Odd Realm - Sleipnir

Hey everyone!

I know it has taken altogether too long to get a new update out and I appreciate you patiently waiting. This update focuses on improving stability and polish across nearly every part of the game. You’ll find dozens of bug fixes alongside performance improvements and new quality-of-life updates. There’s also a fresh batch of tuning for NPC behavior, fish spawning, and weather systems, plus a few fun additions like the new Codex window, stone walls, and a “Mouse” boss scenario among others.

(Image and cover courtesy of discord member and wiki master Kingfisher)

(Image courtesy of discord member LassoJack)

Let's take a look!

Codex

The codex is a new window (opened with the '/' key) that shows you all the things you've discovered in the game. It's meant to be a single location to show you helpful tooltips on various items, blueprints, plants, etc.

It also shows you the things you've haven't discovered (the name at least) in the world. These are denoted by ? and some of these entries will show you flavor text or possibly a hint as to where to find them in the tooltip.

Bosses

I've re-enabled a boss that used to be in the game but had some bugs that needed to be addressed. Plus I've added a new boss that is based on one of the game's legendary patrons (TwistedSteele!). I won't spoil too much about them, but here's a preview:

Improved New Game Screen

I also did some working polishing the new game screen. Hopefully you find it much easier to use and read. I tried organizing elements in addition to adding some functionality to current inventory lists.

Cooking Items

I added several new items to supplement the cooking profession. I quite like this addition as it makes cooks stand out and adds more character to the individual settlers.

Moss Kuplin

I added a new critter that the Gwdir can create called the Moss Kuplin. This creature is intended to help out with hauling, but is also quite good at evading. Maybe a valuable addition to defenses?

Various UI Polish

I did even more clean up on notifications and I added some new ones to help communicate work and combat failures/successes. Hovering all notifications should give you a much better detailed tooltip explaining the why and how of things.

As well, I went through a huge amount of tooltips to add more lore and flavor descriptions, and I added new icons for all plants. So they no longer share the one.

Hermit Status

All the single (non custom) settler loadouts now apply the "Hermit" status to the settler. Those that still want to play more of a hardcore mode without this can do so with the custom loadout.

Skill Failures

I added in a new system to jobs called Skill Failures. The intention of this is to add some progression to jobs. I feel that, previously, jobs were way too forgiving and there was no real sense of "getting better" for individual settlers. You could easily change your settler professions around and it didn't quite matter. Now, if you put a settler onto making, say, Rutile, they will struggle to make these. Whereas, your master blacksmith will have no problem. To me, it's a much more satisfying experience to have this difficulty at first and it showcases the difference in materials a lot better.

This system is a small part of a larger plan for jobs. I will also be adding "Critical Failures" and "Critical Successes" to jobs. These will act more like mini events. For example, if you have a settler roll a critical fail in something like summoning they might summon a hostile creature. Or, perhaps they turn themselves inside out. A master blacksmith might imbue their perfectly crafted sword with a special buff, making it a legendary item.

I think things like this help the professions and skill progression feel more dynamic and interesting. I'm excited to add these very soon and I hope that excites you too.

There's lot more but I'll save that for the patch notes!

1.0.38.4 Patch Notes
🐛 Bug Fixes
  • Closing the room designation menu was not remembering your last selection when re-opening it.

  • Make fodder required animals skill instead of cooking.

  • Sometimes entities would have thirst appear after re-loading a game. This was due to the drink from well buff not being permanent.

  • Iron Ingots were set to automatically build in foundry and should be manual by default.

  • Flying entities would not find suitable locations in the air to move to and would end up always on the ground.

  • Flying entities were unable to leave the map when perched in trees.

  • Selections would not apply to multiple z levels. So, for example, mining would only be applied to the current z level you were on. This made it impossible to create a vertical tunnel.

  • Not necessarily a bug, but snow was spawning in a horizontal scanline. Now, it spawns randomly around the map.

  • Snow and weather spawn rates were not properly checked. This would cause checks farther to the left of the map to have a lower rate of spawning. Now, the spawn rates are checked uniformly.

  • One raid would still happen despite raids being toggled off.

  • Ice block could not be mined and did not permit mining.

  • Staff of focus was giving a buff to ???. Should now be for Magic Combat skill.

  • Archenthrall target gathering wasn’t executing correctly.

  • Void stabilizer powered state wasn’t triggering so blueprints like Archenthrall could not be started.

  • Sometimes text wasn’t wrapping correctly in big text blocks.

  • Job visuals weren’t updating correctly. This would cause transitions between the same job to not display properly.

