Odd Realm

Odd Realm Dev Tracker




04 Nov

Thanks! The best way to support the game is to recommend/leave a review on steam. That helps me out with getting more people interested in the game.

I’d also like to say how much I appreciate the kind words and support. :)

Originally posted by TheFanne

it doesn't let you put regular lake water into the troughs for whatever reason

what you need to do is build a campfire and purify the water, then set a custom stockpile with just purified water on the water trough, and make sure you have a shepherd assigned to the animal pen. Then the shepherd will put purified water in the water trough

You can change the food and water options from the room edit window. The latest (beta) build also has a change so that unpurified water is the default for animal enclosures.


02 Nov

Originally posted by RushVoidStaff

I’m sorry grandma, I have to do this. The patch notes told me to.

HA


01 Nov

Hi!

I've just uploaded today's new update featuring some cool critters. The build also contains a ton of extra items in addition to a handy entity highlighting tool which outlines all entities and shows their profession icon above them.

Entities should now appear on the map every few days whereas before you'd only get a few early on in the game. Keep in mind they will also leave after a certain amount of time if you don't tame them.

Speaking of taming, you can now tame every animal in the game and all entities can now fight. Want a Crab army? Sounds good to me. Want Rats to be your legion? Rad.

Here are some quick notes on the behaviours/benefits of the five new animals:
Dogs - Will seek out stealthed baddies in your settlement.
Sheep - Produce Wool daily.
Rats - If not tamed, will eat food and seeds in the settlement.
Snoots - Haven't given them anything special yet, but they will apply a poison once I add alchemy as a pr...

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25 Oct

Hello! Happy Friday.

Just a quick announcement that I've moved the changes from the beta branch to production. Again, this update is not backwards compatible. Apologies for that! Working on mitigating the amount of times I have to push a non-backwards compatible build out.

The changes for this new build include:

Patch 0.8.19.0 Beta - Search Feature, Tailoring, Butchery, and Leatherworking

Patch 0.8.19.1 Beta - Fixes

Thanks,

Waylon

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22 Oct

Hey everyone!

This is a quick announcement that I've uploaded version 0.8.19.1 to the beta branch which fixes a few bugs that have been found from last week's update.

Note: This update has not been uploaded for OSX users yet. Apple has a new notarizing process that I'm currently figuring out. Hopefully this won't permanently slow down OSX builds but this is my first experience with this added step. Will try to upload that build as soon as I can.

Here are the notes:
-Fixed a bug where the loom, spinning wheel, and tanning rack could be rotated.
-Fixed a bug where props weren't being tagged properly. This caused certain scenarios to not replace names in dialogue.
-Only archers and warriors will train at the barracks now.
-Fixed a bug where destroyed training dummies weren't rebuilt.
-Fixed a bug where tiles were appearing as not visible black squares.
-Fixed a bug where the stone carpenter's table wasn't working as a require...

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Originally posted by lastchansen

Wow! There seems to be so much new stuff each update :D Can't wait to try out the search-function. However, I think it's each to get a good overview of the blueprints, but I'm often looking for quite some time in the build menu to find stuff I need. Would it be possible to add the same search function there?

That’s where it is :)

Originally posted by Azmodeun

Awesome work Waylon! Keep it up my man!

Love your game so much!

Thank you! I appreciate it :)


18 Oct

Hello fam!

I've uploaded the latest beta build which has a bunch of cool new additions. Sadly, I goofed and made a coding mistake which makes it so this build isn't backwards compatible AGAIN. Ugh. Apologies. I know losing your settlements sucks. Next time I'll be more careful about backwards compatibility.

As for what's new, I've added Tailoring and Leathworking as professions/skills. And you can also now build the Clothier and Tannery rooms which open up some jobs related to those. As well, you can now butcher animals using the Survival skill. This will collect meat, bone, and hide (if the animal has a hide) from the corpses of entities. I'm going to work on migrating animal herds for the next patch to help make butchering/leatherworking more of a viable resource.

