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Oddsparks: An Automation Adventure News

Devlog #5: The Second Biome, The Mountains

Hikers, Engineers, and Spark-throwers,

Let’s go straight into a deep-dive into our second biome: The Mountains!

We’re going to first talk about the design intent and showing off a few cool things. However, we’ll be revealing even more things on our Discord! Twice a week, we’ll be showing some new screenshots (both in-game screenshots but also things that give you a peek into the development process) in our Discord for you to collectively speculate over, so please look forward to that!

[h2]Why Mountains?[/h2]
We always knew that we wanted to add vertical logistics. We didn’t want Oddsparks to play in a flat world! It makes the building puzzle more interesting if you have blockers and then tools to deal with that, so we built the game with verticality in mind.

We start with having a simple 1 height level difference in the woodlands, but we were always going to ramp it up to larger height difference. From there, it made sense for it to be a “mountain” area. Our original vertical slice had four core resources (wood, stone, secret and redacted), so we knew that stone was a safe bet and it fits with the mountain concept.

And of course, that means Stone Sparks!

[h2]What do you do in the Mountain biome?[/h2]
The core is still the same. You’re going to find shrines, solve quests and build your workshop. However, things will be a lot more difficult in various ways. The mountain biome is:
  • hard to traverse through, you’ll need to figure out your routes.
  • full of aggressive enemies, you’ll need to be ready for combat.
  • big, finding shrines is difficult and the distances between buildings that you need to connect is larger.
There’s genuinely a lot of new things, so we’ll break it down into three categories: Traversal, Logistics, Combat. They intersect with each other a bit, but it's just a nice way to think about the things we're about to showcase.

[h2]Traversal[/h2]
Unfortunately, the player’s scrawny noodle arms can’t climb up more than one height level. However, we have a few things for you. First of all, an incredible new invention: The Ladder.



The Ladder allows you to climb up TWO height levels. This does mean you might need a few to travel to the actual plateaus of the mountains, but this is only your first and starting tool.

The mountains also have some unusual traversal tools built into it. You can ride air vents from one plateau to another, exploring the tops of the mountains. However, be careful as you explore, you might end up in the territory of some rather mean looking creatures! We’ll talk about those later though.



As you explore, you’ll find shrines that unlock new stone-based sparks. They unfortunately cannot be built in the Spark Workbench, you’ll get a new, bigger, Spark Workstation which you’ll need to build in the mountains. This means you’ll need to get your Sparks to bring items from the woodlands to the mountains and vice versa. You’ll use three new tools:
  • The Zipline
  • The Elevator
  • The Cannon


We’ve actually already talked about the Zipline a little in an earlier devlog! These three different tools have their own awkward restrictions, but with them in combination, you can easily build your production line and bring not only items up and down the mountain, but also yourself!

You can use the zipline, elevator and cannons for traversal too!

[h2]Logistics[/h2]
Sure, we now have cool logistics tools that bring items up and down things. We even have ramps so you can finally tidy up your woodlands base! However, those won’t help when you have long distances to travel.

In the woodlands, you have the Carry Spark, which we didn’t show off in the demo. The Carry Spark can carry multiple items on the path and allows for a higher throughput. With this and the new and better stone path type, suddenly, the amount of items a path network can carry is much higher than before!



With new path addons that force Sparks to wait a certain length of time, Filters for item type, spark type and number of items, you can control your throughput and manage your Sparks better! While these sorts of things don’t matter when your paths are short, they become incredibly important when your paths are long.

But that’s not all. Sure, you’ll have new bigger crates and chests, but we’ll also provide you Delivery Chests, a container for you or your Spark to store items to that villagers can access remotely! No more carrying stuff back and forth to the village. You can now give the items the villagers want directly from your production line, if that’s how you want to build it.



The last thing we’ll talk about is an unusual and we think, exciting, Spark management tool.

Sometimes the items that you need to get from one place to another is actually just another Spark. Instead of having a dedicated team of Sparks to haul spark tokens from the woodlands to the mountains, we thought, what if the Sparks can turn themselves back into a spark token?



Well, with the Spark Itemizer and Spawner (name not final), you can create a network where Stumpy Sparks that will become Crafty Sparks can carry their own ingredients!

[h2]Combat[/h2]

So traversing through the mountains, getting the resources and building a production line won’t be easy due to a few things. In the mountains, most enemies are aggressive. Running away is a good idea, but not always easy, especially with a thick fog slowing you and your Sparks down.



