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Orb of Creation on Steam

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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!

Orb of Creation is a incremental, magic and casual game developed and published by MarpleGames.
Released on June 23rd 2026 is available on Windows, MacOS, Steam Deck and Steam Machine.

It has received 2,203 reviews of which 1,851 were positive and 352 were negative resulting in a rating of 8.1 out of 10. 😎

The game is currently priced at 12.25€ on Steam.


The Steam community has classified Orb of Creation into these genres:


Here is the detailed breakdown of supported languages for Orb of Creation:

UI Subtitle Audio
English

Media & Screenshots

Get an in-depth look at Orb of Creation through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7 or later (64 bit)
  • Processor: An Intel Pentium 4 processor or later that's SSE2 capable
  • Memory: 2 GB RAM
  • Graphics: Intel Integrated Graphics
  • Storage: 1 GB available space
MacOS
  • OS: macOS 11.0 (Big Sur)
  • Processor: Apple M1 or Intel Core i5
  • Memory: 4 GB RAM
  • Graphics: Apple M1 integrated / Intel Iris
  • Storage: 1 GB available space

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

186 hours played
Aug. 2026
It is what it says, "a non-idle incremental-puzzle game". Plays like an easier but more hectic version of a Cultist simulator. (Less hectic closer to the endgame) P.S. it also does great job at the promise of "no handholding", and gives you many paths to progress. Seems that negative reviews are asking for a more streamlined experience, I think it goes against what's good about Orb of Creation. Game is very good.
596 hours played
July 2026
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.
140 hours played
July 2026
Very much a 'mixed' review. Short version: intensely addictive, but not very satisfying. I picked up this game when it first launched in early access several years ago, was highly impressed with it and recommended it to all my incremental loving friends. Now that launch is finally here, we collectively dove back into it, and while nearly all that we'd initially loved is still there, the ability to complete the game and start NG+ somewhat oddly added a sense of hollowness to the experience. The gameplay is an astounding dopamine drip for a while. There's numerous major subsystems and mechanics, over three dozen resources, over a hundred different attributes you can progress without caps. There's many different spells, spell modifiers, items, research paths, and alchemical formula to be found, far more than you can get in a single playthrough, so every unlock is exciting and each playthrough distinct. There's *constantly* something you can be doing, upgrading, optimizing. I found myself frequently playing for far longer than I intended, with the enticing distractions so multitudinous and exciting. The problem is, after victory and several NG+ cycles, none of that stuff actually seems to matter much. No matter what special rules the NG+ might be applying, or what unique random spells or items you rolled, the unlocks of systems and resources always happens in the identical order every time, and you need to do the complete tour to win the game. Every subsystem more or less needs all of the others in order to be fully progressing, which felt like a neat bit of integration initially, but in practice meant that trying to specialize much is actually mostly a mistake. Yes, you can try and emphasize being a Druid or a Storm mage, and the resources that benefit directly from your choice will feel empowered. Except, if you leave everything else lacking, then your progression overall will still be stymied, most likely including your ability to feed back into your specialty. Everything is just so interlinked that it almost feels like nothing actually matters all that much. None of those optional, may-or-may-not show up spells, artifacts, or other toys end up mattering much, for largely the same reason: none of them can be truly lynchpin. Most of the systems hosting them tend to reward mastering as many different spells or whatevers as possible, the particulars of limited importance. The NG+ challenges, which impose randomized debuffs to particular subsystems and required specializations in a new run, end up effectively being the same way. You're still going to have to progress whatever the particular debilitated mechanics are, you'll just do so slightly more slowly. I kept trying to find excitement and satisfaction in these special conditions, but I found I was mostly just getting sucked into chasing the bells and whistles of upgrading so many different little things, without any choices or situations being of actual importance. Now, the problems that I'm talking about are actually pretty damned universal to the incremental genre. They're almost always on-rails experiences, chasing the moment-to-moment highs while following a prepared path through the game's features. I think where I find things disappointing is that Orb of Creation really seemed like it could have been capable of transcending that limited vision, and indeed might have actually been intended to, until circumstances limited the developer's ability to spend much time on the project. What is there is *absolutely* a blast, and difficult to put down, as my playtime will attest. It's got a depth and polish to most of it that's still very rarely matched in the entire incremental genre. If you enjoy the genre, it's absolutely a must play, I think. I'm just left feeling like the bones were there to have potentially been far greater still.
197 hours played
June 2026
Having beaten the game: this is an absurdly good constant-engagement incremental, but if Steam allowed it this would be more of a "sideways thumb" or "mixed" review due to two glaring flaws. I'll go in-depth below, but for my fellow ADHD Andy's here's the Sparknotes: [*]This is a constant-input game and it does that part really well, yet two mechanics frequently gate you for 20 minutes to an hour at a time. [*]Build freedom is super varied and fun to tinker with, but once you commit you can't ever change and if it doesn't work out you're screwed. [*]The game is amazing beneath those two things, but they're both so awful that I'd say this is a "think carefully" buy. If one or both are improved, I'd probably highly recommend Orb of Creation. The first major flaw is time gating. Despite Orb of Creation encouraging and requiring near constant player input, there are two mechanics - Agronomy and Ritual - which entirely revolve around pure time gates, and these timers are almost completely unmodifiable. Most of the time the game plays at a frantic, almost explosive pace. You batch level hundreds of attributes in a literal second, timed with back-to-back spell inputs to get obscene returns in an instant. Meanwhile, Agronomy and Ritual can put you on a literal HOUR of waiting time before you can interact with the mechanic or progress to the next resource/overall upgrade. Ritual is especially offensive, because atop its egregious timer issues, it also has some absolutely absurd cost requirements on its completely new resources. The ever-increasing pace of gameplay just grinds to a complete halt, as you generate resources as if you'd just started the game all over again, except you need to wait 20 minutes between each batch. It even seems bugged or overlooked in some areas; the upgrades designed to make Ritual accessible (Expert levels) pereptually cost more of the new resource than I could ever generate or even hold, so I wasn't even able to invest in them until I had essentially skipped all the Ritual content through other generation methods. There's no real deep argument to make against this time gating, all I can say is that feels straight-up wrong. It is completely at odds with the core identity of the game and every other mechanic, and I genuinely have no idea why either Agronomy or Ritual made it into the game in their current state. The second major flaw is more nuanced, and it has to do with build variety. Your agency as a player to think up or try strategies. This one is painful because Orb of Creation has had an enormous amount of thought and careful balancing put into its web of interconnected mechanics, yet it also tries to stop you from experimenting with these things at every opportunity. On the good side of this; the design behind the resources and expert skills is incredibly fun. Most of the time when you get stuck, it's actually an opportunity to think outside the box, as your toolset in this game is massive. E.g. if you run out of scrolls, you don't necessarily need to buff the scroll-generating attribute; you realise that scroll is a Magic resource, so you could buff your Magic-generating attributes in the Wizardry tree. Or wait, you could use a spell that boosts all Magic resource gain before you build? Or wait, you could put Magic enchantments in the Alchemy table and use a spell to buff Alchemy- you get the idea. The tragic side; despite this wide toolkit where everything plays nice together, the game basically forces you into vertical investment around the mid-game point. Resource costs grow exorbitantly high across the board, which you can keep up with - if you focus on that specific resource at the expense of others. You'll ultimately likely focus on a handful of main resources and use tricks to supplement the others, and probably won't even touch upwards of half the expert skills/augments on offer. This is somehow made worse by the fact that despite REQUIRING you to invest vertically, the game PUNISHES you for not investing horizontally. You'll hit walls where an ability you've not invested in is suddenly mandatory, requiring you to get it up to speed. Except the resource for levelling it up has gotten more expensive each time you've levelled something else. The skill points to level it up come from buy any attributes, yet the number of attributes you need to buy increases each time - alongside the actual attribute cost. See the issue? The more expensive it gets, the more you specialise, the harder it becomes to play outside of your niche. And then the game forces you outside of your niche. There's no respec option, no undo, you either grind through the pain and pray it gets better or you start again. And believe me, after reaching mid-late game, the early game feels PAINFULLY slow to revisit. With all that said, here's the constructive feedback: [*]Rework/rebalance Agronomy's time gating to get significantly faster with investment than it currently does. [*]For the love of all that is holy just remove Zeal, it is an abomination with no place in this game. In its current state it is just awful and if improved it defeats the purpose of Ritual. Please just rework it to a more up-front resource cost and maybe tie each ritual's bonus to a number of following rituals, e.g. "your next X Rituals give Y effect". Or it attaches a random reward to 3 random rituals so you're encouraged to chain through them in weird orders for bigger rewards. Anything is better than this. [*]Fix the resource scaling when entering a new mechanic in the lategame. At the very least the Expert Skill costs for Ritual should be HEAVILY reduced to accessible flat early figures, the big gate on them is Orb points anyway. Or make the Expert skills cost something other than Ritual resources. [*]Buff the Time prestige system and make it available at any time in the run, with rewards scaling based on progress checkpoints and a big boost for actually completing the game. It should make the ultra-early game tutorial much quicker and should be available for when people hit a wall or run out of steam. Starting a new game should be an exciting opportunity to try a different build idea, right now it feels like giving up just to start a new chore. I hope these things change, because beneath all the annoyances I think Orb of Creation is actually a really inventive, fun and challenging game. But until they do change, this is just a tentative "yes". Buy on sale, just beware if you think the flaws above would bother you too much to enjoy it.
94 hours played
June 2026
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.

