Skip to content
Geeky Alien
Novus Orbis

Screenshots

Novus Orbis screenshot 1
2026 30 secconds trailer trailerWatch trailer on Steam ↗

Novus Orbis

Seizo Games · Published by 2 Left Thumbs

Very Positive — 92% positive (118 reviews) · 146 achievements

Last updated 27 Sept 2026

A combo-based deckbuilding roguelike through a space-time loop: collect cards, receive blessings, add pets to your party, and grow stronger. Chain together cards in the right order for max power, and act before the enemy does. Build synergistic decks, find many secrets, and make BIG numbers!

Early AccessDJCTQ 61 DLC available ↗Full Controller Support

£12.79

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

3 Sept 2026Lowest: £12.79 · Highest: £12.799 Oct 2026

Adventure, RPG, Strategy, Early Access · 2025 · More £5 - £15 games

Embark on an epic journey through time and space in Novus Orbis, an adventurous RPG from Seizo Games. Build powerful decks, unlock unique blessings, and command pets to outsmart your foes in a dynamic roguelike experience.

About this game

Novus Orbis is a roguelike deckbuilder that encourages complex builds with deep deck combos, powerful Blessings, and a with a wealth of secrets to discover.

Advance through the last pieces of this broken world, against an out-of-reach entity.

Your goal is to explore, battle, and strengthen your might and knowledge to bring order back to your land.

Features

  • Combo System: Every card has a cost and a combo value: Play your cards in the right order to achieve their full potential, or break the combo to get a more favorable outcome.

  • Countdown System: Every time you play a card and when you end your turn enemies will get closer to attacking you. They can and will attack during your turn!

  • Multiple Classes: Three classes with completely different sets of cards and mechanics.

  • Deck Building: More than 80 cards per class, more than 300 cards in total! Cards come in six types: Attack, Skill, Equipment, Item, Special, and Affliction.

  • Blessings: More than 100 powerful upgrades to your character. Get them from bosses, special rooms, shops, and secret interactions!

  • Pets: Find multiple companions per run, who will attack, support, heal , and more every turn.

Please be sure to add Novus Orbis to your Wishlist!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS *: Windows 7, 8/8.1, 10, 11
  • Processor: 2.0 Ghz
  • Memory: 2 GB RAM
  • Graphics: 1GB Video Memory
  • Storage: 500 MB available space

Supported Languages

English, Japanese, Italian

Latest news

  • Patch NotesOfficial

    0.7.1 Update

    With this update I'm adding the last piece of content that I wanted for 1.0 release:Endless ModeOnce you've cleared the second path, and so unlocked access to Corrupt, you'll be offered to access Endless Mode on your final score screen (when winning).You will loop back to the first level, keeping all your pets, cards and stats, but you will lose at random half of your current blessings.Enemies stats will greatly increase: their HP, damage and block values will be multiplied by 10 per loop. Furthermore, their Countdown value will decrease by 1, with a minimum set to 2.Additionally, you won't be able to unlock anything during Endless Mode.This mode is NOT balanced around anything. I may modify values after users feedback, but this is intended to be a fun and random mode, so a great balance is not what I'm looking for.Together with that, a nice bunch of bug fixes and balance, especially on the Mechanic and recent new Blessings.Additions:(General) Endless ModeChanges:(Enemy) Firepit mini boss will now drop a Flame Blessing.(Blessing) Moved Patience from Normal to Great Blessings pool.(Blessing) Symmetry changed to work only once per pair of cards used. You now need to use 2 same cost cards, then the effect is reset and you need to use 2 more for it to trigger again.(Blessing) Risk Of Combo now draws 1 card instead of 2.(Blessing) Risk Of Tradition additional effects: you won't be able to draw more than 10 cards per turn, and sets your combo to 4 on turn start.(Card) Taser set not to appear before level 2.(Card) Code 99 set to do one of its 3 effects at random with equal chance, instead of all 3 of them.(Card) Reboot set to become unusable on the turn next to using it, to avoid being able to spam it.(Card) Exhaust would say damage equal to 2x current Overheat, but actually calculate 5x. Properly set to 2x.(Card) Plasma Cannon now deals 5x of Overheat value down from 10x.(Event) Added to the firepit description the fact that you may get a Special card in return.(Event) Fi...
    Read full article on Community Announcements (Seizo Games)
  • Patch NotesOfficial

