1. Oddsparks: An Automation Adventure
  2. News

Oddsparks: An Automation Adventure News

Hot & Cold Update is coming 16th of December!

Friends and Soon-to-be-friends,

A lot of you have been asking when you'll finally be able to explore the Volcanic Cave and the Glacial Plateau!
We are excited to announce that the answer to this question is Monday, 16th of December!

If you want a reminder on what to expect, you can check out the two previous devlogs Devlog #11: Roadmap Update! and Devlog #12: Botany & Temperature Automation or join our Discord for more sneak peeks and WIPs from behind the scenes.

See you next Monday!

Devlog #12: Botany & Temperature Automation

Botanists, Thermal Engineers and Spark-Growers,

We were a bit too busy to do an October devlog so to make up for it, we’re gonna talk about two features this time and how they interlink with each other, Botany & Temperature Automation!

[h3]Botany[/h3]
Botany is the next level of automation challenge in Oddsparks! So far, everything in the game uses the basic recipe concept. You input an amount of item A (and maybe also an amount of item B) and after a certain amount of time, the building consumes those items and outputs an amount of item C.

It sounds like a small change but Botany introduces new recipes with a progress bar. After all, growing a plant takes time! So now, to get the output item C, you’ll need to complete the recipe multiple times. For small plants, it’s only ten times, but for larger plants, it’s a hundred times! This means you’ll need to really work on your production lines delivering consistently to ensure that you’re growing your plant as efficiently as possible.


Small plants can be grown in the Greenhouse. You’ll need to feed each plant ten times, a five to fifteen minute period in total. Once they’re fully grown, you’ll get the literal fruits of your labour! You’ll be growing unusual plants in the Greenhouse like Fluted Coral Reef, Aether Flowers, and Fireshroom Colonies.

Larger plants are grown in the Arboretum. You’ll need to go to one of our new biomes, the Glacial Plateau, and find Aetheric Fissures to build them on. You'll be able to grow some very strange plants in the Arboretum like the Geode Reef, Copper Bamboo and Aether Tree.


Each of these big plants need to be fed a hundred times, and if a single recipe takes five minutes, growing a single plant can take over eight hours! Thankfully, they’re fed by a separate building, the Arboretum Feeder, and multiple feeders can connect to a single Arboretum. This means you can use eight feeders to cut the time it takes to grow a plant from eight hours to one hour, or even shorter, if you use more! Of course, this assumes your production line can handle that many feeders efficiently.

What will you do with the plants and what kind of automation puzzle will you have to figure out with your new plants? We'll talk about that another time, for now, let's talk about...

[h3]Temperature Automation[/h3]
We’re also introducing new ways for you to get more efficiency. With names like Volcanic Cave and Glacial Plateau, these biomes are, as to be expected, also hot and cold. This heat and cold is actually great for your buildings!

It hasn’t mattered yet, but almost every recipe has an optimal temperature! All of the temperature information won't be visible until you complete a monument unlock. We try to keep things simple and use a very small scale, from -5 to +5.


So for example, anything made in the Aetheric Distiller recipes has an optimal temperature of +3. They work best in a warm environment to get rid of excess moisture. Meanwhile, the Furnace has an optimal temperature of -3. It heats itself up so much that it works best when it’s in a cool environment. As for the plants… well, that depends on the plants! Some plants, like the Fireshroom Colony, grow better in hot conditions and others, like the Fluted Coral Reef, grow best in cold conditions.

All your previous recipes have so far been working at 100% efficiency but by ensuring they’re at the right temperatures, you can make them work at 125% or even 150% efficiency!


You can achieve this extra efficiency by building them in the right environment, or managing the local temperature with a cooler or a heater. Coolers and Heaters can raise and lower temperatures by up to +2 or -2, but what’s important is that they don’t stack with each other, only cancel each other out! Two heaters next to each other in the woodlands won’t stack to +4. A heater and a cooler set at max will just create an overlapping area of 0. However, they do affect the current area temperature, so if you put one cooler in a -1 area, it will lower the temperature to -3.

If it sounds confusing, that's okay. You can quickly check at a glance what temperature things are, and therefore, what efficiency your production line is running at with the new temperature overlay!


Later, you’ll also get the Temperature Regulator which can reach more extreme temperatures and occupies less space, but requires fuel. You’ll need them to deal with new buildings and recipes that have extreme optimal temperatures of +5 and -5.

And of course, temperatures will also affect a building negatively. Placing the Furnace in the Volcanic Caves is a quick way to get it running at 75% or even 50% efficiency. With the new recipes that have extreme optimal temperatures, you can end up going all the way down to 0% efficiency!

