Odd Realm
Steam News 26 June 202510mo ago

The Art of War (and Logging It)

Hello friends! Today's new version has a bunch of improvements across the board. But I did try to focus in on combat to improve how that feels. It was pretty frustrating to fight enemies, and I tried to fix a lot of the…

Update log

Full Odd Realm update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hello friends!

Extracted changes

0 fixes5 additions7 changes0 removals
  • Gameplay
  • Store
  • Balance
addedToday's new version has a bunch of improvements across the board. But I did try to focus in on combat to improve how that feels. It was pretty frustrating to fight enemies, and I tried to fix a lot of the weird behaviors you'd often see when trying to take down an enemy.
addedAs well, I worked on making some of the blueprints and profession more useful. For example, you can now actually use potions! This is tied to the newly added utility slot.
changedConsumable Items and New Utility SlotThe utility slot can be used to equip food, drinks, potions, and any consumable item. You select the equip items from the Uniforms window (U) like normal. But then you can left-click the item in the utility slot, and the entity will use it. Don't worry, food and drinks are automatically used when needed. I also want to eventually set up conditions for players to be able to trigger consumables the way they want. i.e., "HP < x%, use potion."
changedConsumable Items and New Utility SlotPlayers can now use youth potions to reduce the age of their settlers. This will help keep your favorite settlers around! Careful, though. You can make them children again. And we all know how useful they are.
addedGeneral Polish and Combat ImprovementsAn absolute unit worth of work has gone into polish. As always, tooltips have seen a ton of work, but most of all, the game logs (N) have seen a lot of work. I've organized the logs into categories and tried clean them up a bit better. As well, I've added some helpful tooltips. For example, below, you can see combat details for the Vytrax Claw attack.
addedGeneral Polish and Combat ImprovementsSomething else I've added is damage types. There are currently four:

Today's new version has a bunch of improvements across the board. But I did try to focus in on combat to improve how that feels. It was pretty frustrating to fight enemies, and I tried to fix a lot of the weird behaviors you'd often see when trying to take down an enemy.

As well, I worked on making some of the blueprints and profession more useful. For example, you can now actually use potions! This is tied to the newly added utility slot.

Let's take a look!

Consumable Items and New Utility Slot

The utility slot can be used to equip food, drinks, potions, and any consumable item. You select the equip items from the Uniforms window (U) like normal. But then you can left-click the item in the utility slot, and the entity will use it. Don't worry, food and drinks are automatically used when needed. I also want to eventually set up conditions for players to be able to trigger consumables the way they want. i.e., "HP < x%, use potion."

Players can now use youth potions to reduce the age of their settlers. This will help keep your favorite settlers around! Careful, though. You can make them children again. And we all know how useful they are.

Animated Plants

I've also been working on making all plants animated. I'm not 100% there yet, but I've got quite a few down.

Progression Tuning and Organization

A lot of work has gone into tuning and cleaning up progression. I've combined a few research trees together to make things easier to find and more organized.

General Polish and Combat Improvements

An absolute unit worth of work has gone into polish. As always, tooltips have seen a ton of work, but most of all, the game logs (N) have seen a lot of work. I've organized the logs into categories and tried clean them up a bit better. As well, I've added some helpful tooltips. For example, below, you can see combat details for the Vytrax Claw attack.

Something else I've added is damage types. There are currently four:

  • Piercing – Ignores half of the target's toughness.

  • Slashing – Doubles the damage bonus from critical hits.

  • Bludgeoning – Ignores half of the target's evasion.

  • Magic – Ignores all of the target's toughness.

These are to help give the combat a bit more depth when creating your fighter uniforms.

As always, I still have lots and lots of work to better communicate these sorts of things. So please let me know if you want something. I'll probably add it!

Ok, there's so much more, but I'll leave it to the patch notes to guide you through the rest.

🐛 Bug Fixes

  • Several combat related behaviors which caused entities to get stuck or have incorrect attack output.

  • Health action text wasn't showing up.

  • Gwnvayth didn't drop the rose crown on death.

  • Newly spawned Gwnvayths weren't spawning with the rose crown equipped.

  • Load game window didn't keep the game paused.

  • Entities could get stuck in job loops if an item was reserved and the reserve count wasn't updating other jobs.

  • Container size wasn't showing up in tooltips.

  • Plants couldn't be manually planted unless another plant was already present.

  • Job position priority wasn't calculating correctly, causing nearby positions to be ignored.

  • Planted saplings instantly became trees.

  • Entities got stuck trying to stock items after being trapped in a block.

  • Items in rooms became unclaimable if unreachable.

  • Torches were getting placed on doors.

  • Ambient shadows appeared over blueprints

Source

Steam News / 26 June 2025

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