  • The unlocked/locked visuals were blocking ambient light which would cause a shadow around things like trap doors.

  • Entities would not drop into blocks below a trap door if the block contained a platform.

  • Notification order was incorrect after a certain amount had been created.

  • Room jobs were not appearing at workstations.

  • Some skills were not toggleable in the default skill permissions tab even though they were not locked.

  • The tooltip for the diet group showed up as ???.

  • Some diet items were not changing priority when edited.

  • Some of the auto-equipment generation wasn’t filling all slots.

  • There was an error when shift-adding a new room without one selected.

  • Free Caged Animal was set to Auto for Hunting Grounds. Now, only Capture Entity is set to Auto.

  • The nation expand/collapse of the settlements list on the overworld map wasn’t working.

  • Astracube was flagged as an obstruction which would keep the stockpile room from allowing them inside.

  • Fixed an issue where eat/drink jobs could not be created if the entity was in an empty block (no plants, items, anything).

  • Tooltip delay settings weren’t working.

  • Fixed an incorrect hotkey icon on the overworld map for “Deselect” showing the left mouse and not the right.

  • Plants were not expiring when planted in the wrong season.

  • Some plants would float in the air.

  • For stockpile jobs, entities were not filling their inventories completely.

  • Entities were not being set to player faction on job capture success.

  • Newborns were not spawning with age 0.

  • When target entities run away during combat, the player attacker was incapable of attacking successfully.

  • Some fish weren’t spawning correctly in biomes.

  • Jobs could unintentionally be placed below previous jobs. This would happen because the previous job wasn’t blocking the placement from cascading downwards when ‘single layer placement’ was off.

  • Melon had a typo in its season id causing it to not grow in spring or display text correctly.

  • Plants could automatically be planted in seasons they don’t grow.

  • The background for some tracked professions was the wrong color.

  • Pregnant status for non-humans would show pregnant human tooltip.

  • Tin, Copper, and Coal weren’t properly spawning in Barrens and Desert biomes.

  • Some NPC entities weren’t spawning with handheld items.

  • Some fish spawned hidden.

  • Some tooltips (e.g., egg item) were throwing errors under the hood which would keep the tooltip from appearing.

  • Glass blocks weren’t transitioning correctly.

  • Entities would drink from water blocks before using items in water troughs nearby.

  • Duplicate toggle icons were showing up on some permissions lists.

  • Several group counts were displaying 0 for the tracking settings lists.

  • Prohibited entities would show up duplicated in target lists for jobs.

  • Prohibited entities were still being used for target jobs. e.g., Leech Life (Ardyn).

  • Racial tech was being unlocked when entities were captured instead of when they become citizens.

  • Raiders were spawning as neutral.

  • Some plants, after being planted in a farm, were not properly being marked as Mature. e.g., Mirtle grass.

  • Market items were showing an incorrect “Merchant capacity exceeded” error when buying from merchant.

  • Some entities given an attack order would have a ‘stuttering animation’.

  • Some attacks weren’t being used because of an out-of-range attack check error.

  • Entities were unable to fight in the water.


⚙️ Tuning / Content / Polish / Misc
  • Updated mod project to 1.0.38.4.

  • Added more tooltip info when hovering over a room in the world. This is when the room designation window is open.

  • Killed entities will now award less XP.

  • NPC’s now have a higher chance of leaving the map after a certain amount of time has passed.

  • Improved pathfinding performance.

  • Reduced damage over time from freezing.

  • Body temperature is now reduced with some randomness involved. A roll is checked against the difference between body and ambient temperature. As the difference in temperature increases, the body temperature has a greater chance to lower each minute.

  • Added some additional logic for NPC’s to move as a group.

  • Added a tooltip to the top-right weather graphic to show the current weather and temperature range.

  • Enabled thief scenario. Thieves will appear when your settlement has Ren. Entities can spot thieves if their paths cross.

  • NPCs can no longer become each others companions.

  • Spike traps are now damaged when an entity triggers them.

  • Added repair job to fix damaged props (such as spike traps damaged by entities walking over them).

  • Spikes now do more damage.

  • Remaining ancient props now require void cells to be powered and used.

  • Added unpowered icon above Ancient props to indicate when they don’t have a Void Cell powering them.

  • Significant text performance improvements.

  • Tree populations in forest biomes have been decreased.

  • Crop plant populations (wheat, berries, etc) have been increased.

  • Added Wood Hatchet item.

  • Added Wool/Cloth Apron item.

  • Added Wool/Cloth Chef’s Hat item.