Even unassuming creatures that aren’t aggressive, like the Pengus, have defense mechanism that makes them difficult to fight! A pengus will protect itself by shooting out a Miasma, a poisonous type of gas.



Miasma is not very fun to run through. They deal damage to you and can stun your Sparks! You’ll need to quickly call them back, or else your Sparks might die.

But of course, these gases aren’t just there to annoy you. There’s a lot of ways to use them, both for combat and even in the production line! But for now, we’ll talk about how they’re useful in combat.

Presenting... The Puffy Spark!



This guy is able to pull in lighter enemies (possibly even stunning them), pull in a bunch of items into one spot, and they can pull in and carry fog and miasma. Once filled, you’ll be able to bring fog and miasma to other enemies and make some fights easier or use it as a way to damage enemies!

[h2]So many things![/h2]
And we haven’t even talked to you about everything!

We haven’t talked to you about a very special type of Spark. We haven’t talked to you about other special enemy abilities. We haven’t talked about the challenges you’ll face when you’re able to finally be able to create an infinite source of Aether Shards.

However, we do want to keep a few things a surprise. We look forward to showing you it all on April 24th! If you want even more things to look and speculate at, join our discord where we'll be showing off a few things twice a week as a little countdown to our release.

So tell your friends about us, hang out with us at our Discord, and tell us any demo feedback and thoughts over at the Steam Discussions, or even email us at [email protected].

Meet the Women behind Oddsparks!

Friends and Soon-to-be-Friends,

We’re in the Steam Women’s Day Sale event! If you haven’t seen it, it’s a showcase of games from teams led by women and other gender-marginalised developers. You should check it out!

If you’ve found us via the event, or maybe you don’t know much about us…
Hi! We’re Massive Miniteam and we’re making Oddsparks: An Automation Adventure.

We consist of 26 people, and 12 of those human beings are women! From Animator, to Art Lead, to Software Engineer, they have a wide range of seniorities and titles and are not just part of the team but have lead the team to where we are now.

It's not an overstatement to say that Oddsparks (and Massive Miniteam) would be much poorer without their incredible skills and talents, their hard work and creativity, and their joy and existence. Unfortunately, the games industry in general can be very hostile to women and we’d like to take this occasion to actually celebrate these wonderful human beings and uplift their voices.

We’ve asked a few of them three questions: What do you do, what’s your favorite part about the job, and what advice would they give other women seeking to enter their role. From these little interviews, we hope you gain a new appreciation for the hard work of making games and of the women in the industry.

[h2]Tori, Animator[/h2]

[h3]What do you do?[/h3]
I am an animator and rigger.

That means I put the skeleton into the puppets and make them move!

[h3]What’s your favorite part about the job?[/h3]
I think it's to think about what personality each character has, and then putting that personality into the movement. I also enjoy having little chats with my co-workers about funny things the Sparks could be doing and then secretly adding those into the game.

[h3]Any advice for other women seeking to enter your role?[/h3]
Listen to yourself, think about what you enjoy about it, and follow that intuition.

For example I really like animating animals and I had the most fun doing this. And by doing it, I improved. That's what brought me here!

Understand that there are lots of opinions, because everyone is a critic and that you don’t have to take all of them to heart.

Learn to understand which feedback is reasonable and use that to improve yourself. It’s hard to find the right balance here, because especially women tend to be brought up to become people-pleasers, but learning to overcome this urge will help you to grow beyond and not force yourself to always only find a happy medium as the only solution.

[h2]Christiane, Art Lead[/h2]

[h3]What do you do?[/h3]
I am a coach for my art department.

And even though I'm called an Art Lead, I do less “arting” than “leading”. It enables me to support my artists to the best of my abilities and have them out up the best work that they can, in an environment they're comfortable in, and their voices are being heard.

[h3]What’s your favorite part about the job?[/h3]
About this job, here… It’s the team. I've never worked with such nice, open minded, and diverse team. It just makes working much much easier. When I said that I enable my artists to be heard, I'm also being heard here, which is relatively rare for a woman of my position and that’s very nice.

Of course, I tremendously enjoy all the different ideas my artists come up with. All the different solutions they come up with their mind. Especially when they surprise me, it's always fun. I was once told that I should embrace solutions I don't expect, or even don't want. Because putting them out there will give me a new perspective on things that I will not have anticipated because I'm just one person.

And I'm now here in the very privileged position of having many many creative people around with great ideas, great impulses. This helps me to grow and appreciate my everyday work-life.

