Odd Realm
by Unknown Origin Games Inc · 16 Aug, 2024
9 downloads
About the Game

Features
- 4 races to start your kingdom with, each with unique playstyles
- Unlimited procedurally generated deserts, mountains, tropical islands, and frozen tundras
- Dynamic weather and seasons unique to each biome
- Hundreds of plants, animals, and items
- A research tree with options for each race that unlock new blueprints and rooms
- Outfit individual settlers with tools, weapons, and gear
- Manage your kingdom and view other kingdoms on an expansive world map
- Battle raiders, invading armies, and underground horrors
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.
Screenshots
11 images
Version Information
Steam Patch Notes
Official update history
Beta 17 is up!
As of now, it is the production candidate for the build going live tomorrow. It is mostly comprised of tuning changes based on feedback from the weekend. I focused on things that would be easy wins to avoid breaking anything. The rest of the feedback notes will be addressed after 1.1.0 goes to production.
The only risky thing (I hope) is the fix for night mobs not spawning. It's possible these are too difficult and I am curious if anyone thinks so. I can easily disable them for a last minute build today. So, please do let me know!
Here are the patch notes:
\ Tuned wells from 10hrs to 3hrs to produce water.
\ Bug: Night mobs were not spawning due to having too much cooldown overlap with other migrations.
\ Tuned Gibaren clothes to a lower bucket (5->2) so they don’t override better item spawns.
\ Added more racial info to the new game screen to better communicate playstyles of each race.
\ Set unclaimed item notif to not show the top hud preview by default. It can be turned back on from notif settings. This is actually a temp solution. I found the unclaimed notif to be pretty spammy. I do want the notif on by default but it needs to manage multiple notifs better.
Huge thank you to those that played over the weekend to test the build. You are very much appreciated!
Cheers!
Beta 16 is LIVE!
This one is a small tuning and bugs patch but I did manage to add new portraits for our bat-turtle folk, the Tomek.
Here are the notes:
\ Changed summon SFX for Void Imp and Void Woken.
\ Increased chances of Cave Mips spawning ore.
\ Chicken eggs can now be hatched by using the incubate egg job in the animal enclosure. Similar to how Cave Mip eggs work; minus the furnace.
\ Making ingots is now set to manual instead of auto as default for room jobs.
\ Reduced volume for some stone interaction sfx.
\ Tuned xp curve down for levels 2-50.
\ Bug: Not all biomes were generating dungeons.
\ Bug: Spawned animals were set to citizen faction instead of captured.
\ Bug: Tomek elders were not dying of old age.
\ Added Tomek portraits.
Thanks everyone for your help getting these bugs fixed and providing feedback.
Hope you have a nice weekend!
Evening, folks!
Beta 15 is up!
Lots of little fixes and tunings based on player feedback in this one. I appreciate everyone giving their thoughts on the experience. It helps me a bunch!
You should now see priority, rotate, and lock toolbar buttons again. Let me know if you see any issues with those.
Oh, I also re-enabled the pause and focus camera on notifications. You can edit those in the notif settings (N). Please let me know if some are on that you don't like or if you'd like any on by default. Here are the notes:
\ Bug: Early game NPC’s were showing up clothed in only aprons and chef’s hats.
\ Bug: Entity sight wasn’t updating threats accurately.
\ Bug: Notifications with the pause game permission were not pausing the game.
\ Bug: Notifications with focus camera on create permission were not focusing camera.
\ Added setting for “Pause On Create” to notification setting options.
\ Added setting for “Focus Cam On Create” to notification setting options.
\ Sighted stealthed entities now become hostile when sighted.
\ Settler wave now only happens once instead of three times.
\ Only critical statuses are now shown on the entity tooltip. All others can be seen in the entity window.
\ Natural spawning and reproduction for plants has been reduced.
\ Bug: HUD stat for race was showing all player entity count and not the race count.
\ Slightly tuned XP kingdom requirement down early on (levels 2-50).
\ Re-added priority, lock, and rotate buttons to toolbar.
\ Bug: Hostile entities were not trying to reach the player.
\ Bug: Some hostile entities were spawning as 0 days old.
\ Build Machix job is now manual by default.
\ Keep now starts with a captured sentients occupant group.
\ Removed “Queen” from keep monarch occupant group.
\ Added occupant group for Machix by default in the Transmutation Chamber.
\ Seeds can now decay.
\ Auto job count for rooms now displays priority color.
Thanks and have a great night!
Howdy friends,
Beta 14 (shh yes I skipped 13) is live!