  • Cloth items are now called “Linen”. i.e., Linen Pants instead of Cloth Pants. Cloth is now just the material type. i.e., Linen Cloth, Wool Cloth, etc.

  • Cleaned up some requirements text for making ink to make in clearer.

  • Removed “Can Be Butchered” from Honey Bee.

  • Added some visuals to diet items to indicate when they have affects for consuming.

  • “Cooked Foods” in diets are now just “Meals”.

  • Added the Legendary Patron item “Twisted Steel”

  • Added “Mouse” boss scenario.

  • Capturing animals now has a chance to fail.

  • Entities now have a chance to escape from cages. This is a random roll each minute that compares: roll out of (cage toughness + 1) * 2000 ≤= entity stats (level + evasion + toughness). If there is no open space to exit to beside the cage, they will break it.

  • Cages can now be locked by faction.

  • The hermit loadout now starts the settler with buffs to several skills.

  • Newly spawned entities (with no parents) will get a natural bonus to their core skills for their starting profession.

  • Added a Clear Plants job to jobs menu to clear all plants regardless of being mature.

  • Tons of cleanup on notifications.

  • Clicking a notif previews that are stacked will now open the notif window on the notif group page.

  • Clicking a notif in the Notifications window takes you to the notification.

  • Added stone wall prop.

  • Improved overworld map searching to highlight names and focus camera on searches.

  • Prison cell occupants now require captured faction by default.

  • Tavern occupants now require citizen faction by default.

  • Added inline text icons for all plants.

  • Added a ton of new description text and codex hint text to tooltips.

  • Added tooltip to location coords to show permitted paths from location.

  • Added a “Codex” window that shows info for discovered items, plants, statuses, professions, skills, etc.

  • Temperature input hotkey is now ‘ and codex now uses /.

  • Re-enabled Deen and Chicken Greg scenario.

  • Re-enabled Desert Shimmer scenario.

  • Added a ton of tuning/polish to starting loadouts.

  • Starting items that have a random chance are no longer added to the default uniform loadouts.

  • Added “Poor Diet” status for when entities eat items they shouldn’t in their diet.

  • Added remaining Moss Kuplin art and data.

  • Added skill check failure and tutorial step.

  • Clicking a new discovery will open the codex, focus its entry, and expand its info.

  • Increased natural fish spawning chances.

  • Fishing skill now increases range that fish are lured to fishermen.

  • Added notifications for fishing. These show whether fish are lured as well as caught.

  • Fish now show up in the population panel.

  • Kotha armor now unlocked with Fishing II.

  • Added job state for permitted seasons. This is to keep plants from being planted in the wrong season.

  • Added season info to blueprint tooltip.

  • Planting jobs in rooms have been separated out by plant rather than be put in “plant standing” and “plant ground cover”, etc. This is to make it easier to see what is available for planting, see and edit plants by season, and differentiate skill level requirement.

  • New entity natural bonuses have been tuned down from max of 15 to max of 5.

  • Tuned starting NPC level to be based on avg sapient player level instead of kingdom level.

  • Tuned base health for Ancients from 250 to 350.

  • Tuned NPC starting items to more accurately match the player’s progression.

  • Tuned NPC spawn count to more accurately match the player’s progression.

  • Added better list feedback for when entity is selected (on lists where selection is possible).

  • Added some extra tooltip info to target requirements to show when there are prohibited targets.

  • Lowered XP for fishing.

  • Increased rate at which fish rise to the surface.

  • Fish now despawn after 24-48 hrs of idling. This is to allow for the redistribution of new fish across the whole map.

  • Made the game background dark instead of light. See, I do listen! xD

Ok, so what's next? I'm going to start work on adding new content. This update has a few new things, but I'm going to add a lot more in the next one. I'm also doing some exciting work on rooms and professions that will add a lot of uniqueness to settlers. Excited to share more about that soon. And, lastly, I will continue to try and improve the game based on feedback. I know the tutorial and game tips in general need work. I want to flesh those out more. I also want to improve the equipping and uniform flow some more. It has some pain points.

Anyway, that's all for now. Thanks for reading this far and I hope you enjoy the new update!

Waylon

Positron - Bytrix
Reviews

This is a personal appeal to all owners of the game to please leave a review! Reviews are important for small games such as Positron as a higher number of reviews results in more visibility throughout Steam.

To date, Positron has sold 174 copies here on Steam. That's not bad, for the price I've placed the game at (as I believe the game is worth the price, and will be worth more when it is feature complete). It's not exactly enough to sustain development however. Most of those copies were sold during sale periods, and after taxes and Steam's cut, we've made almost £1000. I've spent far more than that just attending events around the UK demoing the game to the public in recent months.

