All hail the orb guide — the purpose of this page is to be the starting point for every question a new or returning player has. Not to replace the detailed guides, but to map the territory: here's what the game is, here's how its systems connect, here's where to go for each topic.
All Hail the Orb launched April 20, 2026, developed by LeGingerDev and published by GrabTheGames. It holds a Very Positive rating from 603 Steam reviews — 94% positive. Steam app ID: 4262310. The short description on its store page says "cult recruitment, dungeon exploration, and DUCKS" and that is accurate in the same way a good summary usually is: technically correct, leaves out the part that makes it interesting.
What makes it interesting is the automation transition. You start clicking. You stop needing to. The game then becomes something else.
Key Takeaways
- Released April 20, 2026 on PC (Steam, $6.99) — Very Positive, 94% of 603 reviews
- Developer: LeGingerDev. Publisher: GrabTheGames
- Main story: ~3 hours. Full completion (46 achievements): 4–4.5 hours
- Core loop: click orb → recruit cultists → automate → explore dungeon → advance Obelisk stages
- Six Obelisk stages; stage 6 requires 1 billion Devotion
- April 22 patch added post-story continuation — nothing is permanently missable
- 46 Steam achievements, difficulty rated 1/10, all available in one playthrough
- No fail states, no permadeath, no resource crises that require a restart
What Is All Hail the Orb?
All Hail the Orb is a pixel-art incremental game built around a single core premise: you are a person who has found a mysterious orb and has decided to build a dungeon cult around it. Clicking the orb generates Devotion. Devotion funds cultists. Cultists automate Devotion generation. Automation frees you to explore the dungeon. Dungeon rooms unlock new systems. New systems feed back into Devotion. Six Obelisk stages gate the progression. Stage 6 ends the story.
That summary sounds mechanical because it is — but the execution creates a specific kind of satisfaction that distinguishes All Hail the Orb from most idle games in its price range. The game is not trying to be longer than it is. It doesn't insert timers to stretch a 3-hour experience into a week. It completes itself, and in doing so it respects both your time and its own premise.
The dungeon exploration is the other half. No combat. Rooms are entered, examined, and unlocked. Some rooms contain automation upgrades. Some contain story beats delivered with the kind of deadpan humor that makes the Steam reviews say things like "I just met the duck." The dungeon functions as a content gate — the deeper you go, the more complex your automation chain becomes. The two systems feed each other without either dominating.
The review sits at 7.5/10 here — Very Positive from real players who knew what they were buying. The specific things that earned that score and the specific caveats (launch bug, three-hour runtime, the question of value) are covered in the full All Hail the Orb review.
Getting Started: Beginner Foundation
The first hour of All Hail the Orb is mostly linear and largely handles itself. Click the orb, generate Devotion, recruit your first cultists, watch automation take over clicking. The Devotion milestone achievements (100 → 1K → 10K → 100K → 1M) unlock automatically as the cultist automation compounds.
What requires active attention in this phase: the Library.
Set up Library automation as early as it becomes available and keep cultists assigned throughout the run. Knowledge — the Library's output — is the slowest resource in the game, and two things depend on it accumulating early. First, the Omniscient achievement requires 400K Knowledge. Second, the ninth alchemy discovery (Eureka Moments) fires at a 0.01% chance per book read — which means Library runtime is the only variable you control. Let it sit unstaffed and you'll reach the stage 6 finale without it triggering.
Everything else in the beginner phase compounds naturally. More cultists equals faster automation equals faster Devotion. The clicking achievements unlock in the first few minutes without any deliberate effort. The dungeon opens after Obelisk stage 2, and dungeon exploration is where the four hidden achievements live — so get there before you get absorbed by the resource accumulation loop.
The one scenario that can cause problems: triggering the 1 billion Devotion finale while more than 3 achievements remain unfinished. The April 22 patch added post-story continuation so this is no longer a permanent lock-out, but finding dungeon secrets during the main run is faster and cleaner than post-story cleanup.
GODEEPER: First-run priorities, the exact achievement checklist to complete before the finale, and the Resonance Crystal chain explained. All Hail the Orb Tips Guide — 100% Completion →
The Alchemy System
Alchemy is the system most new players interact with last but should engage first. The Alchemy Bench unlocks at Obelisk stage 3 or 4 — a building appears in the dungeon and most players open it once, look at it, and go back to the Obelisk.
