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Super Rarity Orbs

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developed by

developed by randim82 gamedev

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completed

230 ratings

rated 3.8 stars, 230 ratings.
jsactiveprestigepolynomialhours

Posted January 2, 2026. Updated July 13, 2026. Played 25274 times for a total of 37910 hours.

description


PRESS R TO REBIRTH!

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 25 hours for Endgame, 35 for High, 60 for True, over 4 days for Hyper
Endgame: Rarity ID 42, 15 TP
High Endgame: Rarity ID 45, 16-18 TP
True Endgame: Rarity ID 48, 17-20 TP
Hyper Endgame: 50 Rarity ID 50s, 20-22 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 Server

latest update


Tier 4, massive QoL and more! Super Rarity Orbs v0.6r/v0.7 July 13, 2026

Super Rarity Orbs v0.7 + v0.6r (v0.6r was released 20d ago but had no new content adds)
Main Content Additions

Added a way to gain QP (Req 15 Max TP to unlock)
Added Tier 4, board 5
Added a whole row of Skill Tree upgrades (Tier 4)
Added R hotkey for rebirth

Content Rebalances

Increased increment for x2 Money and Object Remover boosts
BST-2 nerfed slightly
4th way to gain TP requirement 14 -> 12
3rd way to gain TP cost scaling x5 -> x4
Early rarity sizes decreased
Rarity Values for Rarity 2 to 36 increased by up to 75%
Tiers now give a slight diamond multiplier
SPW-2 Orb Capacity has one new level now
SPW-4 Double Drop chance is doubled
BST-1 Efficient Boosts is reworked, now good to have
RL-1 added one new level
RL-3 rebalanced post-TP/QP split; max is now higher

Course Changes

BST-3: Obstacle Remover now has a second level, which removes more obstacles (on some stages, makes you gain more money), also increases duration by 40s
BST-3 cooldown increased to 20s, base duration increased to 60s
Top Funnel (For Tiers 1 to 3) shifted slightly down
Deflector ball has higher bounciness
BST-3x1 is less effective when Tier=2,3

Added a lot of new statistics:
Average Money, Diamonds/sec
Total Diamonds, Money gained
Most Valuable Orb
Automation timer text is now Lexend Deca instead of Times New Roman to match other texts
Changed 'not active' to 'Inactive'
When you are at maxed tier, boosts will also show (MAXED) instead of previewing next tier boosts

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newest comments


cataclysmic_failure2 today
+1comment score: 1
wish there was some way to tell which orbs came frmo which spawn # and/or how much % of total money a spawn has produced

developer response: It would be troublesome to add now, as people would have already discovered orbs before this update, making this feature not as useful
For (ii) endgame you spawn like 10+ times per second.
So either I have to spend a lot of processing power trying to filter old ones/adding new ones, and only like 3% of ppl rlly care.

Nicole July 13, 2026
+2comment score: 2
Any chance we can get options to re-order the sub-pages?
I'd like to be able to keep my orb percentages on the top row, for example.

developer response: It would take quite a long time to implement, if this comment is top 3 most upvoted then fine I will do it

cataclysmic_failure2 July 13, 2026
+1comment score: 1
i got an ethereal (1 in 9.5k in rebirth 1) before i got a exotic lol
slothmanzeke June 15, 2026
+1comment score: 1
I kinda wish there was a TP upgrade that shorten's each obstacle, ngl

developer response: Orb size decrease in v0.7

BrokenMirror123 June 8, 2026
+1comment score: 1
Advanced plinko 👍

developer response: 5D plinko frfr

top comments


Smerk January 3, 2026
+43comment score: 43
I have only 2 complaints here. Boosts are pointless, they cost too much and give too little. And lack of automation, re-buying all upgrades after each rebirth becomes tiresome quite quickly, would be nice to have autobuyers for those, or alternatively a diamond upgrade to keep upgrades from resetting

developer response: Should be fixed by now

Neutral_flower oversight January 3, 2026
+20comment score: 20
mmm plinko
nipe January 3, 2026
+19comment score: 19
Enjoying it so far, would really like a "max all" button though.

developer response: Suggestion added (as of v0.4)

RandomWebuser January 16, 2026
+12comment score: 12
Since I can't edit, a new comment: why is basic stuff like max buy gated behind a skilltree

developer response: Fixed (v0.6)

WaltJRimmer January 6, 2026
+10comment score: 10
You say in a reply to someone else that boosts become worth it at Rebirths 5-10. I'm at rebirth 21 and I have to say that they're still not worth it. Rarely do I get enough diamonds to be able to afford the original base price, when I do I'm so close to getting the next rebirth that I don't have any reason to use them, and then the one time I decided to buy one just to see I found that it permanently increased the price, meaning that every time I use it that it will become less useful than it used to be.

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.

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