Odd Realm Dev Tracker

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 the anima... Read more
It has been a while since I've updated the production branch, so there's a lot that has been changed. Here are the collective patch notes if you're interested in seeing what's different:
0.8.22.0
0.8.23.0
0.8.24.0
0.8.24.1
0.9.0.0
0.9.0.2
0.9.0.3/0.9.0.4
0.9.0.5
0.9.0.7
Thanks to those that helped me out by reporting bugs in the beta branch. You are much appreciated!
Best,
Waylon Read more
Hey all!
This is just a quick note to give players some advance warning that I'll be moving the beta build to production very soon. Probably early tomorrow morning.
This new version will NOT be backwards compatible with previous versions. This means your current saved games won't work with the new version. Usually, I try to put out builds that are backwards compatible but it just wasn't possible with this one because it had so many low-level changes.
Anyway, I apologize for any lost progress and will try to avoid this in the future.
Thanks,
Waylon Read more
Hey folks!
Sorry for such a long period without putting up announcements. I had my nose against the grindstone trying to fix things in the game.
This patch has quite a lot in it. Take a look at the notes, check out the build, let me know what you think! :)
-Fixed a bug where palm trees were not maintaining the same position as their sapling.
-Changed entity name colors to represent their gender.
-Fixed a food/beverage reservation bug which caused multiple entities to go and try to drink/eat the same item. Fools.
-Cleaned up the top hud stats to be a bit clearer.
-Fixed a bug where populations could exceed the player set amount.
-Actually fixed right-side climbing for human children.
-Fixed a bug where death notifications weren't showing the cause of death.
-Tuned the Collect Water job to produce 3 water items and Wells to produce 5.
-Tuned daily item spawn for trees to... you know... actually have a chance to spawn items.
-Making animal fodder now requires the cooking skill instead of the surviva... Read more
Hey all!
Special thanks to JK47 and all the people reporting bugs on the beta. It's much appreciated. :)
Here are today's patch notes:
-Fixed a bug where beverages would show 99+ on the HUD but food would not.
-Fixed a bug where plants weren't being cut when building on them.
-Tuned night to be a bit darker.
-Added a slider to manual change how dark night is in the settings panel.
-Fixed a bug where climbing anims weren't playing for male children.
-Players now start the game with a random set of crates and barrels containing their starting items.
-Humans now start off with a bit more food and beverages.
-Fixed a bug where tutorials weren't properly restarting.
-Fixed a bug where the tutorial for building would disallow placing blueprints.
-Fixed a bug where weeds would drop seeds even when not mature.
-Fixed a bug where props could lose their light property if worked on. i.e., the fire pit losing light when someone builds coal there.
-Fixed a pathing bug where entities could path upwards but not do... Read more
Hey folks! Hope you're all having a great week. Here are the notes for last two patches.
0.9.0.3
-Fixed a bug where blueprints could be placed on blocks that are the same as the blueprint creation.
-Fixed a bug where gates weren't rotatable.
-Fixed a bug where blueprints weren't resetting ambient shadows for props.
-Fixed a bug where you could build over a light/heat source and keep the light/heat properties.
-Fixed a bug where points weren't being unreserved after item pickup, causing entities to have to wait for the point to be unreserved after the reserving entity had finished their task.
-Fixed a bug where rain would SNEAK past glass surfaces like some sort of Baggins.
-Fixed a bug where plants were using the correct data for cold tolerance thresholds.
-Fixed a bug where latitude temperature offsets weren't saving and loading correctly.
-Fixed a bug where entities could get stuck in combat, flailing about like idiots as they contemplate life. Their eyes blank, faces slack. "Distance too big... Read more
This will be the patch notes for 0.9.0.1 and 0.9.0.2 seeing as I didn't put up patch notes for the former.
-Fixed a bug where fire blocks would not give off heat.
-Fixed a bug where you can't plant trees.
-Fixed a bug where pathing through a trap door hatch could sometimes get blocked.
-Fixed a bug where some games wouldn't load because of a corrupted block.
-Fixed a bug where pathing wasn't permitted over platforms with water and some type of prop.
-Fixed a bug where props weren't updating their texture to match rotation.
-Fixed a bug where events won't start if you put all your settlers in a room and lock the door. 'No spawn point found...'
-Fixed a bug where the writer of the game had written discover TWICE in the desert description like some sort of dope.
-Fixed a bug where location markers could have a uniform assigned to them.
-Children can now use the melee combat skill.
-Fixed a bug where games could get stuck in the summer transition screen.
-Re-enabled the game over screen.
-Settlement la... Read more
Hey friends!
The time is here! This update has been quite the challenge for me. What started out as a rendering systems optimization re-write at Christmas turned into implementing the Tundra biome. Both were huge tasks for me, the former taking well over a month, and the latter another two! Thanks so much for patiently waiting for me to get this one out into the beta branch.
