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ดาวน์โหลด
Odd Realm

Odd Realm

89 เชิงบวก / 571 การให้คะแนน | รุ่น: 1.0.0

Unknown Origin Games Inc

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ดาวน์โหลด Odd Realm บนพีซีด้วย GameLoop Emulator


Odd Realm เป็นเกม Steam ยอดนิยมที่พัฒนาโดย Unknown Origin Games Inc คุณสามารถดาวน์โหลด Odd Realm และเกม Steam อันดับต้น ๆ ด้วย GameLoop เพื่อเล่นบนพีซี คลิกปุ่ม 'รับ' จากนั้นคุณจะได้รับข้อเสนอที่ดีที่สุดล่าสุดที่ GameDeal

รับ Odd Realm เกมไอน้ำ

Odd Realm เป็นเกม Steam ยอดนิยมที่พัฒนาโดย Unknown Origin Games Inc คุณสามารถดาวน์โหลด Odd Realm และเกม Steam อันดับต้น ๆ ด้วย GameLoop เพื่อเล่นบนพีซี คลิกปุ่ม 'รับ' จากนั้นคุณจะได้รับข้อเสนอที่ดีที่สุดล่าสุดที่ GameDeal

Odd Realm คุณสมบัติ

  • 3 playable races with unique styles of play (2 more being worked on now)

  • 5 procedurally generated biomes (Desert, Taiga, Voidland, Tundra, and Tropical)

  • 24+ Creatures

  • 100+ items, weapons, and gear

  • 100+ buildable blueprints for props, blocks, plants, trees, and platforms

  • 15+ Settler professions

  • Unique scenarios and encounters based on player decisions

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.

แสดงมากขึ้น

ดาวน์โหลด Odd Realm บนพีซีด้วย GameLoop Emulator

รับ Odd Realm เกมไอน้ำ

Odd Realm เป็นเกม Steam ยอดนิยมที่พัฒนาโดย Unknown Origin Games Inc คุณสามารถดาวน์โหลด Odd Realm และเกม Steam อันดับต้น ๆ ด้วย GameLoop เพื่อเล่นบนพีซี คลิกปุ่ม 'รับ' จากนั้นคุณจะได้รับข้อเสนอที่ดีที่สุดล่าสุดที่ GameDeal

Odd Realm คุณสมบัติ

  • 3 playable races with unique styles of play (2 more being worked on now)

  • 5 procedurally generated biomes (Desert, Taiga, Voidland, Tundra, and Tropical)

  • 24+ Creatures

  • 100+ items, weapons, and gear

  • 100+ buildable blueprints for props, blocks, plants, trees, and platforms

  • 15+ Settler professions

  • Unique scenarios and encounters based on player decisions

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.