This one is a fairly bug fixing focused patch. However, I did put in some time to add back in the tracking of stats on the top HUD. You can track rooms (from the room designation list), items, factions, and races.
I also did a bunch of tuning for entity item and level generation. You should see merchants with a bunch of varied items in addition to Ren. Ok, here are the notes:
\ Bug: Sometimes auto-jobs would not update while workers were actively doing the job.
\ Bug: New spawns were sometimes spawning all as the same profession.
\ Bug: Event speaker portraits were not showing the correct entity portrait.
\ Certain animals (i.e., bees) should no longer spawn in winter.
\ Added survival statuses for Ardyn and Tomek to top bar.
\ The top bar will now vertically resize to accommodate more entries.
\ Items, races, rooms, factions can now be tracked on the top bar hud again.
\ Tuned the level placement black to fade in slower so it doesn’t ‘flash’ when move the mouse to place jobs and rooms.
\ Bug: Changing job priority was not correctly updating permissions.
\ Bug: Troughs did not have meals permitted and therefore could not hold fodder.
\ Bug: Cave and dungeons items were immediately rotting upon spawn.
\ Bug: NPC’s (especially merchants) spawned with only Ren.
\ Bug: NPC’s were spawning with max level of 1.
\ NPC level is now generated based on avg player controller sapient entity lvl + tuning bucket. Tuning bucket = kingdom level / 5. e.g., 10 (avg sapient lvl) + 2 (kingdom lvl 10 bucket) = 12 (lvl of NPC entity).
\ Starting items are no longer put into the racial uniform. Also, entities will not automatically unequip items if no uniform exists. They will only unequip when replaced with a higher priority uniform item. This is to prevent newly arriving entities from unequipping all their clothes.
\ Mages no longer increase writing on level up. Scholars are now the only ones to increase this skill.
\ Bug: Rotating a blueprint before placing, then switching to a non-rotating blueprint, then placing that blueprint would show the incorrect graphic for the blueprint.
\ Bug: Some toolbar menus would not update correctly. i.e., going from jobs to blueprints and then selecting a category would open the beds category.
\ Bug: Rarely, an entity could get in a loop picking up items for a job that was returning a null work location.
\ Bug: Sometimes entities would get stuck in the warming up state.
We are getting close to beta being stable enough to move to production. Hoping next week!
Thank you to the testers reporting bugs and giving feedback!
Hey everyone!
Beta 12 is now live. Added a few things to fill out the Tomek a bit more. They should not have an okay gameplay loop. I've created their own hunger/starving system hollowgut/crackbone fever to differentiate them from the other races. This will also help fix the issue they had where they'd eat normal food.
As well, the Cave Mip life cycle should be complete. You can now hatch them with a furnace. As well, they will produce various stone, dirt, and ore over time. The Tomek can also eat their eggs for a small amount of sustenance. Oh, and they now have a 'child' appearance which is a small flying bug.
Lastly, added another food item, Mala Skola, to their roster of things to make. This uses iron and dirt. I have a bunch of other things I want to add for them, but this should somewhat help them be playable.
Here are the patch notes:
\ Bug: Jobs were not correctly designated when changing the camera z level after starting a selection.
\ Entities will no longer fall if there is a vertical access above or below them. This is to help avoid falls when building ladders.
\ Bug: Certain things weren’t being disabled/removed outside of rooms. i.e., torch fx on torch deconstruct.
\ Tuned XP requirement after level 1 to be higher.
\ Increased time it takes for a well to fill with water from 1 hour to 10 hours.
\ Bug: Sometimes saplings (and other spawns that utilise prefabs) will not turn into a tree because they had an obstacle too close.
\ Bug: Some entity creating blueprints showed the description text twice.
\ Ignorance Is Bliss buff for non-sapient entities now increases morale by 1 instead of doing nothing.
\ Cave Mips now produce dirt, stone, and ores as a byproduct… Poop. It’s poop.
\ Tomek now have unique hunger and starving statuses called Hollowgut and Crackbone Fever.
\ Added “Mala Skola”, a Tomek food item made out of iron and dirt. Yum!
\ Tomek eat job now available in the stockpile.
\ Bug: Certain jobs would clear items on completion. Most obvious and common examples were for distillery jobs.
\ Bug: Auto-job requirements weren’t updating on entity skill toggle.
Thanks everyone!
Waylon
Hey folks!
Real quick patch today. Some folks had reported a couple more issues with a few things that I wanted to address before going into the weekend. Here are the notes for those:
\ Eat/Drink jobs set to priority 4 for the default first stockpile room.
