




Orbi Universo II is a deep management-simulation-strategy game that puts you at the forefront of history itself. Through an innovative node-based system, you'll guide your society from the Neolithic era to the Atomic Age, making impactful decisions that ripple through time.
MASTER THE COMPLEXITY OF CIVILIZATION
Harness a unique node system where every aspect of your civilization interacts in meaningful ways
Watch as your decisions create cascading effects across your society
Balance countless interconnected elements: from agriculture and commerce to religion and warfare
Navigate the delicate dance between stability and progress
FORGE YOUR OWN PATH
Shape your civilization's unique cultural and religious traits
Each region has its own local resources and nodes
Adapt to your environment and create truly distinct societies
Challenge historical assumptions and craft your own alternate history
FACE A LIVING WORLD
Engage with rival civilizations across a dynamic world map
Wage wars through tactical battle choices
Forge diplomatic alliances and trade relationships
Secure crucial resources through commerce or conquest
A UNIQUE EXPERIENCE
Abstract visual style that emphasizes clarity and readability
Multiple play styles
Diverse soundtrack inspired by many different cultures, evolving with you
Rich emergent storytelling through systemic interactions
A NEW EVOLUTION
Building upon the success of the original Orbi Universo, this sequel expands every aspect of the game while maintaining its unique identity. With completely rebuilt systems, enhanced visuals, and deeper gameplay mechanics, Orbi Universo II offers both veterans and newcomers an unparalleled civilization management experience.
Can you navigate the complex web of society's interconnected systems? Will your civilization flourish or falter under the weight of its own complexity? The destiny of your people awaits you.
- Several bug fixing with AI trade and trade volume
- Improvements on AI trade offers between them and with the player
Update of the base unity LTS version
[/*]Several bug fixing, including diplomacy cancellation and tentativly fixing sea land ownership,
[/*]Fix on Military Crafts for Bronze and Gundpowder focuses
[/*]Balanced was changed with Sedentism, Urbanization and Pastoralism
[/*]Fertility now react slower to change of Granary strategy
[/*]Granary is now boost more by peasant and Modern Fertiliser
[/*]Granary is slighlty easier to build
[/*]Game should be more compatible with linux OSes
[/*]Battle with Supermacy and Superior Firepower will inclifct less damage to army if it fights a empty army
[/*]Factories output more goods
[/*]
Sub-version A
- Fix Trade Volume Calculation
- Experimental native Linux Version
- Several bug fixing
- Investment near the target now correctly show the priced pay by the Player and not just the theorical price
- Righ clicking on the Player Power UI allows you to go to the node detail of this node
- The AI now consider less valuable proportionally a huge amount of the same commodity
- Granaries have now a Dropdown option to be able to have strategic food reserves! The state's Food Control policy in Granaries determines the percentage of the food surplus held in reserve. This reserved food is not factored into Fertility's calculation for population growth, allowing for a strategic stockpile at the cost of a potentially slower growth rate.
- Urbanization auto-research and auto-invest by Sedentism and Civil craft was slown down
- Sedentism auto-research and auto-invest by Agriculture was slown down
- Granary auto-research and auto-invest by Peasant Class was slown down
- Pastoralism auto-research and auto-invest byAnimal Husbandry was slown down
- Urbanization is now slower to increase by investement
- Pollution now requires 1000 pop to spawn in pre-industrial civs
- Tweak on Fertility 'reaction speed'
- Achievements now have translation for French and Japanese
- Small localization changes
- Ai tweaks for the new granary stuff, you will probably be able to trade more food with Agricutlure heavy civs now!
Sub-version A
- Some more bugfixing
- Several bug fixing, including the Player Power expense not being comprehensive, a bad spawning of node when settling empty land, colonization of emerging civ and some null checks
Sub-version A
- Hotfixing for starting in an empty land
- Dates now take into account the most advanced Civilization to trigger the time slowdown, also the starting dates are a bit faster
Sub-version B
- Hotfixing date issues (currently back to the older system)
- Tweaks for the AI
- Rebalancing of massive Flood and Climate Inhospitality
- Techs now leaks faster to other civs
- Several bug fixing, including ones with region hitboxes and focus windows
- You can now compress saves!