Before I explain the new temperature system, I just want to put out some warnings. First, this build is NOT backwards compatible with old saves. Second, the first few days of this will likely be fairly buggy. So, if you don't want to find bugs and report them, I'd strongly suggest waiting for this build to be tested and fixed up. I'll probably be putting it onto the production branch in a week or two. I already have a nice list of bugs which I wasn't able to get to, so I'll try to put out a hotfix patch this week for those and any that are reported.
Temperature. How does it work? What's this Tundra biome? Ok, I know a... Read more
Hello friends!
This is just a quick update to let you know the beta update for the new Tundra biome is pretty much ready to go. I'm going to push it live this Monday, March 30th. The only things it will not have are the new events/underground discoveries. I didn't have time to add those and will be doing so while the new update is in beta. So, those will go in to version 0.9.1.0.
Other than that, it has loooots of new goodies. My Monday post will have a more detailed breakdown of everything that has been added.
There will be a week or two of fixing beta issues and adding some new events for Tundra following this update. I anticipate this update having a lot of strange bugs/issues because it introduces a lot of new systems. After that, I'll move everything to the production branch.
Once this Tundra update is out of the way, I'm going to begin work on a big content/tuning update. By content, I'm referring to, events, items, props, blueprints. I'm going to avoid adding any new UI features or... Read more
Friends!
I can see the light at the end of the tunnel with this update. I'm very close to putting this next version of the game out onto the beta branch.
This week I was wrapping up the temperature system and how it affects entities and the environment. I also updated a lot of the UI to better communicate weather, block temperature, entity temperature, and so on. Here are some gifs showing various UI additions:
This temperature system is neither Celsius nor Fahrenheit. It's just a simple -100* to 100* scale. Anything below 0* starts to freeze and anything above 90 has a chance to catch on fire with 100* being on fire. 50* is the comfort zone for critters. Imagine a nice summer day with a breeze. 70-80* would be more tropical/desert weather and 20-40* would be fall/spring for taiga and voidlands. Tundra has very cold spring/winter/fall seasons but a moderate summer which will allow you to grow things and prepare. Weather and day/night will also affect the current temperature on top of the ... Read more
Hey gang!
I hope you have all had a wonderful week. I've been working hard on the Tundra and wanted to give you a progress update.
The last two weeks I finished adding the core biome content (excluding fauna). This includes 3 new trees, 3 new plants, all the tuning and data for the seasons and weather, and, lastly, ice!
Much like the snow buildup I've shown in previous dev blogs, ice will appear as you get further into cold seasons. Ice has the added functionality of providing a path above water and can be deconstructed in order to gain access to water/fishing again.
As well, regarding trees, I've now made it so you can build in the canopy of trees and have settlers walk around in there. This lets you make tree forts if you so choose.
Lastly, this week, I worked on improving two systems which were a bit buggy or slow. I didn't plan on working on these this week but they were VERY annoying and needed to be addressed. The first is the item spawning. It should now spawn items faster but also w... Read more
Hey gang!
Wanted to give a quick update on how things are going with the Tundra update.
I'm making really great progress. I've added a new system to the world which lets me display effects on blocks which opens up the possibility of snow/dust/rust/burns and other similar visual treatment. This system is hand because it can transition over previous textures making things like snow have a more natural appearance.
I've combined this new effect system with the weather system which creates a really cool building up progression:
The above showcases how the winter season progresses. As it snows, the snow will build up on surfaces that are open to the sky. I can think of a couple other fun uses for this such as ash falling from the sky if you are in a volcano biome (which I want to add one of these days).
As well--and I know SO many of you have waited for this--I've added in grass regrowth for when it rains:
The grass will fill appear on top of blocks that allow natural growth such as dirt.
This nex... Read more
Hey friends!
This is a rather brief update on game progress and where I'm at.
The last few weeks I was updating some old systems that were poorly written/designed. That's pretty much done but I'm still working out some of the bugs that arise as I go along.
I'm also in the process of adding more natural 'platforms'. Platforms are more of an internal term for any floors that the game can have. For example, grass, wood tile, clay shingles, snow, etc. The bottom face of the game's block, essentially. Natural platforms are ones which appear on their own in the world. The two which I'm working on are grass and snow. Before, grass and snow were simply texture swaps to the grass platform. When I entered a new season I'd swap those textures. Now, those platforms will appear based on the tuning information for weather and season. So, when it rains, grass for that season will naturally grow and appear on dirt blocks. In Winter, if it's snowing, snow platforms will appear on all surfaces exposed to t... Read more
Hello friends!
Happy New Year! Hope you all are having a great 2020 so far.
Today marks one year since I released Odd Realm on the Steam store. I wanted to take the time to thank you for coming with me on this journey to make this little game. Your patience, feedback, support, and friendship has kept me going.
I'm also going to talk about what I'm currently working and what's next for the game but first I thought it would be fun to share some of the game's progress and history.