\ Tuned the first settler wave to appear after 8 days instead of 4.
\ Bug: Mushroom wine wasn’t spawning on job complete.
\ Bug: Auto job not updating correctly after prop placement or room expansion.
\ Bug: Some jobs not being started even though they are higher priority.
Thanks and I hope you have a great weekend!
Hey everyone, Beta 10 is up!
Tons of little bugs fixed in this one. I improved the room job responsiveness to when requirements change but I'm still noticing the rare time it doesn't update for locations. Overall it should be a lot better, but I will continue to hunt down little bugs getting in the way of this.
I also refactored the pathfinding a bit, so let me know if you see anything off there. The pathfinding process should produce better shortest/fastest paths in addition to handling long distance pathing with faster performance.
\ Bug: The Void Sick notification would spam repeatedly when Ancients had 0 energy.
\ Improved room job responsiveness to state changes.
\ Bug: Entities were not marking items as unreachable in certain conditions. This would have them sit idling trying to get to the same location over and over.
\ Bug: Item categories for job conditions could not be deselected.
\ Updated the job condition targets to use the same toggling behavior as the rest of the game.
\ Bug: XP was showing up as a kingdom level-up buff.
\ Tuned pathfinding logic and improved performance.
\ Room jobs now ordered with enabled at the top, then by alphabetical order.
\ Bug: Items would spawn on top off walls/fences and become unreachable.
\ Tuned Sentrene Bow to deal more damage.
\ Sentrene Bow now fires once and then needs to be repaired.
\ Bug: Single layer (L-Alt) select would not stay active if other keys were pressed.
\ Occupant group UI no longer shows all the permissions and, instead, will show a max of 5.
\ Bug: Some items (commonly water items with the collect water job) are being marked as unclaimed even though they are accessible.
\ Bug: Some trees would not collapse after the foundation was logged.
\ Bug: Scenarios could get blocked by other scenarios that failed to start. This would keep them from activating.
\ Bug: Global buffs to max values (i.e., Max health) would keep entities from dying.
\ Health now gets 25x buff per kingdom level instead of 1x.
\ Hunger, Thirst, Energy, Spirit get a 5x buff per kingdom level instead of 1x.
\ Somnic Pools now start with a “Captured” occupant group.
\ Bug: Some blueprints showed “duplicates” in the research unlocks list.
\ Bug: Spellbooks could not be equipped.
\ Added help text to indicate when an attack won’t be used due to a disabled skill when hovering over item slots.
Thanks!
Waylon
Hey guys 1.1.0 Beta 9 is live!
Also, I snuck beta 8 in last night which was a small hotfix patch.
Some good fixes in this one. Thank you to those sending me logs and save files to help find the issues. Much appreciated!
\ Ctrl+input now applies all to permissions lists.
\ Bug: Manual job queues were being cleared.
\ Bug: Some expandable entries would expand multiple entries on click.
\ Bug: Ore was generating at 0z which should only be bedrock blocks.
\ Added wood block and wood wall to the “Basics” research unlocks.
\ Stone Furnace now also unlocked with smithy.
\ Bug: Some jobs would block clearing other jobs.
\ Tuned bronze/copper/tin jobs to be easier.
\ Bug: New occupant groups wouldn’t show permission settings.
\ Bug: Transmuation room would allow all ancients.
\ Bug: Null ref when entering default profs.
\ Bug: Error when deleting a room and creating a new one.
Thank you
S
Big focus on room jobs for this one. I'm still tracking down a couple bugs related to some jobs not queuing properly. One that I encountered this with a lot was for capturing entities at the hunting grounds. Should have a fix for the next patch.
\ I now show the room overlay with a transparency when placing jobs. As well, items are made a little bit transparent. You'll notice that some of the item jobs (i.e., collect items) kinda hide the items. I missed that on my implementation and will fix for next patch.
\ Windows are no longer clamped to the edge, and, instead, can be moved off-screen up until part of the window remains.
\ Bug: Small and medium cages were not properly attracting animals.
\ Bug: Infinite load screen when entering the tile of a new settlement.
\ Entities spawned from overworld parties will now spawn with full attributes until I implement the proper simulation for foraging on the map.
\ Grazing is now enabled by default for animal enclosures.
\ Improved room auto job efficiency and response times.
\ Added two new blueprints to make fodder with vegetables and plant fiber.
\ Added option to add select random attribute/skill global buff when kingdom levels up.
\ Bug: Certain icons would be hidden when playing at a higher resolution.