That's the wrong call. Alchemy discoveries are not isolated upgrades; they reshape how Devotion flows through every subsequent hour of the run. Getting them early means benefiting from them longer. Getting them at stage 5 means they're nearly irrelevant.
Nine total discoveries. Eight unlock automatically when your resource counts hit specific thresholds — you don't need to search for them or track anything. They appear at the Bench when they become available. The ninth, Eureka Moments, requires Library automation (0.01% per book read). It's not findable; it triggers passively.
Priority order for your first Bench session:
Devotion Resonance Crystal first — gives each orb click a 10% chance to trigger a chain of additional crystal spawns. During active sessions this compounds quickly. Crystal Conduit second — makes the Life Crystal system generate Devotion automatically without manual clicking, so even when you step away, Devotion continues accumulating. These two together convert the Devotion loop from a mix of manual and passive into something that runs without you.
Speedy Transit third — connects the Library to the Cultist Quarters via portal, removing the travel overhead that limits Knowledge generation. The effect is invisible in a single session and compounds across hours.
The Grand Opus achievement requires all 9 discoveries. After the April 22, 2026 patch, it's completable post-story if you miss it during the run. Before the patch, a missed Eureka Moments meant a full restart.
GODEEPER: Every discovery explained, the Library-to-Eureka Moments chain, and a step-by-step unlock sequence. All Hail the Orb Alchemy Guide — 9 Discoveries Ranked →
Build Paths and Automation
All Hail the Orb has no character builds. No skill trees, no loadouts, no branching class decisions. What players mean when they ask about builds is: what do I automate and in what order?
The answer is a build order in the same way an RTS player thinks about build orders. Each step enables the next, and sequencing matters more than any individual choice.
1. Library. Unlocks alchemy. Non-negotiable first priority.
2. Devotion Resonance Crystal + Crystal Conduit. These two alchemy discoveries run a Devotion loop that doesn't need player input. Getting them before everything else at the Bench means they're compounding across the full remaining run.
3. Speedy Transit. Faster cultist transit between rooms. Invisible in small dungeons, significant once the dungeon expands.
4. Grotto Auto Harvest. Removes manual harvesting from the grotto — a set-it-and-forget-it improvement that reduces the number of things demanding your attention.
The remaining discoveries (Super Beds, Life Crystal Upgrades+, Cultist Statue Upgrades+, Prayer of Fertility) fill in at resource thresholds without requiring specific priority. Let them appear and grab them on dungeon visits.
The Quackletta — the duck-dispensing vending machine — runs on its own separate currency. Rolls cost 10,200 Devotion for one or 177,318 for five. Roll five at a time, and aim for 50 ducks (Duck Dynasty achievement) before triggering the finale. After the April 22 patch reduced the Quackpot costs, this is more accessible than it was for early players.
For the complete automation priority order, all nine alchemy discoveries ranked, and Obelisk timing relative to automation readiness: the All Hail the Orb best build guide 2026 covers the full sequence with explanations.
The Obelisk: Late Game
The Obelisk is the progression spine. Six stages. Each stage unlocks new systems and pushes the Devotion ceiling higher. Stage 6 is the ending, requiring 1 billion Devotion.
The common mistake is rushing stage advances. Each advance before your automation is established means the next stage's threshold arrives before passive generation is fast enough to handle it. The passive Devotion generation from cultists, alchemy, and the compounding chains is what carries each push — not clicking. Let automation establish itself between stages.
Stage-by-stage summary:
Stages 1–2 introduce cultists and the basic automation loop. The game transitions from manual clicking to cultist management during these stages, and the systems you build here set the multipliers you'll depend on later.
Stages 3–4 open alchemy and dungeon access. This is where Devotion Resonance Crystal and Crystal Conduit should go in immediately. Dungeon access is also when the hidden achievements become reachable — explore before the Obelisk progression pulls your attention away.
Stages 5–6 require established automation to feel manageable. With Crystal Conduit and Devotion Resonance Crystal running, stage 5 feels like patience. Without them, it feels like grind. Stage 6 is the finale: 1 billion Devotion, the Obelisk builds, the story concludes.
