Odd Realm

Odd Realm Dev Tracker




06 Mar

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    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/1692729524337080010]here[/url].

21 Feb

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Hey gang!

I hope you have all had a wonderful week. I've been working hard on the Tundra and wanted to give you a progress update.



The last two weeks I finished adding the core biome content (excluding fauna). This includes 3 new trees, 3 new plants, all the tuning and data for the seasons and weather, and, lastly, ice!



Much like the snow buildup I've shown in previous dev blogs, ice will appear as you get further into cold seasons. Ice has the added functionality of providing a path above water and can be deconstructed in order to gain access to water/fishing again.

As well, regarding trees, I've now made it so you can build in the canopy of trees and have settlers wal... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/1691602359003069539]here[/url].

07 Feb

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Hey gang!

Wanted to give a quick update on how things are going with the Tundra update.

I'm making really great progress. I've added a new system to the world which lets me display effects on blocks which opens up the possibility of snow/dust/rust/burns and other similar visual treatment. This system is hand because it can transition over previous textures making things like snow have a more natural appearance.

I've combined this new effect system with the weather system which creates a really cool building up progression:



The above showcases how the winter season progresses. As it snows, the snow will build up on surfaces that are open to the sky. I can think of a couple other fun uses for this such as ash falling from the sky if you are in a volcano biome (which I want to add one of these days).

As... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/1690475190620444387]here[/url].

24 Jan

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Hey friends!

This is a rather brief update on game progress and where I'm at.

The last few weeks I was updating some old systems that were poorly written/designed. That's pretty much done but I'm still working out some of the bugs that arise as I go along.

I'm also in the process of adding more natural 'platforms'. Platforms are more of an internal term for any floors that the game can have. For example, grass, wood tile, clay shingles, snow, etc. The bottom face of the game's block, essentially. Natural platforms are ones which appear on their own in the world. The two which I'm working on are grass and snow. Before, grass and snow were simply texture swaps to the grass platform. When I entered a new season I'd swap those textures. Now, those platforms will appear based on the tuning information for weather and season. So, when it rains, grass for that season will naturally grow and appear on dirt blocks. In Winter, if it's snowing, snow platforms will appea... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/1682592620789698570]here[/url].

10 Jan

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Hello friends!

Happy New Year! Hope you all are having a great 2020 so far.

Today marks one year since I released Odd Realm on the Steam store. I wanted to take the time to thank you for coming with me on this journey to make this little game. Your patience, feedback, support, and friendship has kept me going.
I'm also going to talk about what I'm currently working and what's next for the game but first I thought it would be fun to share some of the game's progress and history.

At the end of 2016 I was working as a Gameplay Programmer at a game studio and I desperately wanted to make a game on my own. I had been saving up for about five years to have enough money to live off of in order to do this. Originally, I had planned on quitting my job to make a little adventure game where you played as this sword-wielding, amnesia-ridden, fella trying to solve a mystery in a strange, fantasy world.

... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/1684843157381466585]here[/url].

22 Dec

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Hey everyone!

This is a brief post to let you know that I won't be as active on the forum/discord or uploading any updates until the new year. I'll be away visiting family and I need to take a little break from development. I WAS going to move the beta changes to production before heading off on vacation, but it doesn't seem wise to do so as I won't be available to fix things while away. Plus, there are some performance issues in the beta that shouldn't make it into the production version and I want to fix those when I return.

Lastly, I wanted to wish you all a happy holiday and new year if you're celebrating that. Thank you for such a great year. It truly has been an honor to work on the game with this community. :)

All the best,

Waylon
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/1684841248948796753]here[/url].

20 Dec

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Hello!

Real quick update to inform you all that I've uploaded a small build with fixes for the following:
-Ore not showing up on the mining overlay.
-Ore being visible when it hadn't been uncovered yet. Unfortunately, already visible ore will still be visible on saves pre-0.8.24.1 as they get saved as visible. Post-0.8.24.1 saves should be good to go.
-Incorrect item text showing when items were reserved via the inventory panel.
-Weeds will now have 'time to mature' displayed on tooltips.
-Changed shift increment to ctrl (plus added a special hotkey option in settings so you can change it yourself) in order to avoid overlays being hidden when trying to increment items by 5.
-Removed some debug logs which would occasionally drop framerate.

Thanks!

Waylon
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/1684841248938642712]here[/url].

19 Dec

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Hey friends!

This week's build, 0.8.24.0, is live on the beta branch. I'm hoping to move this update onto the production branch as early as tomorrow. This will depend on whether or not the build has any major bugs. If it does, I probably won't be able to get the update to production until after xmas as I will be away visiting family. Here's hoping this one is good to go. :)

This update fixes a large amount of bugs and adds some fun things to our good ol' Ancient friends. Namely, the Aeternum which is a new headgear item for them to wear which provides energy and magic skill boosts. There are seven for you to make. Four of which require newly added gems which can be found deep underground.

As well, I've added some voices and new portraits for them to slowly bring them up to the same level as Humans in terms of content. Oh, and I also added in three events for 'Unworthy' Ancients to appear and ask to join you. This is similar to the Human settler wave event. He... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/1684841248937549819]here[/url].

13 Dec

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Hey all!

I'm running behind on today's update so I'm going to push it out until Sunday or maybe just hold onto it for another week. I'm currently in the process of adding some new things and they're taking a bit longer than usual. Plus, a few people have brought up bugs that I still haven't been able to look at and I wanted to get fixes for them into this build.

Here's a brief on some new things that I've added to the next update:
-4 new 'lodes' which can be mined for: Amber Opals, Sunrise Opals, Forest Emeralds, and Seabreeze Sapphires. These are found pretty far under ground.
-7 new 'Aeternum' items. Aeternums are a headband item that Ancients use to increase their energy as well as improve their magic skills. The new gems will be used as regents for the making of these. Ancients will start with the Fledgling Aeternum which is the second worst one. In lore, Aeternums were only given to Ancients that were permitted to perform the passage of immortality. Ther... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/2989758706119773127]here[/url].

06 Dec

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Friends! Hello!

Just uploaded this week's update, 0.8.23.0. This one has quite a few changes/additions to screens. Ok, I know I really need to add some more content to the game but I HAD to fix up some UI as it was buggin' the heck out of me.

Here are the main changes:
Entity screen - This one didn't need to be updated necessarily but I figured why not as I was already working on UI. I've rearranged a lot of the elements to be more compartmentalized and clearer than before.




Workstations screen - Now fits on a 1200x800 (the min spec supported) display! You'll also notice you can prioritize tasks here. Improved layout and such as well.




Sett... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/1699476680671870034]here[/url].

29 Nov

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Hey folks!

Just wanted to let you know that I won't be uploading an update tomorrow because I'll be away visiting some family. That means that next week's update will be twice as cool. ;)

I'm currently focused on updating the priority system so that you can set priorities for skills via the settlers overlay as well as the priorities for work stations blueprint jobs. In addition to that, I've revamped a bunch of UI to hopefully be clearer and provide extra info. The entity overlay has received a huge update in this regard.







Anywho, thanks... Read more