I'm lucky that this is a side project for me, and I guess most would call it a 'passion project', but it'd still be nice to make the game commercially viable, to allow me to make further games after this one (I have a few planned for Retroburn, for release in 2026, following Positron's exit from Early Access).

So, if you can spare a minute, please pop over to the store page and leave a review for the game. If you also have any feedback or suggestions, you can leave a post in the Steam forum, or drop by our Discord and let us know what you think:

https://discord.gg/Awwqam8n

Awards

Positron has been nominated for a Game Republic award; "Best Indie Game Made in The North sponsored by Xsolla". Game Republic is a local (to us) business network for games companies, and Retroburn recently became a member (again). We have our bi-annual Yorkshire games industry get-together coming up in a few weeks at which the award winners will be revealed.

If you can spare another minute, I'd appreciate it if you could vote for Positron (bottom of the list). I don't expect to win (considering the competition) but is is a public vote, so it's just based on numbers really:

https://docs.google.com/forms/d/e/1FAIpQLScEO3kEANaGr6v-zHVbD85w1iE73r6JtGhGi06TvtI9G5HnXQ/viewform

Update

The special RED theme has now been reverted (but this will be revisited in a future patch).

The small update I've just pushed to the game reworks how trails are rendered, and my next update will be making them 'swoop' and curve on the turns, following how the bike leans on turns. This is something I've wanted to do for a while, and I always find it does look odd that the trails don't currently do this, especially when I'm capturing screenshots for the game.

Socials

Another way you can help us is by sharing our posts on social media. We are looking to ramp up our social media usage over the next few months as we attempt to build a larger audience for the game with the addition of Arena mode, local multiplayer, and network multiplayer. Liking, and sharing our posts helps boost our reach, spreading the game to a wider audience and potentially picking up a few new players. We're on a bunch of social networks already, and likely should be joining up to more, so let us know if there's one you use that you think we should be using too!

We also have separate 'personalities' on each social platform. I personally post things related to development, game updates, and other things. Positron will generally post game related update news. Retroburn will usually just repost relevant things and when we have other games released will also share those too.

Positron

https://www.tiktok.com/@positrongame2

https://bsky.app/profile/positrongame.com

https://x.com/positrongame

https://www.facebook.com/positrongame

Martin Caine

https://www.tiktok.com/@martincainedev

https://bsky.app/profile/martincaine.com

https://x.com/MartinCaine

https://www.linkedin.com/in/martincaine/

Retroburn

https://www.tiktok.com/@retroburngames

https://bsky.app/profile/retroburngames.com

https://x.com/retroburngames

https://www.facebook.com/retroburngames

https://www.linkedin.com/company/retroburngames

Thanks

Thanks again for playing my game and joining me on this journey through Early Access. I hope the next few updates add a few things people are looking forward to, and look forward to seeing what people think as the game grows and approaches full release :-).

Deaf Wish - Kong

Hey everyone,

I want to thank each and every one of you who played, supported, and shared kind words about my game. Your feedback and encouragement really meant a lot to me as this was and will always be my first published game.

Unfortunately, due to personal and financial reasons, I’ve decided to remove the game from Steam. One of the main factors behind this decision is the cost of maintaining a license for a background music track used in the game, which I’m currently unable to cover and unwilling to change as everything else would destroy my vision. The personal factors were the finishing blow.

This wasn’t an easy decision, and I deeply appreciate the time and feedback you put into my game. Creating and sharing this game has been an incredible experience, and I’m grateful to everyone who was part of it.

Thank you again for being here and for making this journey worthwhile. I'll intend to continue developing games as a hobby but I probably won't do any story driven games anymore.

Take care, everyone! I can't stress enough how much I appreciate you!

— KoKo

Nocturnal Throne - Goutrial Game Dev
Update 0.5.12 - Changelog

Changes:

- Updated the waterbolt particles

- Updated the firebolt particles

- Reduced bow cooldown

- Cooldown reduction items now use hyperbolic stacking (meaning diminishing stats per stack)

- Cleaned up the stat menu and made it more presentable

Fixes:

* Fixed the pickaxe's gold giving 0 credits

* Fixed the investor journal not glowing when dropped

* Fixed the credit card not glowing when dropped

* Fixed alien serum showing the wrong number for damage boost

* Fixed cooldown reduction going positive when crossing two cooldown reduction items

* Fixed regen potions giving too much health regen

And as for the announcement? All updates will be moving over to the experimental branch. However leaderboard scores will not be updated on the experimental branch, so be sure you're on the correct version before doing any speedruns (check the top right).

