Odd Realm is a simulation game set in a procedurally generated, fantasy world where you foster a group of Settlers to help them build, explore, and survive... probably...
Recent Reviews:
Very Positive (12) - 83% of the 12 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (85) - 89% of the 85 user reviews for this game are positive.
Release Date:
Jan 10, 2019

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

To get the community involved as early in development as possible. Delaying the release of the game for another year just to develop in a vacuum seems like a fairly good way to limit the creative potential of any game. And, based on the type of game that Odd Realm is, this is especially so. This is a game that has a large amount of freedom to evolve. It's important for Players to be a part of that process. Their feedback and creative ideas are fuel for the game to grow in interesting ways.”

Approximately how long will this game be in Early Access?

6-12 months. For us, Early Access communicates that this is something which will get better and evolve as time goes on and is open to player suggestions. Though, we will continue to develop the realm of Odd as long as Players still enjoy the game.”

How is the full version planned to differ from the Early Access version?

“Without guaranteeing any specific features, here are some that we're excited to potentially add during the early access period: boats, more biomes, invading other settlements, magical components to make working machines, four more playable races, and, of course, as many items, props, creatures, plants, and scenarios as we can cram in!”

What is the current state of the Early Access version?

“Odd Realm is at a stage where it is feature and content complete. That is to say, feature and content complete for the Early Access build. This build consists of 4 unique biomes, hundreds of items and props to build, 24+ creature races to encounter, and thousands of generated dungeons, caves, tombs, etc. As well, it's perfectly stable and ready for Players to explore.”

Will the game be priced differently during and after Early Access?

No. As a small team, there is no reason to jack up the price. As long as we can keep the lights on, we'll keep working on the game, making it better for the Players.”

How are you planning on involving the Community in your development process?

“Aside from the aforementioned feature and content suggestions that we'll be looking for, Players will be invaluable to help find bugs, provide translations, and create mods.”
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Recent updates View all (11)

March 22

Patch 0.7.0.13 - Fixes and The Beginning Of Overworld Map Work

Hello!

Aside from the changes that are rolling over from the beta branch (0.7.0.12 Changes), this build includes some fixes and QoL stuff. This update is a little lighter than usual as I'm working a lot on the overworld map and most of that is not ready. Though, you will now be able to 'migrate' but this is very much a basic version of the intended design. In this build you can freely migrate anywhere at no real cost, bringing with you what you want to. In future updates, migrating will require food and you will encounter various good and bad events along the journey. This will also be used for the raiding, caravan, and scouting stuff I'm going to add soon. The reason I have put this basic version into the game is that I'd like to get testing on how well items and settlers carry over into a new tile and I figured having the ability to migrate in a simple manner would be welcome.

Here are the patch notes:
-Entities will now only go eat food while holding position if they are not in combat.
-Fixed a bug where health buffs could stack each time the game was loaded.
-Weapons now have skill a proficiency. This makes it so swords and the like can't be used effectively to, say, mine a block.
-Added a save-game hotkey (f8).
-Added a load-game hotkey (f12).
-Fixed a memory leak that would occur if you clicked on many different tiles on the overworld map.
-Fixed a bug where hotkeys would not work after loading into a new settlement after a game over.
-Fixed a bug where settlers could get into an infinite loop of trying to put items into a container that was placed on a floor blueprint.
-Fixed a bug where permitted paths sometimes would not update. The most common scenario for this to occur was mining down one block through grass.

This next week I'm going to continue working on the overworld journey (caravans, migrating, raiding, etc) UI and requirements.

Thanks and hope you have an excellent weekend. :)

Waylon
5 comments Read more

March 14

Patch 0.7.0.12 BETA - Fixes and QoL

Oh heeeey!

Just upload 0.7.0.12 to the beta branch.

Bet you didn't expect a Thursday update from yours truly. I'm going to start doing builds on Thursdays instead of Fridays in order to give me Friday to react to any potential issues users have. Whereas sometimes I'm not available on the weekend.

