Game Description
1.1.Orbo is a free-to-play idle clicker game in which users break rocks, spawn and collect creatures called "orbos" (“Orbos”), grow crops, and progress through game content. The Game is provided for entertainment purposes only. By taking part in the Game, a player engages in the core gameplay loop: breaking rocks in the Depths (the primary game environment in which players descend through underground floors by breaking rocks) to earn in-game coins, spending coins to hatch Orbos from eggs, growing food in the Garden (the in-game farming environment in which players plant and harvest crops to produce food and orbs) to level up and evolve those Orbos, and deploying Orbos to deal passive damage to rocks even while the player is away.
1.2.The Game is organised around a continuous progression system. Players advance through increasingly difficult floors in the Depths, each requiring greater creature power to progress. Floor progression gates are enforced by boss encounters, which appear every ten floors and require a minimum level of creature damage output to defeat.
1.3.The Game contains a competitive feature called the Arena, in which players participate in weekly league seasons. Players are placed into leagues of up to 30 participants. Leagues may be made up of a combination of real players and algorithmically generated opponents ("ghost players"). Ghost players are used to ensure a consistent and meaningful competitive experience where there are insufficient real players available for matchmaking. By using the Game you acknowledge and accept that other players you interact with through the Game may be a ghost player, and that this is a transparent characteristic of the Game. At the end of each weekly season, players are promoted, demoted, or maintained at their current tier based on their rank within their league.
1.4.The Game is server-authoritative. All game state, progression, resource balances, creature attributes, and transaction outcomes are calculated, validated, and authoritatively determined by our servers. The client application displays predictions and representations of game state, which are not binding and may differ from the server-determined state.
1.5.The Game may be accessed via a web browser or through a supported third-party Platform. Feature availability may vary between the web browser version of the Game and versions accessed through third-party Platforms.
Account and Authentication
1.6.To play the Game, players must create an account by signing in via a supported authentication method. Upon sign-in via social login, a digital blockchain wallet is automatically generated for the player by our third-party authentication provider. This wallet serves solely as a unique account identifier. Users may alternatively connect an existing compatible external wallet to the Game using WalletConnect ("External Wallet"). WalletConnect is an independent open-source protocol operated by WalletConnect Foundation, and is not owned, operated, or controlled by us. Its use is subject to WalletConnect's own terms of service and privacy policy, and we are not responsible for the availability, security, or performance of the WalletConnect protocol. By connecting an External Wallet, you confirm that you are the rightful owner of that wallet and that you have the authority to connect it to the Game. Where you connect an External Wallet, that wallet address will serve as your account identifier in place of an auto-generated wallet. We are not responsible for any loss, compromise, or unauthorised access to your External Wallet, and you connect it entirely at your own risk.
1.7.Players are responsible for maintaining the security of their login credentials for whichever authentication method they use. We are not liable for any loss or damage arising from a player's failure to keep their authentication credentials secure, or from any unauthorised access to a player's account.
1.8.The social login methods available within the Game are provided by independent third-party platforms. We have no control over those platforms, their availability, security, or terms of service, and we expressly exclude all liability in connection with any failure, interruption, breach, or other issue arising from or in connection with any third-party authentication service. Your use of any such third-party login method is subject to that platform's own terms and conditions, and we encourage you to review them before use.
In-Game Items and Resources
1.9.The Game contains virtual In-Game Items and Resources (defined below), which are used exclusively within the Game as part of its mechanics and progression systems.
(a)In-Game Resources: includes coins (the primary in-game currency earned by breaking rocks and used to purchase upgrades and plant crops), food (harvested from the Garden and used to level up and evolve Orbos), orbs (earned from the Garden and boss fights and used to spawn new Orbos), essence (a currency unlocked at higher player levels, reserved for future game features), and experience points (earned through gameplay actions and used to advance the player's overall level).
(b)In-Game Items: include Orbos (the creatures players collect, level up, and evolve to increase their passive damage output), charms (accessories obtained from the in-game Shop that enhance the player's click damage), and crops (planted in the Garden to produce food and orbs over real time). The Game includes an in-game Shop (the “Shop”) through which players can obtain chests containing randomly determined charms. The Shop offers several chest types, the majority of which are obtainable using In-Game Resources earned through normal gameplay at no real-money cost. These include a free chest available once every 24 hours, and a number of chests purchasable with coins (an In-Game Resource). One chest type, (the “Elite Chest”) is purchasable with the payment method made available by the applicable Platform. Further details on the Elite Chest are set out in Section 2.
The above lists are illustrative and not exhaustive. The Company may introduce additional In-Game Resources and Items from time to time in accordance with clause 1.12.
1.10.In-Game Resources and Items have no real-world value. In-Game Resources and Items are not redeemable for any sum of money or monetary value, cryptocurrency, or other tangible or intangible property from the Company at any time. In-Game Resources and Items do not constitute property, are not transferable, and have no value outside the Game. For the avoidance of doubt, In-Game Resources and Items are not cryptocurrencies, tokens, or digital assets of any kind. They are not non-fungible tokens (NFTs) and are not recorded on any blockchain. They cannot be bought, sold, gifted or otherwise transferred between players within or outside the Game. No secondary market exists or is supported for In-Game Resources and Items, and any purported sale or transfer of In-Game Resources and Items outside the Game is void and prohibited under clause 6.2. The use of blockchain wallet technology for account authentication purposes does not alter this position. In-Game Resources and Items remain entirely separate from, and are not associated with, any blockchain, wallet, or digital asset infrastructure.
1.11.Your access to In-Game Resources and Items may be revoked at any time at the Company's sole discretion.
1.12.The Company reserves the right to modify, rebalance, remove, or add In-Game Resources and Items at any time without notice or compensation, including but not limited to adjusting creature statistics, resource generation rates, costs, rewards, progression curves, and any other game parameters.
1.13.The Game includes a creature-spawning mechanic whereby players spend orbs (an in-game currency earned through gameplay) to receive a randomly determined Orbo creature. The creature received is determined by a mathematical formula seeded with the player's unique account identifier and their cumulative spawn count, producing a deterministic and reproducible result. The probability of receiving creatures of different rarity tiers is governed by the player's in-game luck level, which increases through gameplay progression. The items received have no real-world monetary value and cannot be traded or transferred to other players.
1.14.Upon termination of your account (“account” as described in clause 1.6) or the Game, all In-Game Resources and Items associated with your account will be forfeited without any refund, compensation, or recourse.
Idle and Offline Mechanics
1.15.When a player is not actively using the Game, their Orbos continue to generate passive damage output, and crops planted in the Garden continue to grow in real time. Upon the player's return to the Game, the server calculates progress made during the player's absence (a "Settlement"). Offline progress accumulation is subject to a maximum cap of six hours. Any progress that would have accrued beyond this cap is forfeited.
1.16.We reserve the right to adjust the offline accumulation cap and any other parameters of the idle offline mechanics at any time without notice.