GODEEPER: The exact stage unlock sequences, pre-finale checklist, and what the April 22 patch changed about how the ending works. All Hail the Orb Obelisk Guide — Stages and When to Advance →
Secrets and Hidden Mechanics
The dungeon contains four achievements with blank Steam descriptions. They appear in your achievement list without names or conditions until after you trigger them. Two telegraph themselves by room name if you're paying attention; one doesn't.
The four: Toasty Buns, Don'tcha think it's too early?, What's Behind the Bookshelf...?, and Bath Time.
All four require specific dungeon rooms and specific interactions. No resource thresholds, no automation requirements — just being in the right room and clicking the right object. The Bookshelf room announces itself. Bath Time does not; players consistently report walking past its entrance twice before finding it. The Steam community hub for app 4262310 has pinned guides with exact locations.
The dungeon also contains a developer room — a hidden bonus encounter not connected to any ending. It's a room, not an alternate narrative path.
The Resonance Crystal chain is worth understanding separately from the achievement. Resonance Crystals spawn at a 10% chance per orb click. Crystal Conduit extends each spawn into a chain of up to 10 sequential spawns per click. The Resonance Cascade achievement unlocks automatically once Crystal Conduit is active — no manual farming needed, just having the discovery in place.
The full All Hail the Orb secrets and hidden mechanics guide covers all four hidden dungeon achievements, how the Resonance Crystal chain works technically, and the alchemy interactions that aren't documented in-game.
All Endings Explained
All Hail the Orb has one ending. Complete the 1 billion Devotion Obelisk building, and the achievement "The End...?" unlocks — the question mark is part of the name. The story resolves in one direction regardless of what order you completed other content. No branching paths, no alternate conclusions.
Before the April 22, 2026 patch, this was a hard stop. Completing stage 6 ended the game permanently. Any achievement not finished before the finale was gone unless you restarted. The patch changed this: the game now continues running after the finale. Cultists keep generating Devotion, the Library keeps reading, the Quackpot keeps rolling, dungeon rooms stay accessible.
The practical implication: the four hidden dungeon achievements that previously had to be found during the main run can now be cleaned up post-story. The Omniscient achievement (400K Knowledge) can still accumulate if you're short. Eureka Moments can still trigger in the Library. Duck Dynasty can be rolled toward. Nothing is locked.
That said, completing hidden dungeon achievements during the main run remains cleaner than post-story cleanup — active exploration fits naturally into the flow of a run in a way that post-story revisiting doesn't. The All Hail the Orb endings explained guide covers the stage-by-stage Obelisk achievement names, what triggers the conclusion, and what the April 22 patch specifically changed about how completion works.
How Long to Beat
The numbers, direct:
- Main story (1 billion Devotion Obelisk): ~3 hours
- Fastest tracked Steam completion: 3 hours 8 minutes
- 100% achievements, in-run management: 4–4.5 hours
- 100% achievements, story-first then cleanup: 5.5–6.5 hours
- PlayTracker all-player average: 4.1–4.3 hours across ~30,000 players
- Average achievements earned per player: 22.6 of 46 (49%)
The routing decision the April 22 patch created: you can now choose whether to manage achievements during the main run or after the finale. In-run management is faster (4–4.5 hours total vs. 5.5–6.5 hours) because you're not adding a cleanup session on top of the story. The only achievement category that complicates in-run management is the four hidden dungeon rooms — they require active exploration at specific points in the run, not passive accumulation.
No New Game Plus. The game is designed to complete once. Post-story continuation is not a replay with carry-over; it's the same save kept alive after the finale.
The All Hail the Orb how long to beat guide has the routing decision mapped out in detail — which achievements are faster in-run vs. post-story, and what the PlayTracker data shows about where players actually stop.
Achievements
All Hail the Orb has 46 Steam achievements. Difficulty rating: 1/10. All 46 are reachable in a single playthrough after the April 22 patch — no multiple runs required.
Most unlock automatically through normal progression: the Devotion milestones (100 → 1K → 10K → 100K → 1M), the cultist recruitment chain, the clicking achievements in the first few minutes, the Obelisk stage completions. These don't require planning.
Three categories need deliberate attention:
Four hidden dungeon achievements (Toasty Buns, Don'tcha think it's too early?, What's Behind the Bookshelf...?, Bath Time) — location-specific, no Steam descriptions until triggered. Find them during the main run.
