accessible and easy to understand: Blessings now have a particle system and a light to make them more visible SP count and Combo value now show a tooltip With this I feel the game reached a presentable state. For the next update, unless some big bug comes out, I will be mainly focusing on new content. I need to add a third boss for sure, and I still have a few cards and blessings I want to implement for the demo.
Read full update on Steam ↗New Additions: Fully implemented gamepad controls Better menu with added music and SFX sliders The monster blood counter now shows a description Changes: Plant's (pet) name set to Florasanctum I've been working hard for a week on the gamepad implementation. I'm pretty happy with the result, and playing it with a pad is now even more comfortable than with a mouse. There may still be some issues with it, please don't hesitate to let me know if you encounter any! Known Bugs: Rarely, after a fight you won't get a reward, and game gets stuck Rarely, you'll be able to indefinitely burn cards at the firepit, resulting in the player not being able to die Rarely, cards may be replaced by brown boxes All these bugs are in the game, but not easily replicable. If they happen to you, and you suspect you know the cause (a particular set of actions, or cards/blessings in use) please contact me!
Read full update on Steam ↗11 concurrent players — the highest daily peak recorded at that point.
Well, here we are!It's been a LONG journey, and it's true what they say: when building a game, take the time you think it will take you, and double it.I started with the idea that it would take me about two years, and…
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1.0 is getting very close. I'm trying my best to use the limited time I have to make the best possible game I can by then. In any case, I will support the game even after 1.0 release.Right now I'm working with a local…
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The game is getting closer and closer to being complete!With this update I made a small change to the Warrior's initial deck. While the idea behind it was to have a plain deck to mostly remove, with how the game has e…