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ORXNewsPlayer Feedback Patch
In-game event

Player Feedback Patch

ORX · published 11 Feb 2026, 16:23 UTC · build 21885404

All newsPlayers around this dateRead on Steam

This update is primarily about stability and performance. We targeted the problems that most directly damage the feel of a run: frame-time spikes in large fights, slowdowns that build up over long sessions, and hitches (or freezes) during mission load/unload. The approach here was pretty basic: ship the quickest wins that are safe to integrate without destabilizing gameplay - cutting recurring costs in rendering, batching/atlasing, fog/visibility evaluation, animation overhead, and scene cleanup (costs that scale with everything on screen, from units to trees and biome textures). Alongside that work, we fixed a set of gameplay/UI/VFX issues that could stall enemies, break interactions, or confuse feedback, and we improved bug-report tooling so future fixes can be faster and more accurate. Shout out to everyone who took their time to message us their feedback!

Performance / Optimization

  • Mission render optimization (general performance pass on mission rendering).

  • Scene unloading optimization (cleaner unload / less leftover state).

  • Reduced rendering costs for dynamic fog recalculation.

  • Field Observer optimized (visibility / detection system that continuously evaluates units and objects in the field).

  • Faster mission loading by optimizing collider recalculation for building highlights.

  • Biome atlases regrouped.

  • ORX sprites regrouped into atlases (more intelligently).

  • High-res (512) biome images packed into large atlases (with correct form of compression that does not kill the quality of textures).

  • Reduced sprite overhead: stopped creating clones of sprites already loaded from an atlas.

  • Runes moved to the custom animator.

Gameplay / Logic Fixes

  • Final boss phase: fixed a case where the “day” wouldn’t start when the final boss entered its aggressive stage and stepped onto the field (boss could stand idle until killed).

  • Wizdomiac totems: fixed spawning/placement so totems don’t appear outside warriors’ attack reach.

  • Walls: fixed a case where a wall could get stuck into a farm after capturing a neighboring village.

  • Tile progression: fixed cases where a village could be cleared but the tile stayed blocked/closed despite no longer being obstructed.

  • ORX targeting: fixed ORX units stalling near a destroyed town center (main building) while other village town centers were still alive.

  • ORX movement: fixed an issue where ORX could run “backwards” (orientation/animation).

  • Snipers: fixed “strange” behavior (AI/targeting/movement pass).

  • Boreal crossbowmen: fixed an issue where they didn’t damage lairs.

  • Boreal contracts: fixed an exploit where contracts could be played on permanently dead ORX/warchiefs.

  • Worm interactions: Fixed a bug when casting a weapon on a camp whose warriors were killed by the worm would crash the mission. Fixed a restore-blocking issue tied to the worm (restore being blocked on the wrong target).

  • Fixed incorrect behavior when Revenge and Resurrect were combined.

  • Towers: removed “cold start” behavior (towers no longer start in a delayed/disabled state).

UI / UX / Tooling

  • Added a Bug Report button that packages logs + saves and sends them.

  • HP bar: added a clear “vulnerable” indication when the target is vulnerable.

  • Buildings: added an indicator for buildings with an active ability while it’s running, including a multiplier/stack count for multiple timers; fixed ability UI showing grey/inactive while the ability still works.

  • Fixed UI rounding/formatting for very small multiplier numbers.

  • Fixed an issue where description text color didn’t update.

  • Artifacts: added dynamic attribute tooltips; adjusted tooltip bottom padding for better readability.

  • Vault upgrade UI: fixed scrollbar behavior when selecting cards.

  • Fixed hover detection when dragging/hovering a card on the left side of a road/path.

  • Player Options: added windowed mode.

  • Medieval warriors UI: added a title text-sprite showing the warrior count.

  • Legendary reward icons updated/added (scope unclear).

  • Advisors: additional “hide/cover” behavior implemented (scope unclear).

Visual / VFX Fixes

  • Fixed broken “void edge” visuals/tiling.

  • Decoration layering pass: removed “standing” decorations and moved decorations to the road level.

  • Poison VFX: updated trail + bullet visuals.

  • Targeting VFX: beam + target circle now stay on the target until the hit connects.

More from ORX

Other announcements

All news
Game update14 Sep 2026ORX Hotfix Patch 14.3.4ORX Hotfix Patch 14.3.4 Again, most of these bugs were reported by the community. Just to let you know that bug reporting helps a lot. · Fixed several combat freezes that caused player units and ORX to stop moving or attacking, and towers to stop firing. · Fixed an issue that could leave the game stuck on the loading screen when starting a mission. · Fixed an issue that prevented the next wave…Game update26 Aug 2026ORX Hotfix Patch 14.3.3ORX Hotfix Patch 14.3.3 Most of these bugs were reported by the community. Just to let you know that bug reporting help us a lot. · Fixed Boreal units sometimes freezing after vitality stat modifications (such as leveling up or upgrading from circles) · Fixed a rare Boreal Circle error when its bonus was updated without available relic slots. · Fixed Boar Riders, sometimes losing their assigned…Game update17 Jul 2026ORX Hotfix Patch 14.3.2ORX Hotfix Patch 14.3.2 · Fixed controls becoming unresponsive during a run, preventing players from playing, drawing, or redrawing cards and opening the pause menu. · Fixed an issue where ORX Wyrmdigh could remain underground, making the boss impossible to target or damage. · Fixed an issue when continuing an active run would sometimes cause the game to get stuck on a loading screen · Fixed pr…