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Odd Realm

Odd Realm Steam news

Unknown Origin Games Inc | Aug 16, 2024 | game

Released

2players observed · 24 September 2026 - 03:21:50 UTC

IndieSimulationStrategyColony SimBase-BuildingSteam Store

  • Latest observed players2 · 24 September 2026 - 03:21:50 UTC
  • SteamPulse tracked peak138
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score85% positive

Odd Realm news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed players2 · 24 September 2026 - 03:21:50 UTC
  • SteamPulse tracked peak138
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score85% positive
  • Total reviews996
  • Release dateAug 16, 2024
  • DeveloperUnknown Origin Games Inc
  • PublisherUnknown Origin Games Inc

Genres: Indie, Simulation, Strategy

Company pages: Developer: Unknown Origin Games IncPublisher: Unknown Origin Games Inc

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Odd Realm Steam news

Odd Realm news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • 1.1.0 Darkest Depths - OUT NOW - 17 June 2026

    Well, we made it folks. 1.1.0 Darkest Depths is live on the main branch.Before I jump into what is in the new version, I'd like to take time to thank the beta testers for their help slogging through ~17 beta versions. Getting this version out would have been so much more difficult without you. Thank you.(Settlement by Kingfisher)Ok, let's take a look!The Fifth Playable Race: The TomekI can hear some of you cry, "FINALLY!" Yes, we finally added these bat-turtle, bug-eyed weirdos.The Tomek are a subterranean race and prefer to live in caves deep in the earth. Since the Fracture--perhaps longer--they have been at war with the Nequhtli rat-folk. Far below the surface, an eternal battle rages.Aside from their fierce hatred of the Nequhtli, the Tomek are a peaceful people, preferring to tend their vast mushroom groves and care for their Cave Mip flocks.Their unique features include:Long Lived…

  • Beta 17 is Live! Final Beta update? - 16 June 2026

    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 o…

  • 1.1.0 Beta 16 is LIVE! - 12 June 2026

    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!

  • 1.1.0 Beta 15 Is Live! Fixes+Tuning - 12 June 2026

    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…

  • Beta 14 Is Live! Bugs. Killed. - 10 June 2026

    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 t…

  • Beta 12 Is Live! More Tomek content. - 5 June 2026

    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 whe…

  • Beta 11 Is Live! Small Fixes and Tuning - 29 May 2026

    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!

  • 1.1.0 Beta 10 Is Live! - 28 May 2026

    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.…

  • 1.1.0 Beta 9 Is Live! More Bug fixes and small tuning. - 21 May 2026

    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

  • 1.1.0 Beta 7 Is Live! Fixes, Kingdom Level Bonuses - 20 May 2026

    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 foragin…

  • 1.1.0 Beta 6 Is Live! New SFX, Fixes, Tuning - 16 May 2026

    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 co…

  • 1.1.0 Beta 5 Is Live! Imp Den, Ardyn Home+Somnic Pool - 13 May 2026

    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. 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 too…

  • 1.1.0 Beta 4 Is Live! Room Tuning Focus - 12 May 2026

    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!

  • 1.1.0 Beta 2 Hotfixes Are Live - 11 May 2026

    Hey folks!So far the beta testing is going really well. I've been getting amazing feedback. As expected, when first going live with a beta, there are plenty of bugs and issues to address. Without player feedback this would be quite the challenge. So thanks to everyone that has been playing and letting me know what you think. Helps a ton! Here are the fixes and changes for today's patch:\ Added family name to home-type rooms.\ Added ability to enable/disable room occupant groups.\ Added Hauler occupant group (disabled by default) to all rooms.\ Tuned skill requirement for jobs. Many were WAY too high.\ Added entity age to entity entries such as occupants.\ Increased Moss Kuplin carry skill bonus to +30.\ Max population is now saved.\ Manual room changes now saved.\ Fodder now requires mushrooms instead of vegetables to be created.\ Ancients now start with stone tech.\ Fixed issue where e…

  • BETA: 1.1.0 - Darkest Depths Is Live - 8 May 2026

    Hey friends! Moments ago, I finished uploading the new version, 1.1.0 Darkest Depths, to the steam beta branch.For those of you that want to help find bugs, provide feedback for tuning, or just poke around, please check it out. Fair warning, as this is a beta, there are going to be lots of bugs and little things that we will be addressing over the coming weeks that the version is being beta tested. So, please keep that in mind before trying it out. As well, there are lots of things I will be adding during the beta that I didn't get the chance to add before it came out. Here are some of those:-Additional Tomek Portraits-Additional Tomek Foods-Limiting certain jobs based on kingdom population limit.-Using Ren to trade for automated party trade orders.-Settler migration request from other settlements.-Additional cave, surface, and dungeon templates.-Cave Mip bomb fruit.-Room Quality tuning…