- Culture can make your music go to new heights! Music is also slower to invest
- Extraction now check the maximum of the node extracted to apply priorities, a node already full or nearly full will have less priorities
- Electric Infrastructure now needs Copper Ore to not decay way faster
- Fix some problems with maximum Citizenship and Thermal Power Plants
- Aviation now help with uncovering the remaining fog of war
- Port capacity boost to fishing was nerfed
- Boost food production of animal husbandry
- Fix some problematic pairing in cultural traits
- Small localization changes
- Chinese characters should be now compatible in the game for a potential Chinese translation
Subversion A
- Re-Design of Aviation, faster and cheaper to get, is now boosted by Maths and Industry Tech, will start around 700-800 values, will uncover all map if you reach 900
- Religious Conversion is now more efficient but more expensive
- Working Conditions now invest faster and cost Political Power instead of Wealth
- Elite Class decrease in Working Conditions is now less aggressive
- Some tweak on Slavery Emancipation and Institution
- Some tweak on Access Difficulty on oceans to prevent too early ocean exploration
- Small buff of industrial Pollution Regulation
- AI now consider its own land more valuable
- Small localization changes
Sub-Version A
- Buff on Constitution production of Political Power and lower it's reduction of Centralized Governement
- Fixed an edge case issue with Civil Craft not producing any more Civil Goods, also it consumes a bit more of metals if used
- Improves Tool Supply alert system
Sub-version B
- Tentatively try to add 2K and 4K resolutions, this is widely untested expect strange behavior of the UI
- Fix some coastline resources
- Fix a incorrect maximum on Citizenship
- Luxury Availability was nerfed for high values and will have diminishing returns
- Fix Factory Efficency spawing in pre-industrial societies
- Reduced decay in Reg Irrigation
- Wealth Tax have now more agressive diminishing returns
- Laborer have diminishing return to increase Extraction, and take less space for industries
- New Traits: Added 8 new cultural and religious traits to diversify civilizations:
`Gold Fever`, `Marine Treasures Fever`, and `Rare Feather Fever` increase satisfaction and consumption of their specific luxury good. `Holy Incense` allows priests to consume incense for Faith. `Caste System` boosts Legitimacy and Elite Satisfaction at the cost of Popular Satisfaction. `Royal Lineage` provides a constant Legitimacy bonus. `Justiciars` increases the effectiveness of Tribunals. `Exclusive Purity` makes all colonization efforts less effective. - You can now reroll the choices available in your first Trait Selection
- You can now zoom more, and you can change the base size of nodes for bigger resolutions
- You can change the autosave speed
- Fixed an error with military and mercenary rebellions
- Extraction logic was tweak to not focus too much on one resource
- Cultural Assimilation cost a little more
- Religious Conversion was a bit boosted
- Fishing got slightly nerfed
- National Propaganda and Citizen Right got their cost reduced
- Working conditions give higher satisfaction but even more a decay on Factory Efficiency
- Stability, Elite and Popular Satisfaction got their decay slightly increased
- Slavery Emancipation now reduce Slavery Institution and the Elite dissatisfaction only exist if there is any slave left
- Elites will stop trying to search Slavery Institution if you reach Philosophy 50
- Fix Coastlines for Chitzen Iza region
- Small localization changes
- State Building Edict: A new state-level policy designed to streamline the development of large empires. Through this edict, you can direct your bureaucracy to automatically fund the research and construction of Flood Control, Irrigation, Roads, and Ports across all your territories. This centralized approach offers convenience at a premium, being slightly more costly than managing each project individually. It's the perfect tool for rulers who wish to manage their sprawling domains with broad strokes, ensuring foundational infrastructure is developed everywhere without micromanagement.
