The All Hail the Orb Obelisk is the six-stage progression spine that connects every other system in the game. Clicking the orb, building cultists, unlocking alchemy — all of it feeds the Obelisk. Stage 6 of the All Hail the Orb Obelisk is the ending. Getting there efficiently, without missing the things that are worth doing along the way, is the whole game.
Key takeaways
- The Obelisk has 6 stages — each unlocks new systems and pushes the Devotion ceiling higher
- Stage 6 ("The End...?") requires 1 billion Devotion and triggers the story conclusion
- Don't advance stages before your automation is established — the passive Devotion generation carries each push
- Complete hidden dungeon achievements and get duck count near 50 before the finale (or clean up post-story with the April 22 patch)
- After the April 22, 2026 update, the game continues after stage 6 — nothing is permanently locked
What the All Hail the Orb Obelisk is
The All Hail the Orb Obelisk is the progression spine. Six stages, each requiring a Devotion threshold to advance. Each stage unlocks new mechanics: early stages introduce basic cultist automation, later stages open alchemy, dungeon access, and the systems that make the Devotion scaling work at the numbers you need for stage 6.
Devotion is generated two ways: clicking the orb manually, and passive generation from cultists assigned to it. Early in the game, clicking is how you build initial resources. Within the first hour, cultist automation becomes more effective than clicking. By the middle game, your cultist operation is what's doing the work — clicking the orb gives bonus outputs like Resonance Crystals rather than being the primary Devotion source.
The Obelisk stage advances are gates. You can see stage 6 on the list from the start. The 1 billion Devotion requirement looks enormous in stage 1 and stops feeling that way by stage 4.
GODEEPER: The full achievement list, 100% completion order, and what the April 22 patch changed about missable content. All Hail the Orb Achievement Guide →
The All Hail the Orb Obelisk — six stages
The All Hail the Orb Obelisk stage progression unlocks systems in a specific order. Early stages give you the automation framework. Later stages expand the Devotion sources and introduce the complexity that makes the final push possible.
Stages 1–2 introduce cultists and the basic automation loop. This is where you stop thinking about clicking as your primary job and start thinking about how many cultists you can assign and sustain. Devotion growth is slow compared to where it ends up, but the systems you build here compound into the mid-game.
Stages 3–4 open alchemy and dungeon access. Alchemy discoveries let you reshape how Devotion generates — Devotion Resonance Crystal, for example, gives each orb click a 10% chance to trigger a chain of additional crystal spawns, while Crystal Conduit makes the Life Crystal system generate devotion automatically without manual clicking. Dungeon access is also where the hidden achievements become accessible. If you're going for full completion, start exploring dungeon rooms as soon as they're available.
Stages 5–6 are the late-game push. Stage 5 requirements are high enough that you need established automation — cultists, alchemy chains, and passive Devotion all working together — before the stage 6 threshold of 1 billion Devotion feels reachable. Stage 6 is the ending.
The exact Devotion thresholds for stages 1–5 of the All Hail the Orb Obelisk aren't published in-game in a way that surfaces clearly outside of active play. What's confirmed: stage 6 is 1 billion Devotion. The community's Getting Started guides on the Steam hub (app 4262310) have mapped the intermediate stage values for players who want the exact numbers.
Each Obelisk stage advance triggers a notification and unlocks new mechanics. Stage 4 is where alchemy and dungeon access typically open up.
When to advance vs. when to wait
This is where most players make the Obelisk harder than it needs to be. Advancing a stage too early — before your automation is stable — means the next Devotion threshold takes much longer because your passive generation is still weak.
The right time to advance a stage: when your passive Devotion is growing noticeably without you clicking. If you walk away for ten minutes and come back to meaningful progress, your automation is doing its job. Push the stage.
If progress requires you to sit there clicking, wait. Add more cultists, check if there are alchemy discoveries that boost generation, and let the system run longer. The Obelisk doesn't have a time limit. Patience here saves more time than rushing.
Between stage advances, let automation compound. It sounds obvious, but the instinct in clicker games is to keep clicking because clicking feels productive. In All Hail the Orb, the better move is often to set up a cultist chain and step away. Come back in 20 minutes. The Devotion numbers will have moved more than a session of active clicking.
Pre-finale checklist
Before pushing the 1 billion Devotion final stage, work through this:
The four hidden dungeon achievements (Toasty Buns, Don'tcha think it's too early?, What's Behind the Bookshelf...?, and Bath Time) are tied to specific dungeon rooms. They have blank Steam descriptions and require reaching the right room and interacting with something specific. Before the April 22 patch, missing these meant starting over. Now you can complete them post-story, but doing them during the run is cleaner since you're already exploring those rooms anyway.
