Guides

Order Automatica Protect your candles

Each lost fight snuffs a light. Curses make the next shop worse on purpose.

Last updated:

Candles and Curses

Candles are the only lives in Order Automatica. They sit beside each 3x3 board as a vertical stack of flames. Win a battle and you snuff one of theirs. Lose and one of yours goes dark. Lose the last candle and the ritual collapses: the rank resets, unlocks you already earned stay in the Codex, and you draft again. This page is about not treating that stack like decoration.

The designer has said the candle system exists to keep runs tense without making them long. A rank is a handful of fights, not a two-hour slug. That also means you cannot “out-farm” a bad shop. There is no side quest that restocks Essence. There is only the next preparation.

How many candles you get

The tutorial and Initiate typically start both sides on a small stack (three is the number most demo videos show). Later ranks can shift the count, but the rule does not change: you must extinguish theirs before they extinguish yours. Some later nodes let you spend resources to relight a candle you already lost. Those options are locked until you have climbed far enough (demo UI mentioned Initiate Rank third degree). Do not plan an Initiate run around a relight you have not unlocked.

Because units resurrect between fights, candles are the only thing that persist as failure. Items, levels, and Hold stay as you left them. That is why a “close loss” is still useful: the board you built is still there, minus one flame.

When to take a fight versus when to shop greed

Greed looks like this: you have a stable cell-1 tank, 6 Essence, and you Draw Again looking for a third Madame. The shop gives you nothing. You Draw Again again. A Curse made Draw Again cost +1. You enter the fight with an empty orb and a board that did not improve. You lose a candle you did not need to lose.

Stable looks like this: cells 1-3 have bodies, you merged once, you assigned the item that matches a trigger, leftover Essence became a Cell Effect or a 1-cost unit, and you ended preparation. Even a loss now is information. A greed loss is just a shorter rank.

Take the fight when:

  • Front column is occupied.
  • You cannot afford another Draw Again after Curses.
  • The enemy board is visible and you already beat a similar shape last fight.

Greed one more reroll when:

  • Cell 1 is empty.
  • You are one copy off a merge that doubles your win condition.
  • You still have enough Essence for the reroll and a backup purchase.

Curses are shop taxes

Launch includes 9 Curses. They are not enemy units. They are persistent nuisances that rewrite preparation. Examples captured in demo and launch-week footage:

  • Broken Coin raises the price of Draw Again. Stop fishing; build with the current row.
  • Cursed Stone / Heavy Stone summons a blocking stone onto a random empty cell at the start of preparation. Your 3x3 just became a 3x2. Place around it. Do not spend the shop trying to “free” a tile that will not free.
  • Rotten Egg style Curses stuff a useless item into a slot when you level up, sometimes alongside a real reward such as shield. Level-ups are still worth it, but leave an item slot open or Distill the egg.
  • Bubbling Cauldron (sometimes presented as an Indulgence, sometimes as a mixed event) hands a random item to a unit with an empty slot. That can be a gift or it can brick a carefully empty slot you wanted for Poison.

Read the Curse the moment it appears. Then change the shop script in shop, Distill, and merge. A Curse you ignore is a candle you pre-spend.

Indulgences as the other persistent layer

Indulgences are the positive twin of Curses: 24 of them at launch, usually picked at the start of a stretch and applied to the whole grid. Extra Essence on sell, extra Essence on level-up, random items at the start of preparation. Pick the one that matches the lane you already committed to. A sell-gold Indulgence wants you to cycle units. A level-up Indulgence wants Pig and merges. A random-item Indulgence wants empty slots, which fights with Poison plans.

Rank them separately in the Indulgence tier list. Here the only rule is: do not pick an Indulgence that contradicts your Curse. If Draw Again is taxed, do not pick a plan that needs four rerolls per shop.

Protecting candles with placement, not luck

Most lost candles are placement bugs, not RNG:

  • Tank was in Hold.
  • Summoner had no empty tiles in its row.
  • Madame was in a corner with one neighbor.
  • Book of the True Cell sat on cell 7.
  • Imp’s adjacent damage hit your own front line and you did not notice.

Walk the six-point checklist in grid and positioning before every End Preparation when you are on one candle. Speed the replay up only after you have won a fight on 1x and understood why.

If you keep collapsing the same rank, switch the portraits rather than the reroll habit. The unit tier list and synergy builds exist so the next ritual is a different sentence, not a louder version of the same shop.

FAQ

Frequently Asked Questions

Quick answers for the current ritual.

What happens when I lose all candles?

The rank resets. Codex unlocks remain. Your current board does not.

Can I relight a candle?

Some later nodes offer a relight, often locked until a later Initiate degree. Early ranks expect you to win with the original stack.

Do Curses last the whole rank?

They persist across preparations until the run says otherwise. Read the card when it appears and assume it will still be there next shop.

Should I ever concede a shop?

Yes. A stable board with leftover candles is worth more than a perfect shop you never reach.