Super Rarity Orbs [AUTOMATION UPDATE]
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completed
223 ratings
Posted January 2, 2026. Updated April 1, 2026. Played 23957 times for a total of 36247 hours.
description
Super Rarity Orbs is my first non-TMT project, and is an extension of Demonin's 'Rarity Orbs XL' game, playable here. (https://demonin.com/games/rarityOrbs/)
In this game, I completely rebalanced the whole game's balancing and progression (made it faster early-game), added a whole new reset layer, new orbs, more Spawners, and more!
Time to beat: Approx 20 hours for Endgame, 30 for High, 60 for True, over 5 days for Hyper
Endgame: Rarity ID 39, 13 TP
High Endgame: Rarity ID 45, 15-16 TP
True Endgame: Rarity ID 49+, 17-18 TP
Hyper Endgame: 50 Rarity ID 50s, 19-20 TP
No orbs appearing -> Reload or check console and report the bug
Weather not showing -> Reload
Please use the import/export save feature in case you lost your save
Randim82’s Discord Serverlatest update
Fixed critical bug involving players that just started the game that Tiered and got negative TP April 1, 2026
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newest comments
developer response: Given how upvoted this comment is, I will try
I suggest this because I want to suffer >:3
top comments
developer response: Should be fixed by now
developer response: Suggestion added (as of v0.4)
developer response: Fixed (v0.6)
My point is not that you should get rid of the cost increase, I see why you're doing that, and in fact I'm not telling you HOW to rebalance the diamond system at all. But what I am saying is that it needs rebalanced. Players do not engage with it, we don't find it worth it, and it feels bad watching that cost go up while feeling like the increase in rate of diamonds doesn't keep up with that. There are plenty of ways to try and fix those problems, and any suggestions I could give would probably be the wrong ones. But a problem does exist.
developer response: I see.