Splitting up your base between hot and cold areas and using the heater, cooler and temperature regulator to manage the temperature of your base will allow you to reach a new height of automation that’s yet to be seen! It's especially important for your new plants and recipes, where that extra efficiency will allow you to get your production line running at a reasonable time.

That’s all for now but if you want more sneak peeks and WIPs, you can join our Discord. We look forward to showing you more very soon!

Oddsparks Patch Notes (Demo; v0.2.S25140)

We fixed a savegame compatibility issue with the new demo.

Players reported that the Mason Sisters didn't appear when they continued their demo savegame after purchasing the Early Access version, meaning they couldn't progress much further into the post-demo content.

We've now updated the demo, so future demo savegames won't have this issue and are now fully compatible with the Early Access version!

Unfortunately, this fix doesn't affect already existing savegames. So if you already started a demo savegame before this update, you won't be able to use it in the current Early Access version.
In this case you have 3 options:


We apologize to anyone affected by this issue and hope that you'll still have a great time with Oddsparks.
Thank you so much for joining us on our Early Access journey!

We celebrate the GWB Awards 2024 with a new DEMO

We are thrilled that Oddsparks: An Automation Adventure has been nominated for the esteemed GWB Game Awards 2024. As one of the year's top indie games, we have secured a spot in the international shortlist alongside 60 exceptional titles, chosen from over 570 global submissions.



To celebrate the nomination, a new demo is available throughout the GWB Awards 2024 Steam event, which will take place from November 22nd to 27th, 2024.

This updated demo features roughly the same 3+ hours of content as previous demos, covering about half of the first biome. It is based on the current version of the game. This means that it will include quality-of-life improvements from previous updates. Additionally, the savegames will be compatible with the Early Access version.

Now is the perfect opportunity to encourage your friends to join the fun or dive into Oddsparks yourself!

Stay tuned for more updates!

https://store.steampowered.com/app/2637970/Oddsparks_An_Automation_Adventure_Demo/

Mini Update: Halloween/Autumn Seasonal Event

Friends and Soon-to-be-friends,

As the cold wind starts to come over us here in Germany, we’re putting on our sweaters and getting cosy as we work on our next big update. Did you see our new roadmap? We’re also already showing off a bunch of stuff on our Discord if you're interested in seeing work in progress things!

However, there’s a very small update that we wanted to do now. It’s the start to a “seasonal event” system that we’re introducing to the game!

The Seasonal Event system is a small system that activates specific audio and visual content in the village depending on the time of year that you’re playing the game. It basically just looks at your system clock and changes things when it's the right calendar day.

These changes have no effect on gameplay. It only affects the village visuals and music, and not the game world itself. They’ll also be in the game forever, so you won’t “miss out” on anything and can experience it next year if you don't play the game for the next few weeks.

In general, we see automation games as something that you can play for a long while as you learn, explore and play with the systems. Some people play a single automation game for a concentrated period of time. Others play until they have their fill and then come back every once in a while. We added this seasonal event system to make playing our game feel a little fresher over time. For now, there’s only this autumn event, but we’ll add more as we develop the game.

This particular “autumn/halloween seasonal event” lasts three weeks, from the 17th of October to the 7th of November. This means during those dates, the village will look and sound a little different! There’ll be some lighting changes, visual effects changes, new autumnal models (like some 🎃Pumpkins🎃), and a variation on the village music.

Here's a little sneak peek!

If you're enjoying the autumn village and feel like dressing up for the season, don't forget to take a screenshot when you're done! Maybe you'll find something on our Twitter or Reddit this weekend about another little contest we're running between now and Halloween~

Separate from that, we're also fitting in some bugfixes!

[h2]Bug Fixes[/h2]
  • Fixed map interaction being stuck when dragging the map by a small amount.
  • Fixed some items lost when picking up death backpack due to big inventory slots.
  • Fixed different staff sounds not working in multiplayer.
  • Fixed multiplayer desyncs related to the Spark Thrower.
  • Fixed Loamy Spark sound being played in 2d.
  • Fixed "Knock On Wood" achievement not requiring Arty Sparks.
  • Fixed Boomy Spark token and Crashy Spark token having the same texture.
  • Fixed Show Player Names option not being saved when the game was closed.
  • Fixed some controller options appearing when they weren’t supposed to.


That's it for now. We'll talk later this month in our devlog about a feature that's coming up in the next big update. Talk to you very soon!

Update (30/10/24): Oh man, we're really busy this month! Unfortunately, we won't be able to write up a new devlog but we'll try to make up for it next month. We hope we can talk sooner than later!