แสดงมากขึ้น

ดูตัวอย่าง

  • gallery
  • gallery

ข้อมูล

  • นักพัฒนา

    Unknown Origin Games Inc

  • เวอร์ชั่นล่าสุด

    1.0.0

  • อัพเดทล่าสุด

    2019-01-10

  • หมวดหมู่

    Steam-game

แสดงมากขึ้น

ความคิดเห็น

  • gamedeal user

    Jan 13, 2019

    As someone who deeply loves [i]Dwarf Fortress[/i] I am always torn when I see clones (or homages, depending). On one hand I get excited at the idea of a more accessible colony management sim, but on the other hand I usually have a bit of a snarky attitude about the whole thing because few-to-none of these titles measure up. After following [i]Odd Realm[/i] on Itch, I was very skeptical that this was anything more than a game jam-level project with little depth. I am pleased to report that [i]Odd Realm[/i] already has quite a bit of high-quality content. [b]While there are plenty of kinks to iron out, this thing is already fun and challenging in all the right ways.[/b] I already consider that I've gotten my money's worth, and hopefully the content and tweaking keeps coming over larger time. [b]I will try to address the most important question - how much content is here already?[/b] I'll try to answer this by describing a spectrum of things. We have 64 layers in the Z-axis, with some interesting proc gen layers deeper down. We have the traditional [i]Dwarf Fortress[/i]-esque 'zoning' system with all the right customization options. You start with some basic crafting blueprints, and aquire many more as you build various functional workshop rooms and mine and refine different ores. Your colonists find mates and have children. The 'profession' system is really detailed and easily managed (think [i]RimWorld[/i] style). You can micromanage all the gear of each colonist via a traditional RPG paperdoll setup. They level up and get better at doing things you have them do. You manage food farms, tree farms, and animals (you can tame wild animals with the right skill). Decorating rooms is satisfying. There are different biomes, and visually (and functionally) different seasons, which is a great touch. There is combat and interesting things that happen with your neighbors. Hopefully this paints a broad picture of what to expect. One thing I really like is how your workshops are built free-form. What I mean is that first you 'zone', say, a kitchen. A kitchen then requires a kettle, a stool, and a cabinet. You can put these things anywhere in the zone and now you have a functional kitchen and can then cook things. This is a nice way to add customizability compared to say [i]Gnomoria[/i], where the workshops were a single unit. Finally, as I mentioned before - the game isn't perfect. In some areas it's very polished, and other areas it has some rough edges. Here is a list of things I currently would like to see implemented. I'll put this here for both the developer, and to further give you an idea of the content: [list] [*]When first playing, I thought it was insane that there was not a functional zoom. I still feel this way, but much less so. Sometimes I just need to see some of the art orientation, and it just feels too far away as-is. [*]I'd like to be able to save custom chest/bin content templates so I don't have to slog through 20 chests with all the same options. [*]I'd like an in-game illustrated guide on how stairs and ladders work. The in-game help is great, but could use this. [*]We were having issues with starvation even when there was plenty of both raw (99+) and cooked food (30+). Not sure what the story is with this. [/list] [b]Overall I think this is a really solid title with a fantastic price-point.[/b] If you like colony management games - I personally think this is one of the better ones on Steam, right next to [i]Gnomoria[/i]. I can't compare to [i]RimWorld[/i] because this has a Z-axis which is something I far prefer. [b]Pros:[/b] +This has a good bit of content considering the price-point +Quite polished for Early Access +It's fun to figure it all out +The artwork is neat +This is a good [i]Dwarf Fortress[/i] clone with a lot of nice bells-and-whistles +The price is great [b]Meh:[/b] =Really could use a functional zoom =Some have a hard time with the font; I did too, but it lessened over time [b]Cons:[/b] -This genre requires a developement arc over long time periods; will we get that here? It's anyone's guess -There are some rough edges, of course [b]Well worth full price.[/b] This is an easy recommend from me.
  • gamedeal user

    Dec 25, 2019

    Dwarf Fortress and Rimworld? Rimworld?! Nah B, this ain't Rimworld. If you come into this expecting Rimworld, you might be disappointed for now. This game is strictly Dwarf Fortress with a more newb friendly UX, and Rise to Ruins with more direct control over settlement customization. Since this game directly states its inspirations, and people discuss it so much, I will be listing the similarities and discrepancies between this game when compared to Dwarf Fortress (DF), Rise to Ruins (RtR), and Rimworld (RW). Because the expansive modding capabilites of Rimworld, only the base game will be considered. ----{ OPINION }---- As this review is purely meant to be informative rather than an opinion, I will state here only that this game shows extreme promise should the consistant updates continue. The developer is very passionate about this game, something I see shadowed by the early days of Rimworld and Rise to Ruins, and as such I can very faithfully recommend this game for its future potential. The content as of now is very mixed for me, because there is only one single route of progression for any given colony. Something I would like to see in the future is mid-game diversity in colony purpose, like prison labor camps, market towns, kingdoms [with overworld territory control and taxation], nomadic tribes, training centers / universities, etc - basically something that changes what events transpire, and directly affects the production and economy of the settlements. ----{ COMPARISON }---- This game currently has: [ + means similar to | - means unlike] Magical spells (+ DF / RtR) | (- RW) Fantasy setting (+ DF / RtR) | (- RW) Multiple colonist species (+ DF / RtR) | (- RW) Indirect pawn control* [outside combat / positioning] (+ DF / RtR) | (- RW) Z-Levels (+ DF / RtR) | (- RW) Zone-based workplaces** (+ DF) | (- RW / RtR) Zone-based stockpiles (+ DF / RW ) | (- RtR) Container stockpiles for more / improved storage*** (+ DF / RW ) | (- RtR) Randomly Generated overworld map (+ DF / RW ) | (- RtR) Dungeon generation (+ DF / RW ) | (- RtR) Children (+ DF / RtR) | (- RW) Pawn Professions **** (+ DF / RtR) | (- RW) Explosive cat populations (+ DF / RW) | (- RtR) Fishing (+ DF) | (- RW / RtR) Farming (+ DF / RtR / RW) Ranching (+ DF / RtR / RW) Pawn Equipment (+ DF / RtR / RW) Pawn Skill / Attribute Leveling (+ DF / RtR / RW) No research tree✯ (+ DF / RtR) | (- RW) No prisons [Planned feature] (+ RtR) | (- RW / DF) No multiple active settlements (+ DF / RtR) | (- RW) No "god-powers"✯* (+ DF / RW) | (- RtR) No method of food preservation (- DF / RtR / RW) This is the extent of my comparison between the four games. While more similarities may exist, this is everything that comes to mind right now. I may expand upon this review as the game is updated or I think of new comparisons. NOTES: * Odd Realm have slight pawn control IE; forcing to tame wild animals, forcing to loot etc - but it's very limited ** RW workplaces don't rely on zoning, but rather crafting spots ** RtR workplaces are upgradeable pre-configured buildings *** RW has shelves in the basegame, for outdoor storage **** Pawns can be given job titles that distinguish what they can craft / interact with, as well as boosts their stats and job satisfaction. RW simply uses a priority queue. ✯ Odd Realm has tech that is discovered via collecting the ingredients necessary to craft said items, unlike RimWorld where new recipes and constructions are unlocked via player discretion ✯* RtR has a player mana pool that can be used to manipulate the gameplay
  • gamedeal user

