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Oddsparks: An Automation Adventure News

Creator Shoutout: ExileCast

Warning! The channel we’re about to show you contains video footage of indie games that some gamers will consider irresistible.

Meet Pedro, known as ExileCast, the variety streamer and youtuber with an impressive sense for great indie games, that he uses wisely to deliver the best of the best to his community. If you’re looking for a friendly creator with honest and engaging reviews, letsplays and series, it’s a good idea to join the said community.

ExileCast is an artist as well. He creates a custom thumbnail for each video, putting himself in the universe of the game shown. Oddsparks is no exception! Pedro has been a supporter since the “top secret project” era, and, once the demo was out, made our day with this adorable artwork and video:
[previewyoutube][/previewyoutube]
That’s it for today! And if you’re streaming Oddsparks or have made a video - feel free to share it in our Discord!

Last but not least, check out the Oddsparks presskit for logos, transparent promotional images for all your banner needs, and more.

Oddsparks Patch Notes (BETA v0.1.S18926)

Thanks for testing out our latest beta multiplayer patches!

We've fixed the most occurring desyncs and have pushed it to Beta. If you're playing multiplayer, we'd love for you to update/try out the beta and hopefully it should be a better experience.

If you haven't tried swapping to the new branch and want to try it:

The changes shouldn't break your save but you should keep a backup of your saves just in case. You can find your Oddsparks save files at:
%LOCALAPPDATA%/Oddsparks/Game


You can access the beta branch by:
  1. Right clicking the game 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.)

Devlog #7: Logic

Tinkerers, Wayfarers, Spark-Instructors,

Welcome to May's devlog! Thanks to all of your feedback and bug reports, our coders have been working hard on fixing gameplay issues big and small. We’ve also been working on things for the next big update: Trains and Trades! You can click on this thumbnail to check out our Roadmap if you haven’t seen it yet.



While we’re planning to have a big update in August, we also want to take care of things that people have been asking for. We need to figure which balancing and quality of life features we can prioritise - what makes sense for a smaller update and what has to be kept for the bigger update, but rest assured that we’ve been reading everyone’s feedback and are constantly working to smooth out the game.

With that, let’s talk about one of the features for the big update that we’re working on right now, Logic!

[h3]Of Logic and Logistics[/h3]

So at some point during the game, it’s clear that path addons just aren’t enough. Inefficiencies, especially with overproduction, appear very quickly when you play. What’s a person to do with all these Sparks?

Well, that’s where a logic system can come in handy! If you haven’t really played a game with a logic system, it might seem intimidating. Other automation games have logic systems that can handle very complex signals, and while they’re amazingly useful tools, they can be hard to grasp.

We want something simple to understand but still powerful. Something you shouldn’t need an engineering or electronics degree to use. So… we’re going with a Boolean or binary logic system!

In short, you can send either an on signal, or an off signal and use that turn things on and off.

Of course, this is work in progress and some things, such as the visuals, may change.

What kind of things? Well, for a start, turning on and off path addons like the blocker or even the one way. This way you can automatically redirect the sparks in a single network to create different items depending on when you need it. But there’s a lot of things you can turn on/off, including the spark slots themselves. If you want things to run at a slower speed, or just turn off buildings entirely for an amount of time, you’ll be able to do that!

Cool new logic mode so you can see where all the plugs and sockets are.

[h3]Sensors and Sensibility[/h3]

Some of you might be asking how you can do cool things if the signal system is so basic. Well, we put all of the complexity and power in the sensors!

The sensor will only send an off or on signal, but you can modify it so that it only sends a signal when you want it to. For example, the Capacity Sensor (name not final) can measure how full something is and you can change it so it sends a signal when it’s below or it’s above a certain level of fullness.

Again, all work in progress.

So whether you want to send more sparks to carry stuff and fill up a building when its output is empty or stop the sparks walking all the way there when the output is full, or do either but only for a certain amount, you can set it up how you wish!

You’ll also have access to other buildings like timers and logic gates that can help you create more complex things! With the way our system works, it's not something that you will need to use in the game, but we figured that someone will want it.

[h3]Signaling Issues[/h3]

For those who have played games with logic and circuit systems, let’s talk about Signal specifics.

So you won’t be managing signal strength in our logic system. You have networks of wires, which exists on a separate layer to the other buildings. A single network can either contain the “on” signal or the “off” signal. This signal is then written or read by any buildings connected to the logic network.

It does mean that there is an important technical limitation - if you use the system to make loops, the low propagation time in the virtual circuit means that it can pretty quickly create invalid conditions. At the moment, we’re currently testing 3 logic step as delay time. So if you want to use loops, you can only really use 3 operators before the network starts flickering like it’s the light show in a rave.

Ultimately, we mostly see the logic system’s primary use case in handling smaller networks. We want you to use logic with the sparks and path addons, and not instead of them. However, we are also planning for tools that allow players to handle multiple bits in a single tile, so when you want to create something complex, it’s not too annoying, and we’d like to also add more complex constructions like latches that can store state information.

We know that this is the kind of system that most players will only use a little of, and some players will use a lot of, and hopefully we can take care of both needs. We can already hear a few of you cracking your knuckles and dusting off your truth tables and are looking forward to the automated monstrosity that you’re planning on creating. We already got the classic seven segment display to test out our basic system!

and a glimpse at our NOT gate!

[h2]That’s all for now[/h2]
We'll come back next month with more news of what we're working on for the next update. If you're hungry for more WIP stuff, you can join us in our Discord! We actually already showed off the seven segment display there last week. Talk to you soon!

Oddsparks Patch Notes (BETA v0.1.S18759)

We're currently testing new changes that should create a more stable multiplayer experience. Once we are happy with these changes, we will put them in the Stable (the steam default) branch for everyone.

The changes boil down to two things:
  • Multiple desync fixes.
  • Better reporting of desyncs.

If you're playing multiplayer and especially if you have been facing any issues, please try it out. The better reporting will make it easier for us to fix any issues you're facing faster.

When swapping to the new branch, the changes shouldn't break your saves. However, we'd encourage you to keep a backup of your saves just in case! You can find your Oddsparks save files at:
%LOCALAPPDATA%/Oddsparks/Game


You can access the beta branch by:
  1. Right clicking the game 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.)

Creator Shoutout: Wanderbots

Friends and Soon-to-be-Friends,

who needs regular TV, when we have Oddsparks streams and videos? Especially that our team can shamelessly watch them at work! 😀 Discovering all the creative, efficient and aesthetic ways people build and automate has become a new favorite part of our jobs, and we’re delighted to recommend some new channels to watch!

Ever thought of automating your process of discovering the best games? There’s a bot for that! Wanderbot, to be precise - the YouTuber with a personal mission to play as many cool videogames as humanly (or inhumanly) possible! Oddsparks has been one of his most anticipated games of 2024, and he couldn’t wait to dive in… and what an exciting dive it has been! Check it out yourself:
[previewyoutube][/previewyoutube]
Wanderbot’s favorites are indie and roguelike, but he’d try any game that catches his eye. A special guest is likely to appear in his videos, when the game played has a nice story: Wanderbot’s wife Chelle she is, usually analyzing the lore and worldbuilding. Keep an eye on the purple robot in the video thumbnails!

That’s it for today! And if you’re streaming Oddsparks or have made a video - feel free to share it in our Discord!

Last but not least, check out the Oddsparks presskit for logos, transparent promotional images for all your banner needs, and more.