For today's patch, the main focus is around quality of life improvements and bug fixes. As well, I've changed the duration of the in game minute to be 1 real world second instead of 0.5. My reasoning for doing so is that I want settlers to be able to accomplish more in a day. This will be especially important when I implement settler scheduling so you can divide the day into work chunks. i.e., sleep 12am-8am, work 8am-6pm, other 6pm-12pm. What you may notice as a result is that settlers take much longer to get hungry, food takes way longer to grow, and things seem to slow down. Maybe it's not an issue, but please voice your thoughts. I can easily tune hunger and plant growth to happen at a faster rate to balance this. Curious to see how different it feels for you folks.

Anywhoozle. Here are today's patch notes:
-Re-wrote a lot of the settler reservation code for blocks and jobs. This should fix a bunch of problems where settlers would not start a job. Not to be confused with them simply relaxing and gathering energy. ;)
-Added a 'is reserved' menu option to utilities. This will show things that settlers have reserved.
-Added a 'is path open' option to utilities. This will show whether a settler can path through a block.
-Added the name of the settler equipping an item in the inventory menu.
-Fixed a bug where the lure of the fishing line would clip through platforms.
-Fixed a bug where you could deconstruct items.
-Added the ability for settlers to be able to build over plants/items. Items will be moved out of the way and plants will be cut.
-Fixed a bug where items would be destroyed by growing wild plants. This is likely the cause of the bug where people would lose seeds.
-Companions will now take the last name of the prime companion. The prime companion is the one with the higher UID in code.
-Building is no longer allowed on the edge of the map. This is to ensure entities can still spawn in the world.
-Added a subtle icon to the job overlay to indicate where a room is. This is helpful when placing props in a room. i.e., planting in a farm.
-Fixed a bug where removing a platform wouldn't immediately update the block's state and settlers would end up being able to path through that block.
-Changed the in-game minute to be 1 real world second instead of 0.5 a second.
-Fixed a bug where resetting the tutorial would have tutorial arrows not appear if the tutorial had previously been disabled.
-Fixed a bug where ambient audio would not play when a new game is started.

This upcoming week, I'm going to focus on combat and event tuning to prepare for work on the overworld map.

Hope you are all having a wonderful week.

Cheers!

Waylon
7 comments Read more
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About This Game

Take control of a group of settlers to build a settlement that survives the passing seasons, roaming bandits, underground horrors, and gods from legend.


  • 4 procedurally generated biomes (Desert, Taiga, Voidland, and Tropical)
  • 24+ Creatures
  • 100+ items, weapons, and gear
  • 100+ buildable blueprints for props, blocks, plants, trees, and platforms
  • 9+ Settler professions
  • Unique scenarios and encounters based on player decisions


Choose from thousands of generated landscapes to make your new home. A desert oasis? The ribcage of a long-dead giant? A magical mountain range? Where you choose to settle will determine what resources you have at your disposal, what you encounter, and how challenging your experience will be.


Use the resources in your environment to build... well.. whatever you want! A sandstone castle in the desert? An underground fortress? Or, maybe, an island beach house? You decide!


Dig mines into the earth to uncover lost tombs, dormant gods, and lakes filled with creatures watching from the deep. Just make sure not to go too deep!


Welcome the less-than-friendly arrival of your neighbors with cold steel and hugs made of arrows. Ask questions later.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Mínimos:
    • SO: Windows 7
    • Processador: 2.2 Ghz
    • Memória: 2 GB de RAM
    • DirectX: Versão 9.0
    • Armazenamento: 250 MB de espaço disponível
    Mínimos:
    • SO: macOS 10
    • Processador: 2.2 Ghz
    • Memória: 2 GB de RAM
    • Placa de vídeo: Intel HD Graphics 4000 1536 MB
    • Armazenamento: 250 MB de espaço disponível
    Mínimos:
    • SO: Ubuntu 18 LTS
    • Processador: 2.2 Ghz
    • Memória: 2 GB de RAM
    • Armazenamento: 250 MB de espaço disponível

What Curators Say

7 Curators have reviewed this product. Click here to see them.

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