  • 1.1.0 'Darkest Depths' Dev Log - The Tomek! - 6 March 2026

    Hey everyone!You guys have been waiting so patiently for the next update and I appreciate it. It is very close to being ready for beta. I'm looking to get it out there for April. This update is huge and I'm doing my best to make sure everything works well. Thanks for waiting.You can check out the December Dev Log to see some of the overworld features I've been working on. But, today, let's take a look at what else is in store...The TomekWell, I finally started on the game's fifth race. It's a long--LONG--time coming... What makes the Tomek special? These are a subterranean species that is constantly at war with the rat-like, Nequhtli horde. While the Humans and other races are busy bumbling around on the surface, the Tomek clans are busy keeping Odd from becoming overrun by swarms of Nequhtli filth.The Tomek benefit from the special ability to start their settlement underground. Players…

  • 50% Winter Sale & Dec Dev Log - 18 December 2025

    Hey friends!The steam winter sale is here and I wanted to post a sneak peak of what I've been working on for the last little bit. I'm excited about the new content and improvements going into the game, and I'm planning to have them out in beta in the next week.I'll detail everything fully in the official update post, but let's take a peak into what is coming.OverworldI've been working hard on improving the overworld map. The UI look and functionality has seen a lot of work. I've done a pass on making more visuals for the tile art, settlement and nation icons, and floating labels.Race settlement visuals have been updated to be easier to distinguish in addition to having more character. I particularly like the T'Thdir tree being visible for the Gwdir.Labels are much cleaner and easy to read. Effort was put into making settlement and kingdom labels more distinguishable:I've moved the overw…

  • 1.0.38.4 - Codex, Cooking, and Content - 22 October 2025

    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!CodexThe 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…

  • More Hotfixes and Tuning - 4 July 2025

    Hey friends Here's a small update focused on fixes and tuning. In the last version, fixing the scenario activation bug accidentally unleashed a flood of raids. This update pulls that back significantly to avoid overwhelming players. I've also fixed the settings menu option to properly disable raids. Note: if a raid is already en route on the overworld map, it will still arrive—but all future raids will now be blocked as expected.Here are the notes:🐛Bug FixesDisabling raids did not disable all raids.Merchants weren’t leaving.Command line up and down input select wasn’t working.Global buffs were also applying to NPCs.Glass wasn’t blocking rain.Graphical tooltip error which shows a white box in an empty tooltip.Caged hostile entities could not be captured because entities got stuck fighting them, or running away from them.⚙Tuning/Content/Polish/MiscMerchant inventories now leave a quarter…

  • Hotfixes and Tuning - 1 July 2025

    Hey folks! Nothing too exciting here. Just a small update with some fixes and small changes. Here are the notes:🐛Bug Fixes:A pretty severe performance issue related to spotlights. I completely missed this and am glad I noticed it by accident. Fix will greatly reduce CPU load when you have lots of spotlights. Snow and ice not melting.Snow not falling after its support is removed.Ardyn appearing as neutral. This fix only works for new games unfortunately.Events stopping after a certain period.⚙️Changes:I reduced the max distance that a party can head to your settlement. This should result in more merchants showing up.Greatly reduced XP bonus from training melee/ranged.Increased frequency of animal migrations.Increased chances of night mobs.Thanks!

Patch notes and updates

S.noRelease datePatch nameGID number
116 June 2026Beta 17 is Live! Final Beta update?1835236783574268
212 June 20261.1.0 Beta 16 is LIVE!1835236783564928
312 June 20261.1.0 Beta 15 Is Live! Fixes+Tuning1835236783562137
410 June 2026Beta 14 Is Live! Bugs. Killed.1835236783558827
55 June 2026Beta 12 Is Live! More Tomek content.1834602721192228
629 May 2026Beta 11 Is Live! Small Fixes and Tuning1833968530892344
728 May 20261.1.0 Beta 10 Is Live!1833968530889570
821 May 20261.1.0 Beta 9 Is Live! More Bug fixes and small tuning.1833334318570217
920 May 20261.1.0 Beta 7 Is Live! Fixes, Kingdom Level Bonuses1833334318567502
1016 May 20261.1.0 Beta 6 Is Live! New SFX, Fixes, Tuning1832700592793602
1113 May 20261.1.0 Beta 5 Is Live! Imp Den, Ardyn Home+Somnic Pool1832700592787497
1212 May 20261.1.0 Beta 4 Is Live! Room Tuning Focus1832700592783610
1311 May 20261.1.0 Beta 2 Hotfixes Are Live1832065502822506
148 May 2026BETA: 1.1.0 - Darkest Depths Is Live1832065502816208
154 July 2025More Hotfixes and Tuning1803527891781965
161 July 2025Hotfixes and Tuning1803527891676034
1722 March 20251.0.36.0 - General Fixes, UI Scale Improvements1794830910950380
1821 September 2024Cloud Saves, Workshop, New Wiki - 1.0.31.2 BETA6341720536510617885
1923 August 2024Fixes - 1.0.30.0 Patch Notes5875595438689890386
2021 August 2024Fixes For Idle Settlers And Inefficient Behaviours - 1.0.29.0 Patch Notes5875595438683007271

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