
Orix
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Description
A free 4v4 turn-based tactical RPG built for online play. Draft four heroes, reshape their kits with charms, and outplay a live opponent on terrain you both weaponize: shove foes into lava, traps, and geysers. Fast and lethal, with Survival and Gauntlet modes for solo play.
About
Outthink. Outmaneuver. Outplay.
Orix is a turn-based tactical RPG built around fast, lethal 4v4 duels. Draft a team, reshape them with charms, and out-think a live opponent on a board you both turn into a weapon. Everything's on the table; the better tactician wins.
Draft, Equip, Outplay: 4v4 Online
The heart of Orix is synchronous online play. Pick four heroes, kit each one with charms, and face a live opponent move for move. Every choice is visible, every position matters, and there's nowhere to hide a bad plan.
- Draft your squad: build a four-unit team with real synergies and real holes.
- Play live: host with a lobby code or invite a friend and settle it head-to-head.
- A level field: every hero and charm is on the table from your very first match. There is nothing to unlock in competitive: you win by learning the charms cold and outplaying the tactician across from you.
- Earn the win: no random effects; the better-played turn takes the exchange.
The Terrain Is a Weapon, Not a Backdrop
The arena isn't scenery. It's a hazard you can turn on your opponent. Lava burns anything standing in it, geysers erupt on a fixed cycle and throw units across the board, traps trigger crushing everyone underneath, and broken ground splits the field into chokepoints. Used well, the terrain does your work for you; ignored, it does theirs.
- Shove enemies into lava and burning ground.
- Read the geyser cycle and let the eruption do the hitting.
- Raise hazards of your own: trace a Wall of Fire across the battlefield, forcing enemies to choose between taking damage or going around.
- Use bridges, gaps, and pillars to cut off lanes and control space.
Deep Kits, No Filler
Every unit has a full toolkit: signature abilities, passives, and counters that reward mastery, not memorization. Charms reshape how a hero plays, so the same pick can anchor a line, hunt the backline, or rewrite a fight in one turn. Facing, range, and status effects all matter, and a clever combo beats brute force every time.
Easy to Learn, Hard to Master
The depth has an on-ramp. Built-in tutorials and training challenges cover movement, positioning, the charm system, and each hero's kit, so you reach your first real match knowing what your tools do and how to use them. The ceiling is high; getting started isn't.
Fast and Lethal
Fights are decisive. Damage is real, defense is rare, and a sharp opening can crack a team wide open, so every action is a decision, not a formality. You'll lose to better tactics, not to a longer grind.
Go Solo
When you're not online, the single-player modes keep the pressure on, and offer up an arsenal all their own:
- Survival: an endless, systemic gauntlet of escalating waves on seeded boards, with mutators that keep every run different.
- Gauntlet: a roguelike run of curated battles where survivors carry their wounds forward, the path branches, and the rewards stack.
- Earn your arsenal: both modes pay out a currency you spend on a dedicated pool of PVE charms: an unlock track that reshapes how your solo runs play. The deeper you go, the more your toolkit grows.
- The currency and the charms it buys are PVE-only. They never cross into competitive play.
Free, and Fair
The base game is free, and everything competitive is in it: all 16 heroes and every charm, from your very first match. Fixes and balance updates are always free. The only paid content is optional new character packs, and those are new options, not new power: every new hero is tuned to the same bar as the free roster, and if one lands too strong, the fix is free like every other balance change. Packs even share themselves: face an opponent who owns one and it unlocks for you for that match, so both players always draft from the same pool. You can play competitively forever without paying and never be outgunned.