Odd Realm is a settlement simulation game set in a procedurally generated, fantasy world where you control a group of Settlers to build, explore, and survive... probably...
Recent Reviews:
Very Positive (26) - 96% of the 26 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (155) - 90% of the 155 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 (39)

August 16

Friday Update - Roadmap and Release Scheduling

Hey fam!

Hope all is well with you amazing folks.

Just wanted to let everyone know that I won't be putting out any updates today. I'm currently working on a ton of stuff still and am nowhere near having a ready build.

This brings me to the topic of release schedules for builds and such. Up until now, I've generally tried to put out a new build each week with the alternating cadence of one week production, one week beta. I'm going to switch this to monthly themed production builds. Why the switch? Well, I'm finding it very difficult to complete bigger tasks within the two week window. I find I hurriedly put a feature in and push to the beta branch only to break things or to find out the feature was poorly designed. As well, I tend to lean towards working on smaller features out of fear of not being able to finish it within that time-frame. Aside from just being stressful, this often results in me having to scrap my weekend to put out hotfixes and, frankly, it's starting to burn me out.

So, with the new release schedule, it would look something like this:
-A new month begins (let's use September as the example) and I begin work on a themed feature set for that month.
-Week 1 and 2 of Sept. - focus on design, discussion with the community, and implementation of the feature set.
-Week 3 - Make changes and add content (by content I mean smaller things like items, props, art, etc - nothing huge) based on feedback, find bugs, focus on tuning.
-Week 4 - Nothing new is added to the build. Focus is 100% on bug fixes.
-Push new changes to production build on the first Thursday (so, I can potentially put out hotfixes on Friday if they are needed) of the next Month (October in this case).

I will likely put out beta builds at an irregular cadence based on this new schedule. It will depend on the feature being added and when it's ready for public playtests. So, there could very well still be weekly builds, but there's no guarantee.

Regarding themed builds, I'm also going to put together a roadmap for development, highlighting what each month will focus on. I'll post an announcement for this when it's ready.

Thanks and have a great weekend!

Waylon
1 comments Read more

August 9

Patch 0.8.15.0 Beta - New Props, New Lighting, Bug Fixes



Hey all!

Just uploaded the most recent changes to the steam Beta branch.

This update is likely to be pretty buggy, so, only get it at your own risk.

Why is it a risky build? I've made a significant change to how light acts underground. Before, lights produced by torches and other similar devices would not penetrate the ground. Now it does. This may or may not cause problems because visibility was a huge part of determining whether your settlers could do something. Is that mining job visible? No? Ok, we won't do it. Now, you can see much further into the earth. So this might have issues where settlers think they can do something when they really can't yet. I've gone through the majority, if not all, the instances where this comes up but, hey, it's easy to miss things.

Also, the load times are slightly bloated because I'm doing some extra work with lighting and path checks. This week I'm going to improve load times but I thought I'd mention this as it may be noticeable to you.

So why did I make this change to lighting? I really want people to explore underground and to be able to find ore and dungeons easier. Plus, without light penetrating the earth, the game felt a bit claustrophobic or cramped.

Aside from lighting, I've add some additional props to the game to spice things up a bit. Things like hatches and death spikes but also more aesthetic items like hedges.

OH, I've also tracked down a bug with Tin ore not generating. Many of you were mentioning how hard it is to find Tin and, well, it was barely being generating. So, there ya go.

Anywhozle, here are the notes:

-Fixed a bug where the icon for liquids wasn't showing up in the filters for blueprints.
-Added 'Nax Hedge' prop.
-Added 'Nax Hedge Lantern' prop.
-Fixed a bug where rotatable blueprints wouldn't align with other blueprints.
-Fixed a bug where damage had double output.
-Entities will now prefer to walk on paths. And some paths provide faster slightly faster movement.
-Lights will now reveal hidden underground blocks.
-Fixed a bug where jobs couldn't be started from the block below if it had a platform.
-Fixed a bug where the fx for torches and other props would not line up if you placed a floor blueprint under the prop and then it was cancelled or finished.
-Fixed a bug where tin wasn't properly generating in every block type.
-Tuned iron to be harder to find near the surface.
-Increased drop rate of wood logs from trees.
-Updated art for Kalite.
-Added wood and stone hatches.
-Added wood and stone trap doors.
-Added wood, stone, bronze, iron, steel and rutile spikes.

This week I'm going to do a pass on terrain art. Now that you can see them with lights, they definitely need some visual treatment. Kalite is the only one I had time to update, so you'll notice blocks like Ember Rock, Ridgestone, Sandstone, etc, look like butt. I'm going to fix that!
As well, I wanted to spend the week focusing on various issues people have been encountering. Mostly minor or QoL things that have been stacking up while I implement newer features.

That's all for now. Have a great weekend!

Waylon
4 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.




  • 2 playable races with unique styles of play (3 more being worked on now)
  • 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
  • 15+ 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
    Minimum:
    • OS: Windows 7
    • Processor: 2.2 Ghz
    • Memory: 2 GB RAM
    • DirectX: Version 9.0
    • Storage: 250 MB available space
    • Additional Notes: Min Display Res 1200x800
    Minimum:
    • OS: macOS 10
    • Processor: 2.2 Ghz
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 4000 1536 MB
    • Storage: 250 MB available space
    • Additional Notes: Min Display Res 1200x800
    Minimum:
    • OS: Ubuntu 18 LTS
    • Processor: 2.2 Ghz
    • Memory: 2 GB RAM
    • Storage: 250 MB available space
    • Additional Notes: Min Display Res 1200x800

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