- Fix bug with Regional Roads, and one with maximum tooltip not updating correctly
- You can now properly delete saves from the game
- Fish, Fauna & Flora have now higher growth rate if you have good tech
- Fix Polar hardiness Trait
- Fixed some edge case for Companies trade generation
- Slight Nerf of Great Library Fire
- Boost Philosophy generation from Academia
- Literature now generate a bit of Philosophy
- May have fix an issue with Working Conditions for early spawn
Sub-Version A
- Fix Ezochi province with a wrong value for soil fertility
- Fog of War wear off more quickly with late Sailing and Trade techs
- Added a bunch of AI rules for AI having more possible decisions
- New option to resize the screen in the settings
- Fix several crucial bugs
- Tweaks for Cultural and Religious Conversion, the smaller your minorities the harder they are to fully assimilate
- Foreigners now help with Academia
- Elites now search Slavery slower
- Agressives AI will now recruit more
- Small localization changes
- The Great Library Fire: A new, rare event can now trigger for civilizations with a highly developed Academia but without the means to mass-produce knowledge via the Printing Press. A civilization that is a lone beacon of knowledge in a less advanced world is particularly at risk. This devastating event will set back your scientific progress, destroying a significant portion of your accumulated knowledge in Mathematics, Natural Science, Philosophy, and Medicine. The development of the Printing Press is the surest way to safeguard your legacy.
- Player Power tooltip is now revamped, when full it merges small amounts into a "Other" Category, but you can click on it to only show expenses or income to see the details
- Fix several crucial bugs, including a localization picker error, and a error with culture traits
- AI trade behavior tweaks
- Fertility node behavior was changed to have more inertia with population growth and fall
- Working Conditions now scale a bit with Laborer Class for its reduction of discontent
- New Steam launch option to start in windowed mode for some big resolution that cannot access the main menu due to a problem with very large resolution
- Fix several crucial bugs, including not saving a rename of civilisation, error during saves, node out of bounds...
- Rework on Horse spread, it can now more easily spread to islands but cannot naturally pass "arctic" seas, it also got a small boost overall
- AI now is a bit more serious about being late in the power projection
- Horse growth recovery now take into account horse husbandry
- You now use "," to enter values in nodes
- Informative pie chart in Luxury Availability, and rework how rare resource are consumed more based on available supplies
- Feudalism Elite generation now properly scale as intended
- Guilds got a corrected cap from Trade Tech
- Wealth Tax will now generate more discontent to your Elites
- Working Conditions was buffed
- Working Discontent self spawn was nerfed and self decay was boosted
- Rare Resources from culture now scale less aggressively with their industry
- Trade Tax maintenance cost now use Log and not Sqrt for cost calculation from trade, resulting of it scaling less aggressively
- Small tweak on Communist and Fascism regimes on spawn conditions and spawn behaviour
- Epidemics are now more common and deadlier, a badly timed plague can be very devastating
- Hard difficulty give the Easy boost to AIs
- Small localization changes
- Fixes several critical bugs
- Pie charts can now have color specifc labels, not either pie has got its color yet
- Army Power projection now a have a piechart showing the "power" of your different kind of units
- AI now values its provinces more (based on its calculations)
- AI now values civil goods less
- Wealth Tax got nerfed and Trade Tax was boosted again
- Corruption is now costlier and harder on invest in
- Fascist and Communist regime now can be taken even if you miss the other own ideas if you > 90 value
- Public Land will transform into Collectivized Land under Proletarian Dictatorship (but this won't change the functionality of it)
Sub-Version A
- Military Craft and Goods has been revamp, and are more organic and explicit
- Extraction, Civil Craft and Smithing look at the new military craft for production tooling
- Civil War and Mercenary Rebellion use properly the new military goods
- Academia has been nerfed and is harder to get
- Religious Conversion, Citizenship and Cultural Assimilation are now slower to convert
- Newspaper have been buffed (less stability damage and more political power generation)
- Science and Mathematics inter-research has been nerfed
- Siege Weapons are now capped by your Soldier Class numbers
- Siege construction speed has been nerfed
- Artisan now generate less Maths but a it more frating techs
- Techs have a higher decay and are slower to invest, and tech leaks are stronger
- You need to be bigger to be called an "Empire" now
Sub-Version B
- Fixed an important error on maintenance cost of Pollution Regulation
Sub-Version C
- Fixed an important error on Proletarian Dictatorship spawn
- Small localization changes
- Changed color for Military Crafts and Goods
- Companies generate factories less quickly
- Fixes several critical bugs, including one messing up the Conversions nodes and one with trade that didn't get cancelled properly
- Pie Flavor text in detail nodes for Laborers, Elites, Nomads & Seaman Classes
- Granary decay scaling have been nerfed to help with industrial transition
- Ai precision has been slighlty reduced to help with endgame lag
- Small localization fixes.
