Odd Realm

Odd Realm Dev Tracker




22 Mar

Post
Howdy friends. Hope you are having a great weekend so far. Just wanted to let you know I've uploaded a smaller patch to address some things, especially the issues with the max UI scale breaking some screens. For those of you that use the higher scale, the game should look significantly better. I did a lot of work to make sure all the text and visuals are pixel perfect and not looking... "off".

Anyway, that's all for now. Thanks for reading!

1.0.36.0 Patch Notes Bug Fixes

[x] Fixed an issue where trees could grow into the Gwnri and Gwnvayth plants and destroy them.
[x] Fixed an issue where plants would grow into jobs and clear them.
[x] Fixed a typo where dirt block tooltip displayed "furtile" instead of "fertile"
[x] Fixed an issue where setting the UI scale to higher levels would break UI layout for text labels.
[x] Fixed an issue where other UI scales would not be pixel perfect. Text and icons would appear distorted.
[x] Fixed a b... Read more

14 Mar

Post
Hey friends!

I've just uploaded Patch 1.0.35.9, packed with fixes, UI improvements, new features, and QoL changes. After receiving tons of feedback post-1.0, I took my time to address as much as possible. Thanks for your patience—it’s been a long wait! There's still plenty more to add, but I hope this update makes a big difference in your experience.

Let's take a look!

UI Improvements
I made extensive UI improvements, separating elements into distinct functions for better organization. This includes new window tabs and entirely separate windows, such as the Market, which now has its own dedicated window (K) for easier use and clarity. I also added more tooltips and missing data.

You can now navigate the UI with arrow keys:

UP/DOWN for vertical lists
LEFT/RIGHT for window tabs

Here is a peak at some of the windows with their updated UI:

... Read more

27 Nov

Post
Hey Oddities!

I've uploaded 1.0.32.0 which focuses on bugs, performance, and various issues. I have also been trying to clean up UI based on feedback. This has mostly been around the tooltips, but I also added in the entity info screen which you can open by hitting T. Moved some of extra entity stuff from their tooltip into there to cleanup the tooltip.

With that stuff out of the way, I'd like to also clean up the production, room, and blueprint UI. I know that needs a lot of work. I've gotten some really great feedback on that. As well, I am going to start adding in some more content. I want to add back in events and some more overworld stuff. Looking forward to that!

There are a few other things in there. Here are the patch notes:

Bug Fixes

[x] Fixed a small memory leak.
[x] Fixed an issue where merchant AI would continue despite them being captured.
[x] Fixed an issue where entities weren’t being removed after dying.
[x] F... Read more

12 Oct

Post
Hey everyone,

I don't have a new patch or anything but I wanted to post a quick update so folks don't think I'm awol or anything. Every now and then I see the odd post saying I've abandoned the game or something similar. I have not.

That said, I definitely won't be able to match the amount of work that was going into the game pre 1.0. I was working every day this last year, and it was not healthy. It really burnt me out and I don't want to feel that way again. As well, I'm dealing with a bunch of family and life challenges at the moment, so I don't have the same bandwidth to completely focus my efforts on the game. Hope you can understand.

As for the game dev stuff, I'm currently focused on testing some improvements to jobs, pathing, and performance. These are complicated systems, so I'm trying to take my time with them. I want to fix the issues people have mentioned quickly, but I also don't want to rush them out only to create other problems. These are also... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

21 Sep

Post
Hey folks!

New Wiki
Wiki[oddrealm.wiki.gg]

Special thanks to Kingfisher for creating a new official Odd Realm Wiki, and to those that have been working on it. It has tons of helpful information about the game along with a bunch of great guides.

Cloud Saves
Cloud saves should now be working for the game. You can enable/disable them from the properties menu for the game in the steam client.

Workshop and Modding
Workshop

The workshop page is now l... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

23 Aug

Post
Hey friends!

1.0.30.0 is up. I focused some more on idle settler issues and various annoying bugs. The snow not melting was a big one and should be all good now.

Settlers should again bring items to jobs even though the settler doesn't do the job as their profession. You can disable this functionality by disabling hauling for an entity. They default with this enabled. And, I also fixed a bug related to this which kept entities from doing their jobs if they didn't have hauling enabled. So, hopefully, that all works as expected now.

I'm getting lots of great feedback from the community. I'll continue to respond to that as best I can as well as expand upon the tutorial a lot more. Thanks for being patient and learning the game the annoying hard way for now.

# 1.0.30.0 Patch Notes

Bug Fixes

- [x] Fixed an issue where settlers wouldn’t do their jobs if carry was disabled when it’s not the core skill used. i.e., Farmer not planting crops... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

21 Aug

Post
1.0.29.0 is up! It fixes some pretty annoying idle bugs and a buuunch of annoying behaviours that bog down job efficiency.