The Grand Opus — all 9 alchemy discoveries, including Eureka Moments at 0.01% per Library book read. Requires the Library to be running from early in the run.
Duck Dynasty — 50 ducks from the Quackpot. Roll five at a time, aim to reach 50 before the finale.
Achievement difficulty is flat enough that a first-time player who reads this guide and the beginner tips should clear all 46 in a single session without significant difficulty. The All Hail the Orb achievement guide has the complete list of all 46 with unlock conditions, the hidden achievement locations, and the pre-finale checklist.
GODEEPER: Full achievement list with unlock order, the four hidden ones explained, and what the April 22 patch changed for post-story cleanup. All Hail the Orb Achievement Guide — All 46 Unlocked →
Is All Hail the Orb Worth It?
At $6.99 with a Very Positive rating from 94% of 603 Steam reviews, the answer is yes — with specific caveats that are worth naming rather than burying.
The runtime is honest: 3 hours for the story, 4–4.5 for 100%. This is not a game that fills a weekend. It's a game that fills a good evening. If you're looking for a game with 20+ hours of content at this price point, there are options in that range. All Hail the Orb is not one of them, and it doesn't pretend to be.
The launch bug is on record. The game shipped on April 20 with a progression-blocking issue that required a full build rollback. The current version is stable. But if you're evaluating the developer's track record, the launch is what it is.
What the game does earn: the Very Positive rating reflects players who knew what they were buying, got what they expected, and felt their time was respected. The automation transition — from manual clicking to cultist management to a fully self-sustaining Devotion loop — delivers on its promise. The dungeon has genuine moments. There is a duck. The lack of fail states means anyone who wants to see the ending will see the ending.
The 46 achievements are worth mentioning specifically because they're not filler. Several are tied to dungeon rooms easy to miss on a first pass — rooms that feel like the developer wanted players to look at corners they'd otherwise ignore. Achievement hunting in All Hail the Orb functions as a second lens on a game that rewards a second look.
The All Hail the Orb review has the full breakdown — gameplay, the automation shift, what doesn't fully work, and the 7.5/10 verdict with honest caveats.
Frequently Asked Questions
What is All Hail the Orb? All Hail the Orb is a pixel-art incremental clicker by LeGingerDev (published by GrabTheGames, released April 20, 2026). You click an orb to generate Devotion, recruit cultists who automate that process, explore a dungeon to unlock new mechanics, and advance six Obelisk stages toward a 1 billion Devotion finale. No fail states, 46 achievements, 3–4 hour main story.
How long does it take to beat All Hail the Orb? Main story: ~3 hours. Full completion (46 achievements): 4–4.5 hours if managed during the run, 5.5–6.5 hours if you clean up after the finale. PlayTracker shows the all-player average at 4.1–4.3 hours.
What is the best strategy or build in All Hail the Orb? Automation priority order: Library first (enables alchemy), then Devotion Resonance Crystal, Crystal Conduit, Speedy Transit. These three alchemy discoveries compound every subsequent resource gain and should be the first three unlocked at the Bench.
Are there missable achievements in All Hail the Orb? After the April 22 patch, no — post-story continuation keeps the game running after the finale. The four hidden dungeon achievements are easier to find during the main run than post-story, but nothing is permanently locked.
How many endings are in All Hail the Orb? One. Complete the 1 billion Devotion Obelisk, "The End...?" achievement unlocks. No branching paths.
When does alchemy unlock in All Hail the Orb? Obelisk stage 3 or 4. The Alchemy Bench appears in the dungeon. Nine discoveries total — eight unlock at resource thresholds automatically, one (Eureka Moments) requires Library automation at 0.01% per book read.
Is All Hail the Orb worth buying? At $6.99, Very Positive from 94% of 603 reviews, and a 3-hour runtime that knows what it is: yes, if a focused incremental game over a single evening sounds appealing.
References
- All Hail the Orb on Steam
- Steam Community Hub — All Hail the Orb
- All Hail the Orb review
- All Hail the Orb tips and beginners guide
- All Hail the Orb achievement guide
- All Hail the Orb alchemy guide
- All Hail the Orb best build guide 2026
- All Hail the Orb obelisk guide
- All Hail the Orb secrets and hidden mechanics guide
- All Hail the Orb endings explained guide
- All Hail the Orb how long to beat guide





