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Oddsparks: An Automation Adventure News

Oddsparks Hot Fixes (Demo; v0.1.S15405)

We've updated the game!
[h3]Changelog (Demo; v0.1.S15405)[/h3]
  • Fixed the three most common crashes
  • Multiplayer stability improvements
  • Fixed a bug where button remapping wasn't saved correctly
  • Remapped Radial Menu from alt to +
If you have any feedback, notice any bugs or had any crashes, you can let us know via the usual methods. Hit us up on our Discord. tell us on our Steam Discussions forum, or you can email us at [email protected].

Streamer Shoutout: Orbital Potato

Friends and Soon-to-be-Friends,

So we love to watch people play the game, especially because everyone plays so differently. And we figured... you might too! We're going to showcase, every two weeks, a lovely streamer or content creator that's been showcasing us. We love to show off all the ways to approach the game and how different people build different types of bases!

Today, we wanted to show off Orbital Potato, a strategy YouTuber who's talked about us in not just one, but two different compilation videos and showcased us in a dedicated video! His explanation of the basic automation system in the game is clear and succinct, super great at telling someone new at how it all works. Take a look!

[previewyoutube][/previewyoutube]
It was one of the first videos to come out and we really appreciated the specific shoutout to the Quest Overview. We know that the Quest Overview can be a bit confusing and that it needs a bit more polishing, so we were really happy to see that it does work as intended in leading a player through the progression.

That's all for now! Wishlist us, tell your friends, come hang out and tell us who we should watch next at our Discord!

If you're interested in streaming or creating a video of Oddsparks, check out the Oddsparks presskit for logos, transparent promotional images for all your banner needs, and more.

Oddsparks Patch Notes (Demo; v0.1.S15223)

Thanks to everyone helping us test these changes in the beta branch.
These changes are now live for everyone!

[h2]Changelog (Demo; v0.1.S15223)[/h2]
[h3]Important Changes:[/h3]
  • Remappable Keybindings: Added rebindable movement and camera keys.
    We prioritised adding rebindable movement and camera keys into the feature. You can now rebind movement control from WASD and camera control from Arrow Keys. The feature is still in Beta and better keybinding UX will come later.
  • Default KBM Controls: Moved Radial Menu off Shift key to Alt +.
    We didn't realise just how used everyone was to pressing Shift! Since accidentally opening the radial menu was a very destructive mistake to the moment to moment flow, we've moved it to Alt. However, we are keeping the rest of the default keybindings the way they are for now, until we get more feedback and data.
    Note: This has now been changed to + since Alt was also causing problems.
  • Pinned Quest UI: Added "Return to Questgiver" reminder.
    We noticed players not realising that they were supposed to hand over quests, partially due to players being used to tutorial quests auto-completing. We have added a reminder that only appears when you have finished all the steps that you should return to the quest giver.
  • Movement Speed: Minor bump to standard walk speed, no change to path running speed. This may cause some more pop-in of the environment, but unfortunately, that's the tradeoff. Hopefully it should make walking not feel punishing, while making it still feel rewarding to build paths for your own personal use.
  • Online Multiplayer: Stability fixes for 3-4 players.
    Multiplayer sessions with 3-4 players should be a lot more stable than it was previously. We still have some issues, but playing with 3-4 players shouldn't be less stable than 2 players anymore.

[h3]Other Changes:[/h3]
  • Fixed some client crashes.
  • Fixed multiplayer saves suddenly having millions of play hours counted (for hosts).
  • Removed traces of secret project name before Oddsparks was called Oddsparks.

[h3]Additional info:[/h3]
  • if you changed your keybindings, double check them after the update


If you have any feedback, notice any bugs or had any crashes, you can let us know via the usual methods. Hit us up on our Discord. tell us on our Steam Discussions forum, or you can email us at [email protected].

Oddsparks Patch Notes (Demo; BETA - v0.1.S15183)

Welcome to Oddsparks Patch Notes!
These patch notes are for a Beta branch of the game we're about to add to the demo.

That means that these changes will enter into a beta branch that you can access by:
  1. Right clicking the demo in your Steam Library
  2. Selecting "Properties"
  3. Going to "Betas"
  4. Opting in to the "Beta" branch in the drop-down.
    (You may need to update the game and restart Steam.)
When we're sure this version is stable, we'll distribute it in the Stable (the steam default) branch.

We'll do our best to ensure that your saves will continue to work, although this is just not always possible depending on the type of bugs and features we worked on.

For this specific set of changes: your saves should not be affected.