\ Animal Enclosure, and Gwdir Rooms no longer lose quality from having roof missing.
\ Bug: Age text was display ‘years’ instead of ‘days’
\ Bug: Water animal was using eat icons.
\ Reduced chance of simulated settlement population changing.
\ Bug: Some global buffs applied to NPCs.
\ Items spawned from consuming another item are no longer added to non-sapient inventories and are instead spawned on the ground.
\ Bug: Small item count tracking errors.
\ Bug: Fodder wasn’t showing up under meals.
\ Feed and water animal no longer require farmer. Animals will now eat/drink in their animal enclosure.
\ Stockpiles now have feed and water animal options.
\ Eat and drink item jobs are now restricted to sapient entities.
\ Feed and water animal jobs are now restricted to non-sapient entities.
\ The starting stockpile now has the feed and water animal jobs enabled by default.
\ Tuned path not found notifications to have a min threshold to fire. This is to avoid them firing for moments where a path was not found due to the item being temporarily in a state of movement or inaccessibility.
Thank you guys for your help testing!
Hey friends, Beta 6 is up!
\ Tuned void-type blueprint skill requirement from 25 to 15.
\ Added sfx for Machix.
\ Added sfx for Void Woken.
\ Lowered volume levels for some sfx.
\ Bug: More upside down sprites for season transitions.
\ Machix now start with a cold resist buff.
\ Double-clicking rooms from the designation menu or the room location will now open the production window for the room. Thanks Mr Falaf for the suggestion there.
\ Reduced toughness of the stone vein.
\ Bug: Several ingot blueprints had required items disabled in the room job settings.
\ Added condition to room job requirement list.
\ Bug: Some “Path Not Found” notifications would point to 0,0,0.
\ Bug: Entities would start doing a job from afar (usually their bed) after sleeping.
\ Bug: Entities would play the sleep animation for a frame or two after sleeping and at the start of a job.
\ Bug: Room occupants weren’t saving correctly which would result in owners switch rooms on game load.
\ Added tilling to Arboretum.
\ Nation settlement population simulation should now properly be capped by max population.
Several folks mentioned how when you get lots of items the room jobs really slow down. I am currently focused on improving that. Thanks everyone for your help finding bugs and improving the game. Hoope you all have a great weekend!
Big Ancient and Ardyn focus for this one. Added some new rooms for both races to help with some annoying entity management stuff. Still lots to tune and add for them (as well as pretty much every race). But, hopefully, these are easier to get up and running. Also did some work on the Tavern. You should now be able to use the Tavern as a means of improving happiness. You can also enable eat and drink jobs there.
[img src="{STEAM_CLAN_IMAGE}/34050181/74fc8b3cf55f556f465b71c569ca9fc4e21ddb22.png"]
[img src="{STEAM_CLAN_IMAGE}/34050181/5826a7d3575b2122e71108c024b83ccb282963bc.png"]
Notes:
\ Bug: Tomes had no slot to equip to. Now equip to utility slot.
\ Bug: Taverns had no default occupant permissions set. Now default is for “Patrons” citizens.
\ Relaxing with drink at the tavern now buffs spirit.
\ Platforms no longer removed by wood and stone walls.
\ Added eat and drink jobs to tavern.
\ Added Imp Den room for imps to eat, drink, and sleep.
\ Added sleep on ground job for homes that is disabled by default.
\ Void Imps now spawn with Miner profession.
\ Added tooltip note to plants that can grow in any season.
\ Added room info to entity tooltip to show what rooms they occupy.
\ Bug: newly born Ardyn were spawning as Neutral.
\ Prison cells now allow eating, drinking, sleeping.
\ Prison cell occupants are now restricted to sapient captured entities.
\ Added Somnic Pool room to manage Ardyn leeching of life.
\ Ardyn Home is now solely for sleeping.
Thanks!
Hey gang!
Beta 4 is up! (Beta 3 was a sneaky hotfix for a load bug) I think these changes will have a big impact on the fun.
\ Players can now add custom occupant groups to any room in addition to the default ones.
\ Stockpiles now come with eat and drink jobs that can be enabled.
\ The first stockpile that players start a new game with will have eat and drink on by default as well as two custom occupant groups that auto add player settlers and animals. The default laborer group is still there, but disabled.
\ Fixed a bug where not all occupant groups would be filled with settlers.
Thanks everyone!
Current Release
v0.11.0.23
Uploaded Dec 12, 2023
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System Requirements
How to Install
OddRealm.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
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236 MB
v0.11.0.23
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