    Jul 9, 2020

    This game has the means and the potential to be a great game. Sadly, as of now, it fails to really be enjoyable and is even frustrating in a lot of ways. Hence I don't recommend this game just yet. But I advise gamers to keep an eye onto it. Anyway, I will. [h1]What's cool[/h1] - Colony simulator - there aren't too much of those around so they are most welcome :) - Cool art - nice music, charming animated pixel art. - Works on Linux - seems like some devs haven't sold their soul to M$ which is really cool ! - There is some humor. [h1]What REALLY deserves some work[/h1] - Very poor difficulty balancing - Even when settling in a place with "ferocious threat" and "ferocious neighbors" close to nothing happens. - poor content and things too easily aquired - after a few in-game days, without rushing, you already have unlocked everything there is to see. Those two points together remove all possible challenge from the game: After a few in-game days you have 3-4 soldiers equipped with the best stuff there is, and even at highest difficulty the game will just throw to you one or two poorly equipped raiders once in a while... [b]Suggestions :[/b] - About difficulty balancing I guess it's a lot of tweaking, but please if I settle in a ferocious environment, give me some ferocity, give me blood. A friend asked me about this game, he was curious, and I told him honnestly : no difficulty, it's farmville. Everyone should lose 80% of their runs in a ferocious environment, especially noobs like me! - Make it way harder to obtain higher tier minerals : like have rutile and steel require a steel crucible, made of clay bricks, and a lot of coal, and a lot of time... Also maybe it would require someone with 10 in blacksmithing to craft stuff out of these... Or maybe allow the characters to fail a craft, getting back like 50% of the objects used in the recipe... I mean, look at rimworld or dwarf fortress, it takes hours and hours of dedication to unlock the highest tier stuff, and that's what people love, to see their villagers first struggle with wooden weapons and slowly grind their way toward railguns or whatever is the top tier stuff. [h1]Some other considerations[/h1] - The UI is much better than DF's but it's still sub-obtimal Info is hard to get, for example when crafting gear, you can see the buff that an item gives, but it can be a pain to figure what the icons mean, and you can't just mouse over them to get a label. Managing priorities is a pain, imagine that you want all your people to focus on hauling the stuff around first you have to click like [nb people] x 25 times... Also building can be annoying, like you define an area for leatherworking, it tells you what props you need, fine, but when you select the props you don't see the area you just defined, so it's a pain to place objects inside it... - Some mechanics could be really fun, but end up being frustrating because unusable or useless. For example you can't really channel water, your miner is really likely to drown, whatever the precautions you take. It could still be cool to sacrifice an elder to release a huge wave on the raiders, if there were big raiding gangs. Another one is taming, animals arrive on the side of the map, so you select tame, click on them, but when your toon gets to them and hit them, they flee off the map... So you have to get a toon in between the map limit and the animal to tame, so that animals flee on the inside.
  • gamedeal user

    Nov 13, 2020

    While I bought this game a long time ago I must really state the speed at which the game is being developed. It is a one person team. The price tag isn't too high for what you currently get in the game and I think it would be smart to get in on the ground level of this game because it has enormous potential. In it's current state, the game is very much under construction and I don't love the way the 2 races available play. I'm sure much will change before release and that the game will improve steadily but I played it like an idle game and racked up some hours, so it must be at least enjoyable. Initially I wrote a scathing review, after the development had taken too long to see a new race or something substantial to me. I had not fully understood the size of the team, which is to say it's just a single person. I would like to apologize to the Developer for my rudeness and hope that my review change is substantial enough recompense for my maliciousness.
  • gamedeal user

