Game Systems & Pre-launch Data
Dark Tactical Roguelite Auto-Battler · 3×3 Ritual Grid
Confirmed Game Content (official)
Everything below is confirmed in official Steam community announcements before launch — no estimations. This is the most complete pre-launch data hub for Order Automatica:
Playable Units
20
Enemy Units
17
Items
19 (2 per unit)
Cell Effects
18 (9 positive + 9 negative)
Curses
9
Indulgences
24
Persistent Modifiers
33 (9 + 24)
Achievements
19
Platforms
7 (Steam·GOG·Switch·Xbox·PS·iOS·Android)
Release
2026-09-04
Source: Steam Community announcements (unit/item data) (official news feed).
Named Systems & Modes
- Canonical Rituals — a confirmed game mode built around asymmetrical challenges, structured in three sections of difficulty: Initiate's Ranks, Penitent's Ranks, and Adept's Ranks. Enemy teams here use units you can't draft, so it plays differently from the standard run.
- Degrees — the roguelite progression tiers; every Degree introduces tougher encounters and deeper modifiers as you climb.
- Core loop — two repeating phases: a preparation (draft / place / buy) phase and an automatic battle phase. The win is decided in preparation.
- Candle mechanic — you race a burning candle; lose all candles and the ritual resets (roguelite run-over).
Sources: Steam Community announcements (unit/item data) · Steam Store Page.
Ranks, Overkill & the Ending (final devlog)
The developer's last pre-launch devlog confirmed three structural things that no store page spells out. All three change how you should read a run:
- Ranks, not levels. "Your journey through the game begins with the Initiates Rank. The ranks represent the different levels you can reach within this secret society." Each rank introduces new enemy units, new mechanics and harder challenges — so progression is framed as rising through a cult hierarchy rather than clearing stages.
- The Overkill system. Built for players who already know auto-battlers: it "challenges you with optional targets related to how much you dominate a battle." If the base difficulty feels flat, Overkill is the dial that adds pressure without changing the run structure.
- There is an ending, and things after it. The developer wanted "multiple off ramps from a game, even if I want to keep playing afterwards" — reaching the highest rank of the Order is one off-ramp, "but there's more after that." What happens is deliberately unspoiled.
On difficulty, the devlog is unusually candid: "the single hardest challenge has been figuring out how to balance difficulty", because so much depends on a player's genre experience. The chosen approach was to ease newcomers in one concept at a time and let Overkill supply the ceiling.
Source: Steam Community announcements (unit/item data) — the final pre-launch devlog ("The Ritual Is Ready!"). Quoted passages are the developer's own wording.
The Core Loop, In the Developer's Words
The official core-loop announcement describes two repeating phases: preparation and battle. Preparation is where you spend in-game currency to add units to the grid, arrange them, and power them up with items and other persistent upgrades. Battle is where you stop acting.
“Your units fight automatically, and all you can do is watch your carefully constructed strategy either work beautifully… or collapse in seconds. There are no mid-battle panic buttons. The fight is just the receipt for all the decisions you made before it.”
If you take one lesson from that: because there is no mid-fight input, the placement phase is the entire game. Every synergy you intend to trigger has to be built into the board beforehand.
Source: Steam Community announcements (unit/item data) — "What Happens Between Battles? The Core Loop of Order Automatica".
First-Mover Plan: Demo Datamine
A free public demo (Steam AppID 2577030, Unity engine, build 23221482) is downloadable by anyone right now. Its client files contain the real unit / tile / synergy / curse / indulgence data. We are datamining the demo pre-launch to publish the exact names and stats before 2026-09-04 — the first wiki to do so.
- Exact 18 Cell Effect names & values → see Grid Placement.
- Full unit compendium (names / stats / skills) → see Unit Compendium.
- 9 Curses + 24 Indulgences full list → see Curses & Indulgences.
- Synergy matrix & best builds → see Unit Synergy · Best Builds.
Demo build is from 2026-05-13; launch values may shift slightly. Extracted data will be labeled "from demo client (May 2026)" and updated at launch. Source: Steam Store Page (demo store page).
Datamine status (2026-08-26):
- ✅ Units — real names + base ATK/HP/buy for ~37 units (see Unit Compendium).
- ✅ Items — 18 of 19 names recovered (see Best Builds).
- ✅ Achievements — 10 demo achievement IDs recovered (see Achievements).
- ✅ Cell Effects (18) — 16 named + 19 described effects recovered from the demo's localization keys (see Grid Placement).
- 🟡 Indulgences — 20 of 24 names recovered (see Curses & Indulgences).
- ✅ Abilities — 102 effect templates + 34 triggers recovered (see Unit Compendium).
- ⏳ Curses (9 names) — counts and 3 mechanics confirmed; individual names live in the client's undecoded GlobalSystemConfig, tooling pending.