OddOrb
A 2D tower-defense / artificial-life RTS. A swarm of self-reproducing, gene-driven creatures roams a procedurally generated hex-map world. You command a small team of orb units: dig out new ground, build cannon and hydro towers, and collect energy charges before the swarm bites you out of existence.
How to play
Hit Play Now from the menu for a short guided tutorial on the Arena map.
Then dive into a Random Map skirmish.
The goal: collect the charge target while keeping your orbs alive. Creatures reproduce and evolve on their own — your towers are the only thing standing between you and a planet-sized swarm.
Controls
| Action | Key |
|---|---|
| Pan camera | Scroll wheel / middle-drag / arrow keys |
| Select units | Left-click or left-drag (box select) |
| Move / attack-move | Right-click |
| Build cannon / hydro tower | Select a unit, then Q / W |
| Upgrade / sell tower | Select a tower, then Q / W / A / V |
| Dig trees | Right-click a tree, or E |
| Cycle your forces | N or double-tap Space |
| Delete selection | V or Delete |
| Show all controls | F1 (in game) |
| Pause menu | Esc |
Tech
Rust + macroquad + egui. Deterministic lock-step simulation (fixed-point, seeded PRNG) so replays and LAN peers stay byte-identical. Procedurally generated worlds, procedural music, fog of war, saves and replays included.
| Published | 2 days ago |
| Status | Released |
| Platforms | HTML5, Windows, Linux |
| Authors | koomik, necrashter |
| Genre | Strategy, Simulation, Survival |
| Tags | 2D, Co-op, Hex Based, Multiplayer, Music, Procedural Generation, Top-Down, Tower Defense |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Multiplayer | Server-based networked multiplayer, Ad-hoc networked multiplayer |
| AI Disclosure | AI Assisted, Code, Graphics, Text |






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