    0.6.11 Update

    Good news, the last level for the game (which will lead to 1.0 release) is done! As well as the special way to access it. All visuals done, all enemies done.All I have left to do for the big update is...quite a lot of new achievements and stuff to unlock lol. Because of life stuff, I haven't been able to develop as much as I'd want, but I'm progressing well, and I'm hopeful everything will be done by the end of summer (and then I'll allow 1-2 months of time for final testing, bug fixing and balance before releasing into 1.0).That being said, there are quite a few changes and additions I've been making to the game, and I wanted to push those for now.The biggest one is a big revamp of the intents system: enemies intents will now tell you exactly what each action is going to do. No more guessing about buffs and debuffs. No more surprises. The game will tell you (almost) all you need to know. The only thing I'm leaving out (because it would be a lot more tasking to add that to the game this deep into development) is values for Block, Evasion, or any status with a value. While I understand that would be even better, I think the current change gives enough info to the player to work with.Let me know what you think!Additionally, all music in the game is now final!Also, I've made some substantial changes to all attack, buff and debuff effects!Additions:(UI) All enemies intents will now show a tooltip with a detailed description of the action.(UI) Hovering on End Turn will now show "-2" over each enemy's Countdown value, as well as showing the resulting value you'd get when ending your turn.Changes:(Music) All music in the game has been updated with final mixing and correct volumes.(Visuals) Back damage from Electrified now shows an electric damage animation instead of a normal hit one.(Visuals) Better effects for attacks, buffs and debuffs, and healing, that scale in coolness depending on the amount of damage dealt.(SFX) Changed the sound effects when an attack is blocked.(...
    Read full article on Community Announcements (Seizo Games)
  • Patch NotesOfficial

    0.6.10 Update

    As it often happens, I say one thing and I end up doing another one lol There were two major things that have been bothering me since forever.1-Performance on lower end machines (like a Steam Deck) was pretty bad in some moments. 2-The constant possibility of some softlock for unknown reason (and the necessity of the not so professional "remove softlock" button in the menu.I took my time for two weeks to tackle these two issues (an many more).Aside from a few balance changes, and no new content, with this update I bring:Much better performance on lower end machines (the game stays at 60 fps with a few dips on Deck, a way better result than before).A much lower chance for the game to softlock (I basically introduced a new method to detect a softlock and resolve it after a few seconds of inactivity).NOW I'm finally ready to work on the conclusion for the game. The plan I have on paper is quite cool, and I can't wait to make it, together with many new achievements, many new crazy blessings, and finally share everything with you all.Note: Some changes have been implemented with smaller patches since the last update, but I'm collecting the whole log here:Changes:(General) Better performance on lower end machines.(General) Completely reworked the input system both with mouse and pad. On the user's side not much difference should be perceived, but now the code is a lot cleaner. This should result in better performances, as well as no more occasional bugs when interacting with cards.(General) The game will now try to detect a softlock. If an amount of time passes with nothing happening and the game in "no input" state, the game will automatically do what the "remove softlock" button did. This is still not a perfect solution, and it can't take care of very bad cases, but it should make things better overall.(General) Because of the previous change, I'm removing the "remove softlock" button from the menu.(General) The animation when the game shuffles your discard pile back in...
    Read full article on Community Announcements (Seizo Games)
  • AnnouncementsOfficial

    Strategems Vol. 2

    Today kicks off Strategems Vol. 2 hosted by Goblinz PublishingA digital event focused on strategy and highly replayable titles.Find your next hidden gem, jump into exclusive demos, and explore the best the genre has to offer!Something new?Looking for some new to try out? Allow me to recommend an online co-op tower defense taking part in Strategems! 17.waves TD releases TOMORROW!! You can try the free demo now. Or pick it up for CHEAP on launch day, and play with up to 4 players online!
    Read full article on Community Announcements (2 Left Thumbs)
  • Patch NotesOfficial

    0.6.9 Update

    Hello!I took these few weeks to polish some stuff that was long due, especially concerning pad controls.No new content, but a few substantial changes, as well as a ton of bug fixes.This should be the last update before I start working on the game's conclusion. That will take a while, but I'm hopeful I'll wrap it up during the summer.Additions:(General) The game will now save backup save files in a separate sub folder.Changes:(General) I reverted the game back to not offer you a "retry" option, and to remove your current run's save file when you lose. For people who really want to save scum, you're free to kill the game before the score screen, or to use the newly added backup save files, but I personally believe that giving free reign to just retry endlessly is the opposite of the point of a roguelike.(General) Better controls when using a pad, as well as less visual issues like cards raising or getting stuck when they shouldn't.(General) So far, the game would not present you the alternative version of bosses until you've beaten the normal one for that level. Additionally to that, the game will now, after you've beaten a level once, force the alternative boss as the only option until you've beaten it. This way you will not need to hunt the alternative boss just for the achievement anymore. After you've beaten both the normal and alternative versions, the game will choose one or the other randomly. (Doesn't apply to Lands, considering it's the level you're gonna face every single run).(Event) The Enigma will now offer 4 cards, with 2 pickables, from a selected pool of cards of the two classes you're not currently playing.(Event) The Enigma room will now appear only after winning the game at least once.Bug Fixes:Fixed being able to Mark multiple cards in one sitting when using a pad.Fixed being able to access the menu while interacting with the Marking system, when using a pad.Fixed enemies countdown not going down if you ended turn right after using a card with Swif...
    Read full article on Community Announcements (Seizo Games)

We use strictly necessary cookies to run this site. We don't currently set any analytics or advertising cookies. See our Cookie Policy for details.