Ricochet Ritualwiki

Ricochet Ritual

A wave-survival game about one orb, thrown and recalled. You get one orb. Everything else is a consequence of that.

23enemies
186cards
12abilities
8modifiers
6special waves
137achievements
3bosses

What the game is

Throw it, then get it back

You have one orb and it is both the weapon and the problem. Thrown, it flies until something stops it, bouncing off walls and enemies and losing speed the whole time. Held, you have a melee swing and nothing else. Nearly every card in the game is an answer to some version of the question "what happens between the throw and the catch".

Recall is a second weapon

Holding right click hauls the orb back, and a returning orb hits whatever it meets just as hard as a thrown one. It comes home round the scenery, not through it — a tree in the way stops it until you step aside. Releasing early keeps the speed it gathered, so a recall is also how you re-aim without picking the orb up. Walking into a moving orb catches it — you do not have to wait for it to come to rest.

A wave, then one card

Clear the field and the upgrade screen deals three cards, and you take one. Utility abilities are not dealt here: they are sold only in the Essence Shop. Rerolls and banishes accumulate on a timer rather than being spent currency, so a bad screen late in a run is a smaller disaster than a bad screen early.

A build, not a pile

Every card belongs to one of twelve families, and every card you own in a family makes that family's other cards likelier to turn up — so an early lean compounds into an identity. Hold 3, 5 and 7 different cards of one family and its three traits switch on, tracked in a column on the right of the screen; a card that would complete one says so above it. A run starts with one card from the family you pick on the menu. A legendary bought in the shop comes with a curse, printed on the card before you take it. The run ends with your build's name — the leading family's adjective and the runner-up's noun, a Frost Juggernaut — and each build name keeps its own records.

Every fifth wave, the Essence Shop

Kills earn essence — one each, five for an elite, twenty-five for a boss — and after every fifth wave the free card is replaced by a shop: an ability, a boost and a card pack for each of your two biggest families, a reroll, and Transmute, which sacrifices random cards you own for a choice of one a rarity higher. Unspent essence carries over, and your total sits in the top-right corner beside a purple orb.

Why you died

The death screen has a recap down its left side: what killed you and how hard, which three enemies hurt you most, which three of your cards did the most damage, your biggest single hit, and how much you were healing per wave — averaged only since your healing last changed (a healing card, a curse, the drop rate halving), so it describes the build you died with rather than the one you had ten waves ago. See Upgrades opens every card you ended the run with, and the screen waits for Continue (or Space) rather than closing on the first click. Kills made through the F3 developer menu never count toward the recap.

It gets specific, not just bigger

Waves ramp, but the interesting pressure comes from named events: a modifier that changes the rules of one wave, a designed wave built from one kind of enemy, and a fixed boss every tenth. None of them are simply "the same wave with more health".

The field is part of the fight

Trees are cover, not just obstacles. A ranged enemy only fires with a clear line to you and its shots die on the first tree they cross (they fly over rocks and stumps), and a Siphon's beam snaps the moment something comes between you. Enemies arrive from just past the edge of the screen, walk round scenery rather than through it, and spread into a ring rather than a heap. When your orb is off screen a big outlined arrow at the edge points to it — one per orb if you have two — with how far away it is written beside it. A boss always has its own arrow: a large crimson one at the edge, labelled BOSS and with its name, whenever it is off screen, and a crimson marker bobbing over its head when it is on screen. Once a wave has nothing left to send and three or fewer enemies remain, arrows point to them too.

On easy and normal the map always leaves at least two orbs' width (96px) between any two solid obstacles, so there is room to throw between them and nothing to wedge in. Hard keeps its tight woods.

This wiki is generated, not written. Every stat, cost, cooldown, weight, cap and prerequisite on these pages is dumped out of the game's own definition tables by a script in the repository. The prose around them is hand-written; the numbers never are. If a number here is wrong, the game is wrong.

Glossary

TermMeaning
Direct hitThe orb striking an enemy body, as opposed to an explosion, arc or aura. Most on-hit cards read direct hits only.
RecallHolding right click to drag the orb back. A returning orb does full damage.
ComboConsecutive hits inside a time window. Drops to zero if the window lapses (to half, once a streak, with Combo's third trait); several cards scale off it.
EliteA crowned ordinary enemy with boosted stats and a far better drop.
ModifierA named rule change applied to a single wave, announced by a banner.
Special waveA wave built from a hand-picked roster instead of the usual weighted table.
Starting familyPicked on the circle before a run. The run starts with one of that family's weakest cards.
UtilityThe F-key ability. Sold only in the Essence Shop, one a visit; you hold one at a time.
Stack capHow many times a repeatable card can be taken. At the cap it stops being offered.
BanishRemoving a card from the pool for the rest of the run, rather than rerolling the screen.
CoverA tree between you and a ranged enemy. Its shots die on the first tree they cross (rocks and stumps they fly over), and it will not fire without a clear line.
FamilyOne of twelve groups every card belongs to. Owning a family's cards makes its other cards likelier, and your two leading families name the build.
TraitA family's tiers, I, II and III, switched on by owning 3, 5 and 7 different cards of it (2, 4 and 6 for Kinetic; 3, 4 and 7 for Frost and Void). Never bought or picked; a card given up takes its tier with it. Shown in a column on the right of the screen.
CurseThe downside a legendary bought in the Essence Shop comes with, printed on the card. It lasts the rest of the run.
EssenceThe Essence Shop's currency, shown top-right with a purple orb: one a kill, five an elite, twenty-five a boss. Carried over between shops.
TransmuteSacrificing random cards you own of one rarity, in the Essence Shop, for a choice of one card a rarity higher.