# 1.0.29.0 Patch Notes

Bug Fixes

- [x] Fixed an issue where entities wouldn't start a job.
- [x] Fixed an issue where entities would collect resource from across the map instead of using ones nearby.
- [x] Fixed an issue where entities would stop doing a job if a high priority job was created which they could carry items to. This would result in haulers stopping in the middle of a stock room job to bring items to a high priority auto-job. i.e., bringing brick to a high priority brick job they can't build.
- [x] Fixed an issue where unclaimed items were set to claimed on game re-load.

Tuning/Content/Polish/Misc

- [x] Invert scroll wheel now only inverts the list scroll direction.
- [x] Settlers will try and prioritize resources based on closest to job OR entity. Used to be just to entity. This should... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

20 Aug

Post
Edit: I've uploaded 1.0.28.2 which fixes a serious auto-job bug for rooms. Should be working again. Sorry about that.

Hey everyone,

I've just uploaded some more fixes and small changes to help address issues folks have raised. The biggest issue being that players could not integrate captured entities into their settlement, but some other fixes for quite annoying bugs in there too. Plus some tuning to bandit raids to make them less intense.

As always, thanks for providing bug reports and feedback!

# 1.0.28.1 Patch Notes

Bug Fixes

- [x] Fixed an issue where the Integrate Citizen job wasn’t changing entity faction.
- [x] Fixed an issue where chairs weren’t being recognized for the Relax With Drink job at the Tavern.
- [x] Fixed an issue where the “Remove” tooltip showed left mouse click instead of right mouse click.
- [x] Fixed an issue where control group permissions weren’t showing up or being saved.
- [x] Fixed ... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

19 Aug

Post
Hey everyone!

Happy to see so many new faces in the community. I'm working away furiously on the issues that were brought to my attention this weekend. In this patch I address a particularly nasty game freeze that happened after killing bandits. You shouldn't encounter that issue any more. As well, there are a few more serious bugs I'm working on for the next patch coming very, very soon.

And, of course, I've heard loud and clear that a tutorial needs to be added. That is one of my top priorities and I've added the first section to this patch. It's definitely not the final tutorial (maybe like 10%), but it's what I was able to get accomplished in between the chaos that was this weekend. Thank you so much for patiently waiting on that!



Here are the patch notes:

Bug Fixes

[x] Fixed an issue where killing entities would freeze the game.

Tuning/Content/Polish/Misc

[x] Added a toggle to disable/enable/re... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

16 Aug

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post


Well, my friends, we finally did it. I've just hit the big green button and 1.0.26.0 should be live on all platforms.

I started making this little game at the beginning of 2017. I didn't know what I was getting into at the time, but I knew I wanted to make a colony sim set in a strange, little fantasy world. It has been a monumental challenge, and it's because of your constant patience and encouragement that I was able to get to 1.0. Especially over the last several months where players have helped me find bugs in the beta or simply kept me company. So, for that, truly, a genuine thank you to all of you.

And if you are a new player, thank you for playing my game. It means a great deal to me.

Now, this isn't the end. We are just getting cooking! If you've read my previous posts, you know that there's a lot planned for upcoming versions of the... Read more

06 Aug

Post


That's right friends, 1.0 is coming out Friday, August 16th! Less than two weeks away.

As well, version 1.0.21.0 is now the official stable build for the early access which you can play now. All players should be on this version if you already own the game.

Let's take a look at what is in store for 1.0.

New and Improved UI
Tons of work has been put into UI to add functionality, improve performance, and unify the overall look and design.

Tooltips
I've gone through and added as much important information to tooltips as I can while trying to avoid making them too overwhelming. I'm especially happy with the location tooltip which now shows a detailed graphic of what is in a block, as well as what's below.

... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

07 Jun

Post
I know I said I'd have this ready and out in May, but I ran into a ton of issues. So, I'm sorry for the delay. Thank you all for waiting!



I'm still making the Linux and Mac builds, and I'm going to have them out on Monday.

Beta Caveats & Read Me
Please, please do not play the beta if you don't want to encounter any issues. It has been more than a year since I've had any eyes but mine on the game, so be prepared for the beta to be unstable for the next few weeks.

Also, if you notice any missing UI elements from the old version, don't fret, they aren't cut or anything. Because the 1.0 version has a completely new UI system (for performance and feature reasons) I am in the process of porting screens and various UI elements to this new system. For example, the list of settlers has yet to be re-added. I'll be adding in any missing elements a... Read more