ORB
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Description
BASICS
The object of ORB is simple. You must guide the orb through the level to the goal.
You do this by simply clicking on the orb and drag it to the green goal zone.
But the orb must not hit a wall or you’ll have to start again.
You don’t always have to carry the orb you can drop it by double clicking.
The orb is not the only thing that you can carry;
there are crates that you can pick up that you can drop on switches.
COLOR
The orb can also change color. Depending on the color you can do different things.
The orb will change when it hits color changers.
Black = normal
Red = cannot be carried
Blue = become larger
green = become smaller
yellow = can go through yellow walls
Authors
MasterFury
Steam User 1
It's a Space RTS with Homeworld controls.
It's story has all the tropes you'd want. One race is a highly developed civilized peaceful group of scientists. The other are tribal savages that want to destroy the big head men due to thinking they're inferior. The start of the campaign you play as Malus, named as such because they are evil, and the latter portions you play as the Alyssians once they realize you can't just use diplomacy against the space terrorists. They're also formed from the same ancient precursor race and a lot of the story is uncovering the details of that.
If this was made ten years later the scientists would be the bad guys instead while the clearly violent invalids are coddled and idolized, so it really is a product of its time.
As for the gameplay, it's like Homeworld except with a far greater emphasis on procedure and time. Nothing is a right click to win scenario. Mining in itself requires you to first scan asteroids with a scout then build resource production to start feeding your military. Then, once you have that military you're going to be sending them across miles upon miles of open space at a pace that rivals what that would actually be. What this means is you have to actually use scouts to scout. You can't easily retreat or reinforce without a carrier and in some missions that is your home base. Once you've decided it's time for an attack, your wave of units better be well prepared, because they will not be receiving support. You also run the risk of leaving your base undefended at the wrong time and ending the mission in failure.
The pace is a lot slower than Homeworld, but actions are decisive. Losing a squad feels less like an inconvenience and more like a massive threat to your survival. Also still an inconvenience purely because losing units is not very nice and makes you feel bad.
Steam User 0
O.R.B: Off-World Resource Base is a space-based real-time strategy game originally released in the early 2000s and later brought to Steam by Strategy First. Set in a distant solar system rich with valuable resources, the game centers on a conflict between two emerging interstellar civilizations, each vying for survival and dominance. Framed as a large-scale space opera, the narrative follows the militaristic Malus and the more idealistic Alyssians as they expand into contested territory, uncover ancient threats, and clash over ideology as much as territory. The story provides context for the campaign missions, but the true focus of O.R.B lies in its strategic systems and deliberate pacing.
At the heart of the gameplay is resource acquisition and management. Unlike many faster-paced RTS titles, O.R.B places significant emphasis on scouting, scanning asteroid fields, and securing limited mineral deposits scattered across expansive maps. Players must build mining platforms, protect transport routes, and carefully allocate manpower to maintain a functioning economy. Crew members are not abstract numbers but are divided among research, piloting, and other operational roles, forcing players to make meaningful trade-offs between expansion, technological advancement, and fleet readiness. This layered resource system adds depth but also slows the tempo, rewarding patience and careful planning over aggressive early-game rush tactics.
Combat unfolds in full three-dimensional space, allowing fleets to maneuver freely above and below planetary bodies, asteroid belts, and space stations. The game features a variety of ship classes, from nimble fighters and bombers to heavy capital ships and support vessels. Each class fulfills a specific tactical role, and effective fleet composition requires understanding their strengths and vulnerabilities. Research unlocks more advanced ships and technologies, creating a progression system tied directly to economic stability. Battles often require micromanagement, as players must issue precise commands to prevent ships from behaving inefficiently. Target prioritization, formation adjustments, and maintaining supply lines all contribute to success in prolonged engagements.
The scale of the maps reinforces the game’s strategic tone. Travel times between resource nodes and enemy territories can be lengthy, emphasizing the importance of forward bases and logistical foresight. While this expansive design contributes to immersion, it can also result in slower pacing compared to modern RTS standards. Players frequently rely on the strategic map overlay to issue commands efficiently, as the full 3D view, though visually impressive for its time, can make it difficult to track widespread fleet movements. The sense of scale remains one of the game’s defining characteristics, creating the feeling of commanding a true interstellar campaign rather than a confined battlefield.
Visually, O.R.B reflects the ambitions of early 2000s space RTS design. Ship models and environmental backdrops are functional and detailed enough to convey faction identity, though they lack the cinematic polish of later genre entries. The soundtrack complements the atmosphere with orchestral tones that reinforce the grandeur of space warfare. The presentation may appear dated by contemporary standards, but it retains a certain charm rooted in its era’s design philosophy.
The campaign alternates perspectives between the two primary factions, offering insight into their contrasting cultures and motivations. While the overarching narrative follows familiar science fiction tropes of ideological conflict and ancient mysteries, it provides enough structure to sustain interest across missions. Skirmish modes further extend replayability, allowing players to customize match parameters and explore strategies outside the campaign framework.
Ultimately, O.R.B: Off-World Resource Base stands as a methodical and strategically demanding space RTS that prioritizes economic control and tactical fleet management over speed and spectacle. Its deliberate pacing and layered resource systems reward players willing to engage deeply with its mechanics. Though its interface and tempo may feel dated compared to modern strategy titles, it offers a thoughtful and expansive experience that captures the ambition of early 3D space warfare design. For fans of classic real-time strategy games who appreciate long-term planning and large-scale fleet engagements, O.R.B remains a distinctive and rewarding entry within the genre.
Rating: 7/10