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Frequently Asked Questions

Orb of Creation is currently priced at 12.25€ on Steam.

No, Orb of Creation is currently not on sale. You can purchase it for 12.25€ on Steam.

Yes, Orb of Creation received 1,851 positive votes out of a total of 2,203 achieving a rating of 8.07.
😎

Orb of Creation was developed and published by MarpleGames.

Yes, Orb of Creation is playable and fully supported on Windows.

Yes, Orb of Creation is playable and fully supported on MacOS.

No, Orb of Creation is not playable on Linux.

Yes, Orb of Creation is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Orb of Creation is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Orb of Creation does not support VR.

Orb of Creation is a single-player game.

Yes, there is a DLC available for Orb of Creation. Explore additional content available for Orb of Creation on Steam.

No, Orb of Creation does not support mods via Steam Workshop.

No, Orb of Creation does not support Steam Remote Play.

Yes, Orb of Creation is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Orb of Creation.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 19 October 2026 06:49 UTC
SteamSpy data 15 October 2026 00:33 UTC
Steam price 26 October 2026 19:41 UTC
Steam reviews 19 October 2026 17:58 UTC

If you'd like to dive deeper into the details about Orb of Creation, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Orb of Creation
  • SteamCharts - Analysis of Orb of Creation concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Orb of Creation compatibility
Orb of Creation
Rating
8.1
1,851
352
Game modes
Features
Online players
42
Developer
MarpleGames
Publisher
MarpleGames
Release 23 Jun 2026
Platforms