Odd Realm

Odd Realm Dev Tracker




15 Jun

Originally posted by YoungArtifact

I'm actually really hyped for the update!

It you need help with anything, hit me up!

I appreciate that. Thanks!

Originally posted by userInvadil

Thanks for the update and for all the progress you make with the game!

Thanks friend!

Hey everyone!

Today's dev log will be rather dull because I don't have a whole lot of new content to show off. I'm at the stage where I'm working on bugs, polish, and finishing implementation for previously shown features. That's good, though, as that means the date for putting this update into beta is drawing near. I hate not being able to tell you guys a specific date for when that will be. I want this to be my last dev log before then, but due to the scope and complexity of the update, there's a lot of hidden tasks that arise as I go. This update is more like a sequel than it is a general update and as a result is an absolute ton of work for me. Thank you for understanding that, and for being patient with me. :)

Now, I've seen a few comments recently about how long this update is taking and some have even expressed that there is nothing in this next update so I wanted to recap some of the things that have been added:

-Tech tree. Allows for Humans to...

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Post
Hey everyone!

Today's dev log will be rather dull because I don't have a whole lot of new content to show off. I'm at the stage where I'm working on bugs, polish, and finishing implementation for previously shown features. That's good, though, as that means the date for putting this update into beta is drawing near. I hate not being able to tell you guys a specific date for when that will be. I want this to be my last dev log before then, but due to the scope and complexity of the update, there's a lot of hidden tasks that arise as I go. This update is more like a sequel than it is a general update and as a result is an absolute ton of work for me. Thank you for understanding that, and for being patient with me. :)

Now, I've seen a few comments recently about how long this update is taking and some have even expressed that there is nothing in this next update so I wanted to recap some of the things that have been added:

-Tech tree. Allows for Humans to unlock... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/5394730462848775081]here[/url].

14 Jun

Comment
    Sleipnir on Steam Forums - Thread - Direct
Originally posted by gangztaclicks: Can you please finish the game already. or even just a small update to help with optimization .I already have a colony with 50 villagers and now it crashes whenever i save.

I assure you I'm going as fast as I can. I definitely don't like having you guys wait or play buggy versions but I can't release the version until it's ready and it's not quite there. Very sorry for the wait.
Comment
    Sleipnir on Steam Forums - Thread - Direct
We've talked about adding methods to preserve food like salt and canning, and I think that would be a welcome addition. After the next update's release I'm going to add a bunch more food options. I'll try to add some things like this.

Thank you! :)
Comment
    Sleipnir on Steam Forums - Thread - Direct
Sorry to hear that, but I understand your frustration. That change is in an update I've been working on for a year now and it has taken me a long time to put out and I apologize. I'm hoping to return to quicker update releases after this big one is out so I can address feedback better.
Thank you for your feedback and take care.

11 Jun

Comment
    Sleipnir on Steam Forums - Thread - Direct
The hermit mode doesn't get migrants waves. You can try selecting a custom loadout and take only the one settler in. That'll enable settler waves.

The next update has changed it so you get the waves, but can deny them.

10 Jun

Comment
    Sleipnir on Steam Forums - Thread - Direct
I'm a long way off from adding something like them if I do. I'd like to add bigger creatures to the game, for sure. I'm not sure I'll add dragons specifically, but I'll keep them in mind.

08 Jun

Comment
    Sleipnir on Steam Forums - Thread - Direct
Originally posted by Nikostratos: I think you can definitely add Dragons as a race, and yes they would be overpower flying flamethrowing giant beasts, just make them extremely hard to have more than one, and adversaries that are able to be a threat. Maybe special adventurers spawn going after the dragon, that would be a really cool tidbit. Also, you could only have your family, and dragon eggs would hard as ♥♥♥♥ to produce. Also, could make them ruling a band of small kobolds/goblins/whatever as their main workforce. Would be like the ancient ones, but upped to eleven. OP dudes that are hard to reproduce and lots of other, weaker beings as workforce.

Good thinking. This is actually the intention for the final version of the... Read more

03 Jun

Comment
    Sleipnir on Steam Forums - Thread - Direct
I have a fix for this issue coming out in the 0.10.0.0 update. Just need to finish it...
Sorry you're experiencing this. Sometimes re-loading the game will fix it. Also, you can delete items from the inventory menu (I). That might help you get rid of the item causing the trouble.
Comment
    Sleipnir on Steam Forums - Thread - Direct
Claro que si. :) I just need to finish the 1.0 and then I'll localize the game to many languages, including spanish.

02 Jun

Comment
    Sleipnir on Steam Forums - Thread - Direct
Thank you for taking the time to write all these suggestions. I see a lot of really great stuff in here. I'll be sure to keep them in mind.

Cheers!

01 Jun

You can make sand from stone at the work shop.

Edit: I neglected to answer the title's question. No, you cannot get resources from other tiles.

Originally posted by mathologies

Recommend you give it a shot, for research purposes.

Things in common: mining, making stuff, controlling individuals or groups of people, skills that can be improved through practice, needing to eat to survive, building things, trading, random raids and merchants come by
Differences: can't dig / modify terrain in Kenshi; map is not randomly generated; free to move around the world; Kenshi is 3D and not so tile-y; Kenshi has no magic but does have stuff like bionic limbs -- it's like.. post-post-post-post-apocalyptic quasi-medieval world; Kenshi has a lot of named NPCs all over the continent (some of whom have personalities); there are some quests you can find/make; Kenshi has damage to specific body parts; Kenshi abstracts thirst and temperature comfort and only tracks hunger

Kenshi definitely does the deep lore thing well; I would say the biggest essential difference is that Kenshi plays like an open world RPG whereas Odd Realm plays like a colony simulat...

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Thanks for explaining the game!

As for the narrative stuff, I wouldn't think of it as one linear story I want to tell. There is no beginning, middle, and end, or hero's journey. Rather, the player is creating their own story (with their settlement) and the world is around them to discover. It's perfectly acceptable for players to simply build their settlement with no intention of learning Odd's secrets. But for those that like to piece together bits of lore, and see how it's all connected as they go, there's a vast history, and robust cast of characters to learn about.