[h3]Any advice for other women seeking to enter your role?[/h3]
Sadly, being a woman (and in general, being a non-cishet white man) in Game Development and in a Leadership role requires you to have a thick skin. It's gotten better, but it's still really hard. The most important thing for everybody out there is to just network.

You will not get a job if people don't know your name. Because our industry is really small, we want to work with people we like, and people we know. I think that's valid, but it does mean that just because you're incredibly talented or very very skilled, people will not just pick you up from the street and put you on a role where you can actually do some cool work.

You have to put yourself out there.

Find the people you want to work with. Find your peers. Because not only will they help you find opportunities, but they will also be a support net if things going down.

It's never been easier to make games. It's never been harder to join this industry.

[h2]Layal, Software Engineer[/h2]

[h3]What do you do?[/h3]
I’m a game programmer.

I currently work on Oddsparks, previously I worked on porting games (in Massive Miniteam). So what I’m doing right now is dealing with UI, implementing features related to UI... I’ve worked on the notebook, video options, the keybindings. Accessibility is something I’m a big part of, which I’m very happy about!

[h3]What’s your favorite part about the job?[/h3]
My favorite part about the job is that my colleagues are mostly down to earth. There’s no barrier to communicate with my colleagues. We’re all very easy to talk to. And what I like about is that there is this diversity - we have people from different countries. We sometimes cook for each other and share our country’s food. I like the openness about this stuff.

And it’s not very serious, (but we’re still serious about deadlines). So these things are what I really like about work. People are very nice, very openminded and communicative.

[h3]Any advice for other women seeking to enter your role?[/h3]
My advice for women who are seeking to enter this role is first focus on your skills, on what you would like to work on and to create. Always try. Even if you think it’s impossible to join this space because “I’m a woman” or whatever gender you are. So think above this gender, even if it’s hard. But like, follow what you want to do and just do it. Take care of your portfolio, and apply.

My advice is: Don’t put a barrier on yourself.

[h2]That's all for now![/h2]
Thanks so much for reading, and if you haven't tried it yet, we hope you enjoy the demo! We're coming out in Early Access on April and are busy working on creating and polishing up the content. Some of you might have noticed a previously unseen building in Layal's image!

We'll talk more with another devlog soon, a much deeper dive into the mountains! We're looking forward to showing you some unusual logistics tools, some fun enemies and some very special Sparks. So tell your friends about us, and tell us your feedback and thoughts over at the Steam Discussions, our Discord, or even email us at [email protected].

Streamer Shoutout: SneakyBadgerUK

Friends and Soon-to-be-Friends,

We love to watch folks play our game, since everyone plays so differently and we figured you might too! Every few weeks, we showcase a lovely streamer or content creator that's showcased us and show off all the ways to approach the game and how different people build!

Today, we wanted to show off SneakyBadgerUK, a variety streamer who's been keeping an eye out on us for a while. They're a great streamer that's super atentive to chat and their community, and they play with a sense of curiosity that makes them a fun watch. Take a look at their playthrough of the demo!

[previewyoutube][/previewyoutube]
Badger found us a little while ago and have been supporting and believing in us when all we could show was just office life tiktoks and pictures of our pets! They're one of our first active Discord members and we wanted to say thanks for their support.

That's it 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.

Thank you for playing our demo!

Friends and Soon-to-be-Friends,

Thank you so so much. Thank you for showing off our game to your friends and followers, for making fan art, for making graphs and charts. Thank you for running out of bounds, for your weird and wild bases, for hanging out with us and each other at our Discord. Thank you for streaming and making videos, for letting us take part in your excitement, for your wonder, your joy, your surprise and your support.

Thank you for making us one of the most-played demo of the February 2024 Steam Next Fest!

Thank you for playing our demo.

[h2]The Demo[/h2]
The demo will stay up on Steam for a while.

You don't have to worry about it disappearing within this week. The demo will remain available for at least, until we release into Early Access. So for now, feel free to take your time and stay in the world of Oddsparks for as long as you'd like.

[h2]A Celebration of... You![/h2]
We're so happy to see you love our game and our work and wanted to celebrate that by showing off the various fan art, graphs and charts and bases that we've seen.

Click the thumbnails to see the image in full!

[h3]Fan Art[/h3]
Stumpy Spark in the Rain by Gronstef

Our first ever fan art (Twitter Link) was this beautiful rendering of Stumpy Spark carrying a piece of Aether Shard in the rain. If you're interested, there's actually a timelapse video showing the process!

Choppy Spark by Evi
This one is a fan art from the daughter of our Gameplay Engineer, Lukas. She's almost six years old and surprised her dad with the art, asking him if he recognized what it was! We think it's pretty recognizable.

