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Full notes
Full Order Automatica update
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What changed
- Maps
- Gameplay
Order Automatica changes
One of the first big questions when we were making Order Automatica was simple: how big should the battlefield actually be?
The answer we landed on might surprise you: a tiny 3x3 grid. That’s it. Nine squares. But don’t let the size fool you - this little battlefield is where a lot of the game’s depth lives.
Small Grid, Big Decisions
At first glance, a 3x3 grid seems limiting. But that’s exactly the point. Every decision about where to put a unit matters. There’s no “throw them anywhere and hope for the best” strategy here. You need to think ahead, consider adjacencies, and predict what the enemy might do.
Why Placement Feels So Powerful
Even though each unit is simple on its own - stats, abilities, maybe a special effect - how you arrange them makes all the difference. The grid isn’t just a place to drop units; it’s a puzzle you get to solve every battle.
Adjacency bonuses: Some units get stronger next to allies.
Cell effects: Positive and negative cells change the game subtly but meaningfully.
Attack order: Who strikes first can completely swing a battle.
Combine all of this, and a 3x3 space suddenly feels like it has endless possibilities.
Teaching Through the Grid
Early in the game, we ease players into placement. The first ranks are simple: no tricky cell effects, few units. This lets you experiment without feeling overwhelmed. As you progress, new units, indulgences, and effects gradually make the grid feel more like a living, breathing battlefield.
By the time you hit higher ranks, you’re thinking about protection, adjacency bonuses, enemy manipulation, and timing all at once. It’s a lot - but in a way that feels rewarding, not punishing.
A 3x3 grid might look tiny - but the space itself isn’t the challenge. The fun is in how you use it. Small battlefield, big brain energy. Follow Mickey here:
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