    May 23, 2020

    As an experienced base-building player (RimWorld, Dwarf Fortress, Oxygen Not Included, Factorio) player, I think this game is shaping up really nicely. The sounds design, in particular, has me sometimes taking off my headphones to see if I heard real birds. The biggest improvement I'd like to see is higher-resolution tiles. It's currently difficult to see even the orientation of something like a chair. I love the pixel art style, but I wish wish each tile had about 4X as many pixels.
  • gamedeal user

    Sep 6, 2020

    (UPDATED FOR MAY 2022 DESPITE BEING PUT OUT LATE JUNE) It's literally just Dwarf Fortress with some key differences. [h1]Good:[/h1] -Visually simplistic but you can generally tell what everything is without manually checking -Intuitive controls with manual settings and priority for jobs/production -Clean UI that doesn't eat 40% of the screen and even condenses itself down into toggles when not in use -Manual speed control and fairly well optimized instead of Dwarf Fortress' legendary jank that goes hyperspeed at the start but dies after a few hours. -Seasonal system similar to Rimworld -Can manually control and move settlers and animals, and manually tell them to attack enemies, but settlers will override your control if left idle for a while. This I found was vital for keeping some alive for various reasons, one in particular is a very bad reason I'll mention later. -Automation has largely been attained. You only [i]need[/i] to interact with the game to set new jobs or deal with threats so lone settlers aren't ganked by 8 raiders. -Can play as Kobold via bug(?). Seems like a bug because it treats it as if they are [starting race]. [h1]Misc:[/h1] -Food system is rudimentary and imbalanced despite looking indepth. Alot of variety with little [h1]Bad:[/h1] -The only noticeable difference from levelling is the amount of HP a settler has which is only relevant to Combat settlers. -(new)Perks from leveling system are now hidden, impossible to find, or removed outrightt after an update I think. -(updated) "Random events" are still somewhat of a detriment. Traders are largely inconsequential outside of rare overpowered weapons or Arcane Tomes if you didn't start with any. Raiders/Threats are imbalanced in a way that favours good RNG. 1 of the 4 raider races is stronger than the rest... and 1 of them is weaker... guess which one you hope for when they come with the same quantity and gear? -Randomly found a boss mob underground who proceeded to auto-aggro and spew terrain-deforming fireballs. Killed 5 heavily geared people before getting drowned in [strike]summoned Imps[/strike] unarmed slave labour. But the fireballs deformed much of the terrain underground and left the stone permanently burning for some reason. I got relentlessly spammed with "[SETTLER] CANNOT REACH JOB" on repeat as it tried to make settlers put out the fires automatically and cycled through every single settler telling me they couldn't reach the fires, before restarting the cycle again. -Settlers will prioritise work to such a degree that they will die via starvation/dehydration. Unless you manually take control of them (thus clearing their work queue) and put them near food/water. -In a recent settlement my settlers stopped having kids at some point so my base lost 2/3 its population due to old age. I'm not sure if this is a "Room" issue where people just wouldn't have kids because the automatic room assignments kept them separated or what. Down to 5 young people (2 female, 3 male), no children, and some imminently dead seniors. -I'm not sure if it was a glitch either from playing too long (memory leak?) or a "feature", but the last 2 women in the settlement that were young enough to have kids... [b]were gay[/b] and this was the first time this had happened after like 3 years of ingame time and countless generations of people. So I'm thinking it's a bug or a rare "feature" that decided to kill my settlement off with exceptionally bad timing. [h1]Ideas:[/h1] -Overworld is still "meh". -There's a bug that lets you play as other races despite your starting race. It works questionably well all things considered and it's pretty obvious/effortless. It's also setup seemingly on purpose so I'm not sure if it's an actual bug or the unfinished start of a new system that lets you just play whoever you want, because it works fine but then it treats whoever you are playing as if it's [starting race] so it's kinda odd. -By this same method though you can completely cheese the game but honestly it doesn't even matter that much because by the time you get to the point of naturally discovering it, you probably won't care that much and just look to have careless fun. -I kinda want a creative mode to build on the latter instead of "fixing" whatever is wrong with it.
  • gamedeal user

