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All Hail the Orb Walkthrough: Every Guide by Stage

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All Hail the Orb
LeGingerDev · GrabTheGames
This All Hail the Orb walkthrough exists because the game's own tutorial skips over how its systems connect.
The game asks very little of the player upfront. You click the orb. The orb likes that. Cultists arrive. The cultists click the orb so you don't have to. This runs for about three hours until you hit 1 billion Devotion and the game ends: or rather, since the April 22 patch, it mostly ends and then lets you keep going.
What the game doesn't explain clearly: when to stop clicking and let automation run, when to advance the Obelisk vs. let resources accumulate, and what alchemy priority order makes the Grand Opus achievable without a second playthrough. That's where the guides come in.
GameBrief has 15 articles on All Hail the Orb. This page organizes them by progression stage so you're reading the right one at the right moment, not discovering the alchemy guide after you've already locked yourself out of Eureka Moments.
TL;DR: All Hail the Orb takes about 3 hours for the story and 4-5.5 hours for 100%. Read the tips guide first, the obelisk guide before stage 3, and the alchemy guide before your first bench interaction. 15 specialist guides are linked below by progression stage.
All Hail the Orb walkthrough: key takeaways
- Released April 20, 2026. Developer: LeGingerDev. Publisher: GrabTheGames. Price: $6.99 on Steam. Overwhelmingly Positive review score.
- Three core systems: Devotion (the main resource), Obelisk (6 stages, each unlocking new systems), alchemy (9 discoveries, unlocks at stage 3)
- No fail states. No permadeath. No wrong build. Automation eventually handles everything.
- The April 22 patch added post-story continuation: the game doesn't end at stage 6 anymore. But some achievements still require pre-finale timing.
- Grand Opus achievement (all 9 alchemy discoveries) requires Library automation to trigger Eureka Moments. Start the Library early.
- Read the achievement guide before the stage 6 push, not after.
Overview: how the All Hail the Orb walkthrough works
All Hail the Orb is a clicker-to-idle game. The loop starts active: you click the orb to generate Devotion, then gradually goes passive as cultist automation takes over. By the final Obelisk stages, the game runs itself while you work through alchemy discoveries and dungeon secrets.
The game has six Obelisk stages. Each one unlocks something new. Stage 3 is where alchemy appears. Stage 6 is where the story ends and the post-story continuation kicks in. The walkthrough below is organized by those stages, with specialist guides linked at each transition point.
The game doesn't force you to rush. The Devotion requirements for each stage advance are large enough that automation needs to compound before you push. Rushing the Obelisk before your passive generation is stable makes every subsequent stage harder. The guides below flag the right timing for each advance.
GODEEPER: The review covers whether three hours at $6.99 earns the Overwhelmingly Positive score and what the duck is about. All Hail the Orb Review →
The alchemy system is where the game's complexity lives: the clicker opening doesn't hint at it.
Stage 1: first session: what to read before you start
The tips guide exists because the game's own tutorial is thin. The core system it doesn't explain well: cultists are not just clicking helpers, they're the automation foundation that frees you to explore the dungeon. You want them assigned and running before you start manually chasing Devotion.
The how-long-to-beat breakdown is useful if you're trying to fit the game into a single session: it covers first playthrough timing vs. achievement-hunting timing and where the hours actually go.
Guides for this stage:
- All Hail the Orb Tips for Beginners →
- All Hail the Orb New Player Mistakes: 8 Common Errors →
- All Hail the Orb: How Long to Beat →
The tips guide is the one to read before session one. New player mistakes covers the eight specific errors (under-staffing the Library, wrong alchemy order, stamina mismanagement) with fixes. The how-long-to-beat breakdown is useful if you've just finished and want to know what's left.
Stage 2: cultist automation and the resonance system
The automation shift (from manual clicking to cultist-managed Devotion) happens earlier than most players expect. The resonance system is the first major "idle" mechanic: Resonance Crystals spawn with a 10% chance on each orb click, and Crystal Conduit (an alchemy discovery) turns each resonance trigger into a chain of up to 10 additional crystal spawns.
The catch: Crystal Conduit isn't available until alchemy unlocks at stage 3. Before that, the resonance guide explains what the early resonance triggers are doing and how to position your cultist assignments for the transition. The best-build guide covers automation priority across all six stages.
Guides for this stage:
- All Hail the Orb Resonance Guide →
- All Hail the Orb Best Build Guide →
- All Hail the Orb Advanced Automation Guide →
The resonance guide is the deeper read on the Crystal Conduit mechanic. The best-build guide gives you the full automation priority order. The advanced automation guide covers the late-stage optimizations: cultist role splits, chained room buffs, and how to minimize idle gaps in Devotion generation.
Each run that fails still advances the permanent unlock tree: losses have value here.