Stumpy and Player Character by Derek
We've shown this one on Twitter before, Derek sent us via Instagram this adorable drawing of Stumpy looking very happy to be in the arms of the player character!

Self Portrait with Stumpy by Exilecast/Pedro Almeida
Exilecast (Twitter Link) created this self portrait for the thumbnail of his Let's Play! He explores the start of the demo and has a second video coming up where he's really working on the automation puzzles.
https://www.youtube.com/watch?v=Iwp7bsHTxhE

Leading Stumpy Spark by cuh_riss/Christopher Cantin
Chris (Twitter Link) created this super fun art for the thumbnail of a YouTube video by InterndotGif (Twitter Link)! The video is a cut and edited showcase of Intern's playthrough. We enjoyed watching it a lot!
https://www.youtube.com/watch?v=_OBPv8_q1bk

Pixel Self Portrait with Stumpies by Pix'n'Cafey

Pix'n'Cafey created a very moody portrait of our game for his Let's Play! He plays in French, but if you don't speak it, with auto-caption & auto-translate, you can get a glimpse into his commentary.
https://www.youtube.com/watch?v=9ilJOA5zm7o

And in general, a quick shout out to everyone who's been making videos in their own language! While we might not understand what is being said (although collectively, we do speak about 15 different languages!), we can definitely see the joy and fun that you're all having with our game. As we said in a previous steam news post, we're actually in the process of picking which languages to translate Oddsparks to for our Early Access release. That's based on where the wishlists and demo downloads are coming from, so the more you tell your friends to play Oddsparks and wishlist us, the more likely we prioritize your language! So please tell more people about us, so we know which language to translate to!

[h3]Graphs and Charts[/h3]
Spark Item Delivery Speed Per Tile Calculations by Jurjen909
Wondering how long it takes for items to walk in a straight line? Jurjen909 has built a spreadsheet, with graphs to help you figure out how to build your base. You can find the thread on our Discord here!

Setup to Maximize Choppy Spark Production by *&
*& graphed out a theoretically optimum setup to get those Choppy Sparks. This base uses small circles to move items quickly! There's some theory talk about it over at our #tips-and-tricks Discord channel.

[h3]Base Showcase[/h3]
Maze Base by Feline
Feline dropped this WILD base that we just had to share. We had to compress it, so you can look at the full glory at our #base-showcase channel in discord! We'll leave you with Feline's original comments:
Originally posted by Feline
I know most people have optimization/automation goals, but I ended up with different goals in mind and instead made a maze to punish my right-turn-preferring minions. I couldn't force them to make arbitrary decisions, so instead I used path splitters to force them to have a 1:2 or 1:3 chance of picking correctly on any given choice. There are 7 total splitters/junctions, but a correct path requires only 5 total decisions, only one of which has turning right as the correct choice. If I've mathed right, it should be a 1:72 chance of picking the correct path. Answer key/adventure text in the top left.
Wooden Blade Factory by Xaendreth
For a more... normal base, we wanted to showcase this neat and tidy wooden blade Factory by Xaendreth! The bases uses loops and Sparks running in both directions to distribute items.

Storage Area by OpPointBaker
We've also shown this one off on Twitter with more images! It's always fun to see how people build and what they prioritize and clearly for OpPointBaker, that's their personal storage!

Car by Zhymet
And we want to end this post by showing you this fun design. Not every base needs to be optimised and perfect! We love seeing people draw with the Path tool and create fun doodles, take the long way around, and play the game at their own pace.

Thanks again for playing our demo. We hope you continue to enjoy your time with us, tell your friends about us and hang out with us at our Discord.

Talk again soon!

Oddsparks is one of the Top 50 Next Fest Demos - Thank You!

Hello everyone!

The Steam Next Fest is over and WOW – we are so grateful for your response! Thank you for playing the demo, giving feedback, building crazy bases, sharing your own content, and most of all, thank you for making us one of the Top 50 Most Played Demos during the Steam Next Fest!
We would also like to thank all the content creators that have been streaming Oddsparks, making videos about it, talked about it and supported us.

We will make another post with our community highlights later this week, showing off our favorite bases, fan art, and more.



[h3]Languages[/h3]
We are currently in the process of deciding which languages we will support in the Early Access release. That decision is based on where the most wishlists and demo downloads come from, so if it’s important to you to have Oddsparks in your language, play the demo, wishlist the game and tell your friends to do the same!

Once again, thank you for your support and we can’t wait for you to experience the Early Access version of Oddsparks!