Odd Realm Dev Tracker

Thanks for letting me know about this. I’ll work on fixing that.

When you have a game over, it lets you reload your last save. Did that not work?

Hey, just to let you know, this should be fixed now.

I haven't done any work on localization. Too many other things to do first.

Howdy friends. Hope you are having a great weekend so far. Just wanted to let you know I've uploaded a smaller patch to address some things, especially the issues with the max UI scale breaking some screens. For those of you that use the higher scale, the game should look significantly better. I did a lot of work to make sure all the text and visuals are pixel perfect and not looking... "off". Anyway, that's all for now. Thanks for reading!

1.0.36.0 Patch Notes

Bug Fixes

  • [x] Fixed an issue where trees could grow into the Gwnri and Gwnvayth plants and destroy them.
  • [x] Fixed an issue where plants would grow into jobs and clear them.
  • [x] Fixed a typo where dirt block tooltip displayed "furtile" instead of "fertile".
  • [x] Fixed an issue where setting the UI scale to higher levels would break UI layout for text labels.
  • [x] Fixed an issue where other UI scales would not be pixel perfect. Text and icons would appear distorted.
  • [x] Fixed a bug where animal children would not spawn with th...
Read more

Hey thank you!

Much appreciated! And glad you are liking it :)

Thanks for letting me know. Going to have a fix for the next patch. I think one workaround is to decrease the resolution when in full screen window mode. Should increase size of everything overall

You can see the seasons from the plant blueprint. Open the build menu (B), go down to plants, find the plant you want, and hover over it.

I will be adding this info to the seed item for the next patch. Sorry for the confusion!

nonamesareavailable2

Thank you. First for getting back to me and second for being an awesome dev. If there's any way I can support the development of this game other than just the purchase I made, please let me know. I'd be willing to pay for additional copies that you gave away steam keys for or something along those lines. I'm a sucker for an active, one-man dev team.

Anyway, if I run into anything else that's weird, I'll try to pay much closer attention and make a more formal report. This time I just thought I was being dumb as I am prone to doing which is a part of this situation.

I appreciate that! Thank you for the support :)

The game's combat is a bit buggy atm. I'm working on a new update which addresses bugs like this, and adds a lot more combat related content. Settlers *should* attack an entity if they are marked as hostile. However, you can tell them to attack entities by selecting them and then right-clicking the target.

As for doors, in the utility menu, there is an option which lets you lock doors. In the future, I'll be adding an option to set door permissions for specific entities. i.e., locking a door for only an animal so the shepherd can go in and out.

I'm not too sure why they targeted the child first. They should be targeting the closest entity. BUT there are some events where bad guys try to kidnap people. Maybe that was one. I'll see if I can track that bug down.

Read more
Crixomix

Agreed. But also I'm sure you know that sometimes you will know best and the players won't! Developers that know when to listen and when to follow their roadmap/gut/plans have the best of both worlds.

In any case, I'm not sure how many people are getting into your game but I've found that having a Discord channel can be a good thing so players can easily write stuff. Like autonauts has one and they have an "autosugs" channel where people can post suggestions, which go into a trello board, etc. You may have already done this but I thought I'd mention it as a potential idea.

Come say hello

https://discord.gg/SBxF8T7

Hey!

Thanks for the lovely words. :)

I'm having a blast working on the game, so no plans on abandoning it. ;) And, it's always nice to hear feedback and grow the game based on that. So often players will notice things that I miss and they're an invaluable resource for making a good game.

There's still a looooooooooong road ahead but I'm optimistic!

Thanks again and have a nice day!

Arkhamorderly3659

Honestly knowing this is a direct development concern makes me feel better. Love the game, great work

Thank you!

I'm currently fixing lots of issues like this. These fixes will be in the next big update.

RushVoidStaff

Did you mean each hour of in game time is 60 seconds of play time?

Yep! Cheers ^ . ^

rockhydra94

I guess I can't quantify it in numbers, but I can describe how I feel.

I think that even an old character should be allowed to live long enough to see a few battles and achieve some milestones and have their story play out.

For me the game is really fun when I identify with a character and we can grow together.

I chose an older settler to be the main character in my story. He didn't live to see the first battle and I felt like his story was cut short. I was hoping that he would live long enough to achieve many victories in battle and see the construction of a great settlement.

I hope that makes sense. Thank you for a wonderful game.

Perfect sense! Thanks for elaborating. :)

TrueLoliMaestro

Wow response is fast, this is nice.

Well to be honest I don't have a solid grasp on how long they should live but personally I think that 132-140 days(2.5-3 full seasons). I think that this is a nice balance considering that some humans you start off with are as old as 50-60 yrs old.

But the thing that really bummed me the most is the "age number". I was not expecting my solo human at his starting at his prime suddenly turned middle aged after an hour or so since I was shocked to know that one day is equal to a year.

Also I'm currently doing an Ancient playthrough( ferocious-ferocious) and reached autumn but there is still no merchant that came to visit, Is this normal for Ancients?.

Lastly, this game is pretty fun :)

Well, a year in the game is 60 days (with 4 seasons). So, the avg 100 day lifespan would be about two game years if you had the settler from birth.

Here's a breakdown of play-time:

Each hour of in-game time is 60 seconds of play-time. So, on the slowest speed, a day of in-game time is 24 minutes of play-time. That is 1440 minutes (24 min x 60 days) or 24 hrs of play-time for one year to pass. If you're playing on the fastest speed (time is sped up by a factor of 8), that's 180 minutes or 3 hrs of play-time for one year to pass. Let's use the mean and say it takes about 810 minutes or 13.5 hrs of play-time because most people flip back and forth.

This means that a settler will be around for ~2 years which ends up being ~27 hrs of play-time.

Read more
rockhydra94

I think they should live for 20-30 hours of playtime

Ok. Why do you think that?

edit: Currently, from birth to death, a human settler lives for, on average, ~27 hrs of play-time. This is factoring in speeding up the game too.

Thanks for the feedback!

Do you have an ideal amount of days you think they should live for? My reasoning for keeping their lives shorter is to give settlers more value. If they live for a long time, then they are just pawns. I'm trying to move the game away from that feel (adding more personality traits in the future as an example).

As for making swords, you can make iron swords but none of the other material types have swords just yet. My next update introduces a TON of new crafting options for all materials but you'll have to wait while I finish it.

Hello.

I appreciate your suggestion list!

A lot of these things are planned, especially the character personality traits. Weather currently exists in the game with each biome and season having variances on them.

Thanks for taking the time to write this. :)