The experimental versions will have a lot of work in progress items, characters, stages, etc. You can access them through steam's beta branch

BIOMORPH - mgregoirelds
Release notes - Patch 2.1.27668

CHANGES
- Harlo will not be falling anymore until the game with Hornet releases, as it is now released.

BUG FIXES
- Fixed an issue where controller button remapping did not apply correctly.
3:24pm
Slyders - kato

Slyders releases soon! It will be announced in the next days 🥳

I also updated the demo with an awesome new perk: Airstrike!

It would be super helpful if you could play a few rounds of the demo so I can get error reports. Also, let me know if something doesn’t feel right. THANKS! 😀

Patch 0.4.0

  • new perk in the skill tree: Airstrike

  • added a bunch of new items

  • new hub music

  • if you have no more perks to pick, you can get gold, crystal and health perks

  • changed and increased most item stats

  • final boss has new jump attack, faster movement

  • desert map: slightly reduced plant size and light brightness to better see enemies

  • weapon and explosion muzzle flash lights

  • Turret, Drone: better hit precision

  • Bernard sometimes charges enemies

  • increased maximum mouse sensitivity

BUG FIXES

  • 'Ammo' stat doesn't display as 'bin' anymore,

  • dash stops correctly when smashing into enemies,

  • replaced false weapon preview models in weapon shop,

  • better hit detection for shotguns, especially against flying enemies,

  • fixed double weapon damage not tracked,

  • fixed achievements not resetting on game reset,

  • upgraded to Unity 2022.3.62 to address Unity security issue

Balancing

  • reduced gold and crystals for map completion,

  • increased gold cost for skills and perks,

  • reduced rune unlock costs,

  • increased some weapon costs,

  • slightly faster enemy spawning in first minutes,

  • changed some achievements for skill/perk unlocks

Merp in Merpworld - maybell🌻

Merp in Merpworld is releasing on november 12th, 2025.

PolyCrime - Westrider

Your PolyCrime story begins on November 14, 2025. The game launches—and so does Season 1, turning the entire city into a treasure hunt for limited collectibles.

What’s coming on launch:

  • Release Day (Nov 14, 2025): dive into a living city, build your criminal empire, take risks—or outsmart everyone.

  • Season 1 – Collectible Hunt: discover rare, limited items across the city. Once the community collects them all, no more will drop.

  • Player-driven trading: buy and sell your finds on the in-game market—chase rarities, complete sets, and play the economy.

  • Steam Inventory integration: selected ultra-rare items will also exist as Steam Inventory Items—showcase your loot beyond the game.

  • Early supporter reward: the first 100 players will receive a Gold Coin—a permanent Steam inventory memento of being there at the very start.

Why jump in early:

  • True scarcity: limited drops vanish forever once collected.

  • Player economy: value is driven by supply and demand—smart hunters and traders will thrive.

  • Collections & prestige: complete sets, secure unique pieces, and let your style speak for itself.

Gear up your inventory—the hunt begins November 14, 2025. See you in the streets. 🖤

Parking Garage Rally Circuit - walaber

Hi everyone!

We have been hard at work preparing a paid DLC for Parking Garage Rally Circuit entitled "European Tour". It is expected to be released in early 2026. This DLC will include:

  • 8 Brand new garages to race in, all from landmark locations across western Europe!

  • A new original ska soundtrack by The Holophonics (9 new songs!)

Note: The content for this DLC will be included with the main game installation, purchasing the DLC simply allows access to it.  This is intentional, so that owners of the DLC can host online matches and players who join can play on DLC tracks even if they haven't purchased the DLC themselves.

We hope you are looking forward to the DLC which will double the amount of official content in the game! Thank you so much for playing our game!

-Walaber

Breezy Bakes Simulator - D3RELI

With this update, the shelf mechanics have been completely revamped and a number of bug fixes have been implemented:

With the new Shelf System, you will be able to arrange your bread more easily and retrieve it from the shelf. You can quickly arrange bread while holding the bread basket.

- With the new shelf system, only one type of bread can be placed on each shelf section.

- While holding the bread basket, you can use the mouse wheel to select the type of bread you want to place.

- A detailed tutorial has been added to the game for the new shelving system.



Bug Fixes :

.
The translation error in the name “flour” has been fixed.

. The issue where the pizza would be placed incorrectly when trying to quickly hold the box while putting the pizza in the pizza box has been fixed.

...

Search news
Archive
2025
Oct   Sep   Aug   Jul   Jun   May  
Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002