Sub-Version A
- Fixed the save issue with Extraction
- Civil Craft have been revamped! Your choice is now a focus, not a magic order that force every artisan to listen to it
- Civil Craft in general have a harder time outputting civil goods to prevent it to being trivial
- Smithing and Extraction "listen" to the new Civil Craft productions to see what the society needs
- Bureaucracy now generate more Corruption
- Investing in tech is now harder, and tech have a stronger natural decay
Sub-Version B
- Fixed some deleted lines in Laborer Class (Extraction unlocker cap is now back!)
- Fixes several critical bugs, including one with Regional Soil Fertility and other regions.
- Cultural Level Up not working for certain traits should be fixed.
- Time is slightly advancing slower on late game
- All techs now leak faster and can be learned faster by neighbors.
- Direct investment in techs is now slightly less worth it.
- Self-decay on techs is now slightly higher.
- The Palace is now slower and costlier to invest in.
- Natural Science and Mathematics mutual improvement has been reduced.
- Academia is slightly worse at generating Maths, Science, and Philosophy.
- Constitution, Philosophy, and Newspapers generate more Political Power.
- Most late-game nodes have had their research cost reduced.
- Civil Craft produces Civil Goods slower.
- Small localization fixes.
Sub-Version A
- Any civ that declare war will now have opinion maluses with known civilization scaling with their AI personality.
- Newspaper now destroy less your precious late game stability.
- Merchant Class have now less power to prevent you to put fair Working Conditions.
- Small localization fixes.
Sub-Version B
- Correct intended value for tech investements
- New Medieval song!
- Fixes several critical bugs including potentially one with AMD equipement
- Balance Class generation for every Industries (they all now scale with the square root of your population with asome soft limiters, that should adress some runaway problems)
- Balance Encourage Nodes that now scale with Population
- The game will generate civs from tribes more aggressively if your world is under 50 AI Civ
- Maritimes Venture now generate a bit of Fishing
- Banners now respect the Army Quota
- Small localization fixes
Sub-Version A
- Extraction revamp, including proper demand induce production and proper uranium extraction
- Intervensionism now generate laborers
- Foraging and Hunting now are way nerfed if you are missing their ressources
- Pastoralism have a new condiion
- Companies generation of Industries have been a bit nerf
- Factories conversion rate has been put in line with the recent redesign
Also all achivements have now proper uniques icons.
- Fixes several bugs with UI (still others to go)
- Balance correction on Military Ships (can now produce ships with no raw material but at a way slower rate), Popular Education cost scale less aggressively, Sales tax bring less income
- Small nerf of late game army techs (you don't scale up as aggressive anymore)
- Sales tax no longer gives Political Power
- Slave Emancipation now requires 50 or higher Philosophy and not the reverse
- Small localization fixes
- Small AI rules fix
Sub-version A
- Fix Merchant Bug
- Small localization fixes
- Smiting got a bit of a design rework, it's more "organic" now, Extraction, Civil Craft and Military Craft will probably have a kind of similar rework in the near future
- Math scale less with the Astrology trait for the priest generation
- Unemployment now waits for 250 Laborer to spawn for a pre-industrial society (was 100 before)
- By default the fluxes disappear quicker
- Supply crisis now only convert towards laborer
- Diplomatic corps is now less effective if you know many civilization, it's effect scale with the number of discover civs
- Proletariat should now work as intended when spawned and not insta-bug
Sub-version B
- Fix a lot of UI and game breakings bugs
- Extraction have more extraction power and can now properly extract Oil
- Coal Supply spawn with Steam Engine and Raw Oil with factories
Sub-version C
- Small localization fixes
- Mercantilism and Free trade got re-balanced and do not produce any more Political power
- Fluxes disappear quicker by default now
- Religious conversion and Cultural Assimilation now scale less aggressively with your Population
The moment is finally here! We're incredibly excited to announce that our game has officially launched.