[h2]Changelog (Demo; BETA v0.1.S15183)[/h2]
[h3]Important Changes:[/h3]
  • Remappable Keybindings: Added rebindable movement and camera keys.
    We prioritised adding rebindable movement and camera keys into the feature. You can now rebind movement control from WASD and camera control from Arrow Keys. The feature is still in Beta and better keybinding UX will come later.
  • Default KBM Controls: Moved Radial Menu off Shift key to Alt.
    We didn't realise just how used everyone was to pressing Shift! Since accidentally opening the radial menu was a very destructive mistake to the moment to moment flow, we've moved it to Alt. However, we are keeping the rest of the default keybindings the way they are for now, until we get more feedback and data.
  • Pinned Quest UI: Added "Return to Questgiver" reminder.
    We noticed players not realising that they were supposed to hand over quests, partially due to players being used to tutorial quests auto-completing. We have added a reminder that only appears when you have finished all the steps that you should return to the quest giver.
  • Movement Speed: Minor bump to standard walk speed, no change to path running speed. This may cause some more pop-in of the environment, but unfortunately, that's the tradeoff. Hopefully it should make walking not feel punishing, while making it still feel rewarding to build paths for your own personal use.
  • Online Multiplayer: Stability fixes for 3-4 players.
    Multiplayer sessions with 3-4 players should be a lot more stable than it was previously. We still have some issues, but playing with 3-4 players shouldn't be less stable than 2 players anymore.

[h3]Other Changes:[/h3]
  • Fixed some client crashes.
  • Fixed multiplayer saves suddenly having millions of play hours counted.
  • Removed traces of secret project name before Oddsparks was called Oddsparks.
  • Fixed movement input getting stuck when button was released during a loading screen.

If you have any feedback, notice any bugs or had any crashes, you can let us know via the usual methods. Hit us up on our Discord. tell us on our Steam Discussions forum, or you can email us at [email protected].

Oddsparks Demo Out Now!

Architects, Pathfinders and Spark-throwers,

We mentioned in our last devlogs that we are working on a demo, and it's out! Now!
Download it while you read, so you can play right after!

Very important, if you find a bug or have some feedback, you can tell us via Discord or via the Steam Discussions forum. If you’d rather something a bit more one to one, you can also directly email us, at [email protected].

We'd especially like any feedback regarding accessibility! We've tried to keep both approachability and accessibility in mind (both in the core design, and in accessibility features), so that as many people as possible can try out the fun joys of automation puzzles. So if there's something that you feel like is preventing you from playing the game properly, please reach out. We'd love to get it ironed out during, or even before, we enter Early Access.

[h2]What’s in the demo?[/h2]

So, the demo contains about half of our first biome, the Woodlands. You can already play with your choice of Mouse & Keyboard or Gamepad, customize your character, enjoy the core loop and the beginning of our story! We’ve included two Beta features in the demo: the button remapping and multiplayer. They might be a bit limited, but they should be functional.

In total, the demo has 38 out of 61 Woodland quests, which means you'll be able to unlock 3 out of the 5 Woodland Sparks, build 9 out of 18 Woodland workstations and logistics buildings, and manage 10 out of 21 Woodland recipes.



We expect a player to finish the demo in about three hours? But the demo is only gated by content. You can play for as long as you want and optimize your base as much as you want, you just can't unlock everything we have.

Also, you can already take a look at what we're planning for by going to the Quest Overview and pressing the Show Full Overview button! You can even see what will be unlocked in the Mountains, although obviously, everything's very work in progress and all of these things might, and probably will, change in some way.

[h2]The Mountains?[/h2]

Yeah, you can already take a glimpse of our second biome, the Mountains, in the Demo!
But ah, not for very long.



We’ve only showed the Woodlands so far (although not all of it, there’s still a surprise or two in the demo for you!) but now that the demo is out, we’re going to talk a lot more about the Mountains. We’re planning to enter Early Access with both the Mountains and the Woodlands (and to add more during Early Access), and it’s where we start letting off the training wheels and giving you more interesting challenges.

You’ll need to deal with weirder and more aggressive enemies, manage vertical logistics with ziplines and elevators, and take care of a whole new element that we’re still working on. However, with tougher challenges comes better tools! You’ll get even odder Sparks that can explode, help you scout, and more!

Alright, that’s enough, it’s time for you to try out the demo. Don’t forget that you can send us bugs and feedback via our Discord, our Steam Discussions threads, or via email at [email protected].

We hope you have as much fun playing it as we do and we’ll see you at the next devlog.
We’re planning to talk about the game in general for a little bit, what our intentions are for Early Access, and how we want to do things.

Your Massive Miniteam