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.