This release is just the first step in a long journey we're committed to taking with you. As we mentioned in our previous announcement, our focus now turns to refining and expanding the game for a long time to come. We are already hard at work on the next free updates, which will focus on the following:
Game balance refinements
[/*]Bug fixes and polishing
[/*]User interface improvements
[/*]More civilization traits
[/*]AI behavior improvements
[/*]More content and refinements in the later eras
[/*]Additional customization options for world and resource generation
[/*]
Your feedback is a crucial part of this process, and we're eager to hear your thoughts as we move forward. If possible, join the discord and report any bugs or your feedback
If you're enjoying the game and wish to support our continued work, the most helpful thing you can do is to leave a faithful review on Steam. Honest reviews make a huge difference for small indie developers like us. Spreading the word to your friends, favorite content creators, and on social media is also incredibly helpful and appreciated.
Thank you for being part of this journey with us. We're excited to see the civilizations you'll build and the stories you'll create!
The Orbi Universo II Development Team
We're thrilled to announce that Orbi Universo II will be launching on July 31st, 2025! The wait is almost over, and we can't wait to share this ambitious new chapter with all of you.
What to Expect at Launch
Our small but passionate team of 3 has been working tirelessly to bring you an epic journey through human civilization. At launch, you'll be able to guide your civilization from the neolithic era all the way through the atomic era - experiencing the rise and fall of empires, technological breakthroughs, and the pivotal moments that shaped our world.
A Note on Our Launch Vision
We want to be completely transparent with our community: as a very small indie team tackling an incredibly ambitious project, Orbi Universo II's launch version will be our foundation rather than our final destination. While we're confident in the core experience we're delivering, some areas will continue to evolve post-launch, including:
Game balance refinements
[/*]Bug fixes and polish
[/*]UI/UX improvements
[/*]Civilization traits depth
[/*]AI behavior enhancements
[/*]More content in later eras
[/*]Additional customization options for Earth generation and resources
[/*]
Our Commitment to You
Just like with the original Orbi Universo, we're in this for the long haul. Post-launch, we'll be focusing on:
- Free updates with new content and improvements
- Continuous polishing based on your feedback
(While we may explore DLCs in the future, our immediate priority is delivering free content updates to enhance your experience)
Demo Feedback Matters
For those who tried our demo, your feedback has been invaluable in shaping the final product. We've been listening, learning, and implementing improvements based on your insights. This community-driven approach will continue well beyond launch.
Note: We'll be removing the demo soon as it will no longer be updated. Thank you to everyone who provided feedback!
How You Can Help
As a small indie team, your support makes all the difference.
Wishlist the game if you haven't already
Share with friends who love civilization games
Spread the word on social media
Every wishlist and share helps us gain algorithmic traction and reach more strategy game enthusiasts like yourselves!
[hr][/hr]We know the anticipation has been building, and we're incredibly grateful for your patience and enthusiasm. We're excited to see the civilizations you'll build and the stories you'll create!
Thank you for being part of this journey with us.
The Orbi Universo II Development Team
Minimum Setup
- OS: Ubuntu 22.04 LTS 64-bit or newer
- Processor: Intel Core i3-2105 / AMD FX 4300Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 1650 (4GB) / AMD Radeon R9 390X (8GB)
- Storage: 900 MB available space
Recommended Setup
- OS: Ubuntu 22.04 LTS 64-bit or newer
- Processor: Intel Core i5-4670K / AMD Ryzen 5 2400GMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: Nvidia GeForce GTX 1650 (4GB) / AMD Radeon R9 390X (8GB)
- Storage: 2000 GB available space
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