Stage 3: alchemy bench and discovery priority
Alchemy unlocks at stage 3 when the Alchemy Bench appears. Nine discoveries exist. Eight unlock automatically at resource milestones: just play and they appear. The ninth, Eureka Moments, requires the Library automation to be running and has a 0.01% chance to trigger per book the Library processes.
The Library is found in the dungeon, not the Alchemy Bench. If you haven't unlocked the Library before stage 3, you'll need to find it before Eureka Moments becomes available. This is the one thing that can require deliberate setup: the game doesn't tell you about the Library-to-Eureka dependency clearly.
Discovery priority order for the alchemy bench:
- Devotion Resonance Crystal: 10% click chance triggers chain crystal spawns
- Crystal Conduit: enables the resonance chain and automates Life Crystal
- Super Beds: increases cultist productivity across all assignments
- Life Crystal Upgrades+: extends the automated generation cycle
Guides for this stage:
- All Hail the Orb Alchemy Guide →
- All Hail the Orb All Recipes: Complete List →
- All Hail the Orb Stamina Guide: Super Beds Explained →
- All Hail the Orb Obelisk Guide →
GODEEPER: The alchemy guide ranks all nine discoveries with unlock conditions and explains the Grand Opus achievement path in detail. All Hail the Orb Alchemy Guide →
Stage 4: dungeon exploration and hidden mechanics
The dungeon runs alongside the main Devotion loop. Most dungeon content is optional: you can complete the game without finding every room. But some dungeon sequences are required for specific achievements, and the secrets guide documents the rooms and interactions that most players miss entirely.
The endings guide covers both the pre-patch ending (stage 6 used to be a permanent stop) and the current post-patch continuation. There are two distinct endings based on choices made during the dungeon exploration: the endings guide explains what they are without spoiling how to reach each one.
Guides for this stage:
Stage 5: achievement hunting before the stage 6 push
The stage 6 push (reaching 1 billion Devotion) used to end the game permanently. The April 22 patch changed that, but some achievements still require conditions that are easier to set up before the finale than after. The achievement guide flags which ones need pre-finale timing.
46 total achievements. 4 are hidden. The Grand Opus requires all 9 alchemy discoveries. Two hidden achievements require dungeon sequences completed in a specific order. The achievement guide has every unlock condition and a recommended order for first playthroughs.
The tier list ranks the alchemy discoveries by value (not unlock order), which is useful context for the pre-finale preparation window.
Guides for this stage:
All Hail the Orb tips that apply at every stage
Before the stage-specific walkthrough: these All Hail the Orb tips apply throughout the run, not just at one point.
Stop clicking manually once cultists are running. Once three or more cultists are assigned to the orb, your manual clicking is adding noise, not meaningful Devotion. The cultist-to-Devotion rate scales faster than manual input by stage 2. Let automation compound.
Check the achievement tab before every stage advance. The achievement list shows locked achievements with their conditions visible. Spending 30 seconds on this before each Obelisk advance tells you whether any achievements require conditions that are easiest to set up before you push. Some achievements lock after stage transitions: the list tells you which ones.
The Library room has a visual indicator. When the Library is generating books, there's an animation on the room tile in the dungeon view. If you're not sure it's running, check the tile directly. Passive Library generation is what makes Eureka Moments possible: confirming it's active costs ten seconds.
Alchemy shows progress toward each discovery, not just a binary unlock. The bench has a progress bar for discoveries that require resource accumulation. You can see how close you are to the next auto-unlock without guessing. If you're at 80% on two discoveries, letting automation run a bit longer before stage advance makes more sense than pushing early.
Save the endings guide for last. The endings guide intentionally avoids front-loading the spoilers. Read it at stage 5 (before the finale push) not before you start. The choices that determine which ending you get are in the dungeon, and knowing too early changes how you explore.
Step-by-step: recommended reading order
This is the compressed version: just the guide order, not the stage context above.
Step 1: Before your first session
Read the tips guide. 15 minutes. It covers the cultist assignment system, the automation transition timing, and the dungeon mechanic the tutorial skips entirely. Saves 30 minutes of confusion.
Step 2: Before stage 3
Read the obelisk guide. Specifically: when to advance vs. when to wait. Rushing stage 3 before your automation is stable makes alchemy grinding harder than it needs to be.
Step 3: When the Alchemy Bench appears
Read the alchemy guide. The discovery priority order matters. Devotion Resonance Crystal first, Crystal Conduit second. The Grand Opus path requires Eureka Moments: check whether you have the Library running before you need it.
Step 4: Before the stage 6 push
Read the achievement guide. 46 achievements, 4 hidden. Some require pre-finale setup. The guide flags which ones and what to do. Read this before you hit 1 billion Devotion, not after.