Also, I've added in a new function to the build/plant menus which lets you filter blueprints by name/room. To use it, hold SHIFT and type out either the name of the blueprint you'd like to see or...

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13 Oct

It should but I'll test this out a bunch to make sure it's working. I've noticed settlers can get so busy that they just never end up going to it. I might have to set up a system for player to designate parts of the day reserved for recreation so this room serves more of a purpose.


11 Oct

Hello!

Content is definitely light at the moment. I've put adding more content on the backburner while I finish up many of the features and gameplay mechanics on my list of to-do's. I try to sneak in content here and there as much as possible. The reason I don't go hog wild on adding content is because it's really tough for me to test the game after I add new mechanics/features when there's a ton of content.

The good news is that I'm starting to focus on content now that I've recently finished a lot of features I had yet to add. Namely, more events, stuff to build, and underground things to find will be a priority. :)

Hello!

This was a really nice message to read. :) Makes me super happy to see people enjoying the game.

As for feeding/hydrating animals, you'll need to make sure there is water and food in the Animal Enclosure room. The latest version of the game, 0.8.18.1 fixes a bug where settlers would not bring water and food to these rooms sometimes. Though, the new version isn't backwards compatible with old versions (I swear this doesn't happen with every update). You can also designate specific items to feed and water animals with. You do so via the room editing window. Hope that helps. :)

Hello from the frozen northern wasteland of Canada.

Version 0.8.18.1 has been pushed to the production branch and you can get all the goodies from the last several beta updates. Warning that, unfortunately, the new version is NOT backwards compatible. So you will lose saved progress. There was no way for me to avoid this as I had to re-write some core systems for the game to make improvements. I'm hoping this is a rare case and apologize for the loss of your progress.

Here is a list of all the stuff that's in this build since 0.8.14.0:

0.8.15.0 - New Props and New Lighting
0.8.16.0 - Zone Priorities and Tons of Bug Fixes
...

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07 Oct

Originally posted by Azmodeun

Awesome work! Keep it up!

Looking forward to the new content you have in store for us.

Cheers!

Thanks, friend!

Originally posted by RushVoidStaff

Awesome to hear new content is coming, thanks for all the fixes first 👍

Thanks! :>


02 Oct

Hey fam!

I've uploaded version 0.8.18.0 to the beta branch. This is for sure the build that will be moved onto the production branch. I'm going to let it soak until Friday to see if there are any major issues before moving it to production.

Tons of fixes and polish went into this build. Namely, a big update to the 'New Settlement' overlay. I've added the ability to spend money there to choose custom loadouts. As well, you can now take in some companions like chickens or cows. Additionally, the list of items will show all the items in the game that aren't unique event items. You'll probably see quite a few new items because, in the past, they weren't accessible naturally. You'll notice a currency on each loadout option. This is the starting currency and I still need to do a bit of work to make it clearer that that's what it is, rather than looking like it costs that amount to be selected.

...

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25 Sep

Originally posted by k7755

Im really excited to actually be able to read text in this game! It used to take at least 3 tries stumbling over each dialog prompt!

Haha yep! That was the case for many xD

Glad tidings to you and yours!

I've uploaded a new beta build. I'm really excited about this one because it has two huge changes which have haunted me for ages.

The first is a new font which, is not only easier to read, but is a higher resolution meaning it can support localization in the future. I'm still a ways out from any localization changes but with the old font localization was a never-going-to-happen situation. You will notice that your old font selection is no longer in effect. I had to remove all those older fonts because they don't all support localization and, I think, aren't that easy to read. I did, however, forget to remove the font selection from the settings because I'm silly. This will be gone in the next patch.

The second big change is how builds are made. I won't get into too many technical details because it's probably not that interesting but you should notice a significant performance increase for the game in general because of t...

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19 Sep

Originally posted by vpxq

Nice! Appreciate the bug fixes. It was funny when they never wanted to stop mating... When they got thirsty I solved it by issuing a “stop” order :-)

Gotta do what ya gotta do. xD

Originally posted by colonelkovac

Awesome work, thanks for all the effort you put into this superb game!

Thanks my friend! :)