Duck count: get near 50 before the finale. The Quackpot gacha runs on a separate currency. Roll 5 at a time, not one at a time; it's more efficient per duck. After the April 22 patch, Quackpot costs dropped, so this grind is shorter than it was at launch.
The Grand Opus (all 9 alchemy recipes) depends on the Library automation, which reads books at a 0.01% chance per read to trigger the Eureka Moments achievement. This runs passively. If you haven't gotten Grand Opus by the time you're near stage 6, let the Library run. There's nothing to actively do. It resolves in the background.
Check the achievement list for anything with a clear unlock condition you haven't hit yet. Resource milestones (Devotion counts, cultist totals) unlock naturally during stage 6 progression. Activity achievements (rolling ducks, reading books, clicking the orb specific amounts) should be close to done by now if you've been playing normally.
Getting duck count near 50 before the finale is easier with the Roll 5 option. After the April 22 patch, Quackpot costs were reduced, so the grind is shorter than at launch.
What the April 22, 2026 patch changed
Before this patch, completing stage 6 ended the game. Permanently. Players who missed any non-ending achievement before the finale had to start a new run.
The patch added post-story continuation: the game keeps running after stage 6 completes. You can still roll the Quackpot, explore dungeon rooms, let the Library generate books, and watch automation keep building Devotion. All 43 regular achievements are completable post-story. The four hidden dungeon achievements are completable post-story.
The patch also added improved achievement tracking (catches Steam unlocks that didn't fire correctly in earlier builds) and reduced Quackpot costs.
For players who started a run before the patch and want to know if it applies retroactively: the patch applies to existing saves. You don't need a new run to get post-story continuation.
GODEEPER: The four hidden dungeon achievements with exact room descriptions and interaction notes. All Hail the Orb Secrets Guide — Hidden Rooms, Duck, Alchemy →
Tips
The stage order is fixed, but your pace isn't. Each advance is a choice. Slower, more automated runs reach stage 6 faster in real time than rushed, manually-clicked runs that stall on each new Devotion threshold.
Dungeon exploration and Obelisk progression run in parallel. Once dungeon rooms unlock, you can explore them during the same stretches where automation is building Devotion. Route them together. You're not choosing one over the other.
Check the achievement list at stage 4 or 5. By then you know the game well enough to see what needs manual attention before the finale. Resource milestones resolve naturally with stage 6 progression. The ones that need specific effort are the hidden dungeon achievements and duck count.
The 1 billion Devotion requirement sounds intimidating in stage 1. By stage 5, if automation is established, the passive generation gets you there without much active play. Let the cultist system run, check in periodically. The finale arrives on its own.
References
- All Hail the Orb on Steam — store page, patch notes, community hub
- LeGingerDev — developer page on Steam
- All Hail the Orb achievement guide — full achievement list and unlock order
- All Hail the Orb endings explained — what happens when you complete stage 6
- All Hail the Orb tips for beginners — full run preparation before pushing the finale
- All Hail the Orb secrets guide — hidden achievements and dungeon rooms
Frequently Asked Questions
Q: How many Obelisk stages are in All Hail the Orb? A: Six. Stage 6 requires 1 billion Devotion and triggers the story ending. After the April 22 patch, the game continues post-story.
Q: What is the final Obelisk stage? A: Stage 6, "The End...?", at 1 billion Devotion. Completing it triggers the story conclusion. Post-April 22 patch, the game continues running after stage 6.
Q: Should I rush the Obelisk stages? A: No. Advance a stage when passive automation is doing the work, not when you're manually clicking to sustain progress. Rushing produces slower runs.
Q: What happens after you complete the Obelisk? A: Post-April 22 patch: the game continues. You can complete achievements, roll Quackpot, and explore dungeons. Before the patch, completing stage 6 ended the game permanently.
Q: What should I do before the final stage? A: Complete the four hidden dungeon achievements, get duck count near 50, and let the Library run for Grand Opus if you're chasing 100% completion.
Q: How do cultists help with the Obelisk? A: They generate Devotion passively. More cultists means faster Devotion generation without clicking. Building cultist automation before each stage advance is the core strategy.
Q: Is any Obelisk content missable? A: After the April 22, 2026 patch: no. Everything is accessible post-story. Before the patch, the four hidden dungeon achievements were missable if you completed stage 6 first.