At the end of 2016 I was working as a Gameplay Programmer at a game studio and I desperately wanted to make a game on my own. I had been saving up for about five years to have enough money to live off of in order to do this. Originally, I had planned on quitting my job to make a little adventure game where you played as this sword-wielding, amnesia-ridden, fella trying to solve a mystery in a strange, fantasy world.

This is the first scene of the game. You awake from a cryostasis in this cave/bedroom.
It was turnin... Read more
Hey everyone!
This is a brief post to let you know that I won't be as active on the forum/discord or uploading any updates until the new year. I'll be away visiting family and I need to take a little break from development. I WAS going to move the beta changes to production before heading off on vacation, but it doesn't seem wise to do so as I won't be available to fix things while away. Plus, there are some performance issues in the beta that shouldn't make it into the production version and I want to fix those when I return.
Lastly, I wanted to wish you all a happy holiday and new year if you're celebrating that. Thank you for such a great year. It truly has been an honor to work on the game with this community. :)
All the best,
Waylon Read more
Hello!
Real quick update to inform you all that I've uploaded a small build with fixes for the following:
-Ore not showing up on the mining overlay.
-Ore being visible when it hadn't been uncovered yet. Unfortunately, already visible ore will still be visible on saves pre-0.8.24.1 as they get saved as visible. Post-0.8.24.1 saves should be good to go.
-Incorrect item text showing when items were reserved via the inventory panel.
-Weeds will now have 'time to mature' displayed on tooltips.
-Changed shift increment to ctrl (plus added a special hotkey option in settings so you can change it yourself) in order to avoid overlays being hidden when trying to increment items by 5.
-Removed some debug logs which would occasionally drop framerate.
Thanks!
Waylon Read more
Hey friends!
This week's build, 0.8.24.0, is live on the beta branch. I'm hoping to move this update onto the production branch as early as tomorrow. This will depend on whether or not the build has any major bugs. If it does, I probably won't be able to get the update to production until after xmas as I will be away visiting family. Here's hoping this one is good to go. :)
This update fixes a large amount of bugs and adds some fun things to our good ol' Ancient friends. Namely, the Aeternum which is a new headgear item for them to wear which provides energy and magic skill boosts. There are seven for you to make. Four of which require newly added gems which can be found deep underground.
As well, I've added some voices and new portraits for them to slowly bring them up to the same level as Humans in terms of content. Oh, and I also added in three events for 'Unworthy' Ancients to appear and ask to join you. This is similar to the Human settler wave event. Here's some lore for the Unworth... Read more
Hey all!
I'm running behind on today's update so I'm going to push it out until Sunday or maybe just hold onto it for another week. I'm currently in the process of adding some new things and they're taking a bit longer than usual. Plus, a few people have brought up bugs that I still haven't been able to look at and I wanted to get fixes for them into this build.
Here's a brief on some new things that I've added to the next update:
-4 new 'lodes' which can be mined for: Amber Opals, Sunrise Opals, Forest Emeralds, and Seabreeze Sapphires. These are found pretty far under ground.
-7 new 'Aeternum' items. Aeternums are a headband item that Ancients use to increase their energy as well as improve their magic skills. The new gems will be used as regents for the making of these. Ancients will start with the Fledgling Aeternum which is the second worst one. In lore, Aeternums were only given to Ancients that were permitted to perform the passage of immortality. There are some Ancients in Odd who... Read more
Friends! Hello!
Just uploaded this week's update, 0.8.23.0. This one has quite a few changes/additions to screens. Ok, I know I really need to add some more content to the game but I HAD to fix up some UI as it was buggin' the heck out of me.
Here are the main changes:
Entity screen - This one didn't need to be updated necessarily but I figured why not as I was already working on UI. I've rearranged a lot of the elements to be more compartmentalized and clearer than before.
Workstations screen - Now fits on a 1200x800 (the min spec supported) display! You'll also notice you can prioritize tasks here. Improved layout and such as well.
Settlers screen - Added some new filters and organized things. You can now see neutral and hostile entities and animals have been separated out into their own panel. As well, I've added a skill priorities panel so you can manage that. Make sure to check out hotkeys for this panel by holding shift over a toggle. Has some helpful ones in there. You'll also notic... Read more
Hey folks!
Just wanted to let you know that I won't be uploading an update tomorrow because I'll be away visiting some family. That means that next week's update will be twice as cool. ;)
I'm currently focused on updating the priority system so that you can set priorities for skills via the settlers overlay as well as the priorities for work stations blueprint jobs. In addition to that, I've revamped a bunch of UI to hopefully be clearer and provide extra info. The entity overlay has received a huge update in this regard.
Anywho, thanks and hope my American friends out there are having a nice Thanksgiving. And, if you're not celebrating a holiday, have a great weekend. :)
Cheers,
Waylon Read more