Super Rarity Orbs
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completed
230 ratings
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 Serverlatest 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













newest comments
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.
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
developer response: Orb size decrease in v0.7
developer response: 5D plinko frfr
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.