Step 5: Post-story (if you want 100%)
The post-story continuation lets you clean up remaining achievements after the finale. The endings guide explains what's available in the continuation and what each ending requires.
All Hail the Orb tips: mistakes that cost runs
Ignoring the Library until late game
The Library is a dungeon room that enables passive generation of Devotion through book processing. Players who ignore it find themselves locked out of the Eureka Moments discovery: you can't get Grand Opus without it. Finding the Library early and activating it as automation costs nothing and pays off at stage 3.
Advancing the Obelisk too fast
Every stage advance resets some of the Devotion pace. Players who rush through stages find their automation struggling to keep up. The obelisk guide's timing advice: let your cultist assignments run and compound between each stage advance. The resource requirements are designed to force this naturally, but players who click through early see stages 4 and 5 move much slower.
Skipping alchemy entirely
Some players don't interact with the Alchemy Bench at all and complete the game through raw clicking. They miss the automation multipliers that make the late game run itself. Crystal Conduit in particular (the discovery that enables resonance chaining) takes the game from active management to idle in a single unlock.
Reading the achievement guide after stage 6
Some achievements require pre-finale dungeon sequences. After the stage 6 push and post-story continuation, those sequences may not replay the same way. Reading the achievement guide before stage 6 gives you the completion checklist while there's still time to run the required content.
Frequently Asked Questions
What is the best order to read All Hail the Orb guides? Tips guide before session one, obelisk guide before stage 3, alchemy guide when the bench appears, achievement guide before the stage 6 push. That order gets you through the run without any locked-out progress.
How long does it take to complete All Hail the Orb? First playthrough: 2-4 hours. Full 100% with all 46 achievements adds 1-3 hours depending on how much of the dungeon you explored on the first run. The game has no fail states, so completion is a question of time spent, not skill.
What is the Grand Opus achievement in All Hail the Orb? Grand Opus requires all 9 alchemy discoveries. Eight unlock automatically at resource milestones. Eureka Moments (the ninth) requires the Library automation to be running. It has a 0.01% trigger chance per book the Library processes, so the earlier you start the Library, the faster it fires. The alchemy guide has the full priority order.
What are the hardest All Hail the Orb achievements? Grand Opus (requires all 9 alchemy discoveries including Library-dependent Eureka Moments) and two specific hidden achievements that require pre-finale dungeon sequences in a particular order. The achievement guide documents all 46, including which ones require timing around the stage 6 push.
When does alchemy unlock in All Hail the Orb? Stage 3, when the Alchemy Bench appears. The Library (required for Eureka Moments) is a separate dungeon discovery. Find it before stage 3 to have it running when alchemy opens.
Does the game continue after the ending? Yes, since the April 22, 2026 patch. Stage 6 previously ended the game permanently. The patch added a post-story continuation for achievement cleanup. Some achievements still have better pre-finale timing conditions, so read the achievement guide before the stage 6 push regardless.
What is All Hail the Orb on Steam? A pixel-art clicker/idle game developed by LeGingerDev and published by GrabTheGames. Released April 20, 2026 at $6.99. Overwhelmingly Positive rating. 2-4 hours to complete, 46 achievements, no fail states, and a duck in the dungeon.
References
- All Hail the Orb on Steam: official store page with current review score, system requirements, and update history
- LeGingerDev on itch.io: developer's itch.io profile, earlier builds and dev notes
Related reading
Every specialist guide is linked in the stage sections above. The full list:
- Tips for Beginners: cultist assignment, automation timing, dungeon basics
- New Player Mistakes: 8 Common Errors: the eight specific errors new players make, with fixes for each
- Review: whether the game earns its Overwhelmingly Positive score
- How Long to Beat: first playthrough vs. achievement completion timing
- Best Build Guide: automation priority and cultist assignment strategy
- Advanced Automation Guide: cultist role splits, chained room buffs, and late-stage Devotion optimization
- Resonance Guide: Crystal Conduit and the resonance chain system
- Stamina Guide: Super Beds Explained: how stamina limits cultist output and how Super Beds fix it
- Obelisk Guide: when to advance each of the six stages
- Alchemy Guide: all 9 discoveries ranked, Grand Opus path, Library timing
- All Recipes: Complete List: every alchemy recipe with unlock conditions and resource requirements
- Secrets and Hidden Mechanics: dungeon rooms and interactions most players miss
- Endings Explained: both endings, what each requires, post-patch continuation
- Achievement Guide (All 46): every achievement with unlock conditions and pre-finale checklist
- Unlock Tier List: alchemy discoveries ranked by value
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About the author

Critical game theorist with a background in film criticism. Writing for print and digital outlets since 2015. Specialises in genre analysis and design heritage.
- Background in film criticism
- 10 years games coverage
- Genre theory and design history specialist
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