    Mar 20, 2020

    I've been looking for a game similar to Dwarf Fortress but nothing stuck. A lot of games that I've tried, such as Rimworld, had a very unsatisfying gameplay loop to me. The closest game that I enjoyed was Gnomoria, but that was ages ago. This is the first game that I've tried out since Dwarf Fortress to get me as hooked as DF. It's still in early access but I can see immense potential in this game. Especially when it costs less than a visit to Subway.
  • gamedeal user

    Jan 15, 2020

    It's straight-up Dwarf Fortress. You know: the game you keep hearing about? Except unlike the ACTUAL Dwarf Fortress, YOU might actually play this one. Seriously though: it's Dwarf Fortress. There's a lot of streamlining and it's nowhere near as deep (which it's basically impossible to be as deep as actual Dwarf Fortress at this point), but at it's core, you're basically playing a starter version of Dwarf Fortress. You designate stockpiles, mark zones, all that stuff. The concepts, core loops, and a lot of the terminology are completely transferable. In all honesty, if you were interested in playing Dwarf Fortress, but found the insane learning curve too high: play this instead. You can basically figure out all the core loops of Dwarf Fortress with helpful tutorials and much more intuitive UIs, and if you want a deeper version of the same stuff, then maybe later try Dwarf Fortress. Even in early access, the game seems fully serviceable. In fact, in many ways it's more complete than Dwarf Fortress. Even though I instinctively knew what to do the moment I booted it (just from having put enough hours in Dwarf Fortress) I would sit and wait for this game to tell me what to do, and was consistently impressed by how much pleasant hand-holding it did through emergent tutorialization. I'm impressed by a lot of really subtle things it does to make the mechanics easier to understand. There's still a lot going on, but it does an impressive job of streamlining it. Honestly: Dwarf Fortress could learn a lot from this game. Some of the core mechanics aren't even really simplified that much in this game, they just have much better interfaces. Bonus for Dwarf Fortress players: The game has multiple races with different mechanics right out-of-box, so you don't even need to do a bunch of complex reaction modding to get a cool new way to play.
  • gamedeal user

    Jan 29, 2019

    **Review re-written as of 11/19/19** I've always wanted to like Dwarf Fortress, but as a visual person it was really, really hard to get a grasp on. I knew there were tilesets available to download, but at the end of the day I really struggled with the ui and the complex systems. Instead I've become content to just watch people play, and went my own way to find something similar. Don't get me wrong-- this game isn't perfect. I've found and reported my share of bugs-- but what makes it for me is that the dev, on top of being receptive to feedback, is quick to fix problems and keeps us constantly in the know. Past the early access junk, however, the $9.99 price tag is WELL worth it. It is in a stable, playable state and though I'm not necessarily good at games, it never felt TOO easy or too unfair. Odd Realm is hardly recognizable when compared to the game I bought early this year. The art style is charming, the npc dialogue is funny, and I often find myself CARING about my settlers. Cannot recommend enough if you have $10 to spare. Keep in mind that this is not meant to be a replacement for Dwarf Fortress, nor is it nearly as complex- merely another game filling that same niche for sandbox content and endless creativity.
  • gamedeal user

    May 29, 2020

    My gaming library isn’t overly saturated with settlement simulators, so my impressions will probably be more useful for someone looking to dip their toes in the genre, rather than a seasoned Dwarf Fortress alumnus. First off, I wanna give props to the sound design. It’s charming. It’s pretty endearing hearing my lil’ settlers digging away in the mine, chopping down trees, or taking a swig of some well-earned mushroom wine. Not only does the sound design endear me to my settlers, but it is often quite useful in giving me a sense of what is going on and altering me to points of interest. The graphics are also high on charm and should be an easier access point for those that might feel a little timid learning to decode the text-based graphics of DF. While the in-game tutorial was helpful, I did flounder a bit during my first settlement attempt or two. I ended up referencing the in-depth basics guide written by maliciouschmibbles. After that I was good to go. Once I got the basics down, I found the gameplay loop to be as equally engaging as it is relaxing. It’s become my go-to game to wind down with after a long day. I will say I was expecting a bit more challenge. I made it through my first winter no problem, (although my settlers did have to put up with eating copious amounts of potato bread). I’m to the point where my first proper settlement is running smoothly and thoroughly trouncing any and all hostile visitors. I recently started a second settlement, starting out with a hermit in a jungle climate, and am approaching my first winter. The added challenge has been a treat. Next, I’ll explore settling in more hostile and unforgiving territories. It’s hard to say how long this game will engage me its current state, but I am quite curious to see how this game unfolds with future updates. So far so good. 😊 And heck, as a result of the fun I’ve been having with this, I just installed DF for the first time.
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