

It's here where ORX makes the leap from run-of-the-mill roguelike to a stonkingly good strategy game.

#Adventure orx how to#
The random placement of these armies makes them a little more chaotic and unpredictable than the Rune Guardians, and it did take me a couple of matches to fully understand how they work – mostly because my review build only tutorialised the Rune Guardians and not said nothing about how to play as the Dune Reavers. Military zones can also be extended by building roads and placing down lighthouses, and you can beef up certain squads by training them in specific weapons, such as spears or archery. Place a house inside a barracks' designated military zone, for example, and it will spawn a squad of soldiers nearby. The Dune Reavers, meanwhile, are all about feeding their barracks buildings with a steady stream of houses. Small squads of soldiers can also be deployed to stem the tide further, but they only operate in a small range of tiles, so you'll need to pay close attention to where the next wave of orcs is coming from to make the most of them. Spells can be added to these castles to help increase their attack speed and overall power, as well as different types of turrets to slow the orcs' advance. If you're playing as the Rune Guardians, those defences mainly take the form of castle walls, which you'll need to combine in various shapes and sizes to form proper towers. While you can choose to fully abandon your run if the cards just aren't flowing in your favour, you can also attempt a mission as many times as you like - a relief, as it not only helps take the pressure off being dealt a bad hand at the start, but it also feeds into that 'one more round' mentality that's made so many of my evenings disappear in a puff of smoke recently. Thankfully, death doesn't necessarily mean the end of a whole run here.

If the orcs break through and destroy your keep, it's game over. Developer Johnbell haven't revealed what the other two factions are going to be just yet, but even if we don't find out until the game's proper launch in roughly a year's time, ORX is in fine shape as it is, with its current pair of factions offering more than enough depth and challenge for the months ahead.Īs you'd expect for a tower defence game, players must use their cards to build up their defences and protect their keep from multiple waves of orcs.

Both have their own meaty, four-act campaign to dig into, with each act being split into roughly three core battles that are topped by a challenging boss encounter. Launching today with two of its four planned campaigns, ORX's early access release lets you choose between the traditional castle-building Rune Wardens and the desert-dwelling Dune Reavers, the latter of whom offer a rather more interesting, if somewhat abstract take on tower defence by ditching the towers completely for roving squads of warriors. It's a gripping mix that's already claimed over a dozen hours of my time in recent weeks, and it's a number I can only see going up and up and up as it continues to develop in early access. Part deckbuilder, part roguelike and part tower defence, this is a real-time strategy game played by the seat of your pants, where a rolling deck of cards determines not only what kind of defences you can build, but also what buffs, spells and additional forces you can deploy to help defend your keep from the oncoming hordes. Other times, it all goes to pot and you get absolutely walloped, but hot damn if you didn't go down fighting. Luck can either be on your side, or you can earn it back by using your wits, carving out a victory you never thought possible. The thrill of a card game is in the hand you get dealt. A gripping blend of roguelike deckbuilding and tower defence, ORX is a real-time strategy game that's all about the rush of the draw and playing the best hand you've got against a ticking clock.
