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Odinfall News

Dev Update, Mar 6

Hello our fellow vikings!
[p]We hope you've all had a great week and are ready for this week's Odinfall updates. [/p][p]We've read all your comments and here is the rundown:
[/p][h2]Performance [/h2][p]Let's start with the most pressing issue, performance. There has been mention of fps drops from starting loops, we're looking into this and expect a fix in the upcoming future. Lag is also a prominent issue we'll continuously work towards reducing.[/p][h2]Accessibility Options [/h2][p]We'll also be looking into some accessibility options, among them is one for you widescreen users. We've seen the UI becoming less visible and intend to make sure the game can fully use your extended space.[/p][p]We've seen a lot of insightful comments from the Steam community posts and Discord and we're so grateful to you who've taken the time to write and suggest fixes, such as with the lag issues. We'll be looking to continue utilize that space and see what we can fix from the feedback you've mentioned there.[/p][h2]Exciting news! [/h2][p]For those of you that might have missed them, we've added two new NPCs, Bock and Baatri, who you right now can find working the forge at the shopkeeper area. Not only that, The Scrap Rat will soon be joining them there for the upcoming update. We'd also like to take the opportunity to tease Örjan the Ancient, who'll be appearing further down the line. We hope you're as excited to see them as we are
[/p][p][/p][p] [/p][p]Thank you again for your support!
- From the Ember Paw dev team[/p]

Dev Update

Hello, Vikings!
[p]We wanted to give you all an update directly from the development team, and we want to be open and honest with you all about what's been going on behind the scenes alongside our plans for the future of ODINFALL.

Over the last couple of months there's been some structural changes in the studio, specifically in terms of how many of us are able to work on ODINFALL full-time and some of the team deciding to move on to other opportunities. We understand the frustrations coming from those who have been trying to reach out to us, and have received little response. We want to assure you all that we have been reading your feedback, and we are spending a lot of our time to ensure the game's quality improves, however we understand that you may feel you've been left in the dark.
[/p][p]After many internal discussions, we've realized that we think our best option going forward (at least as of now) is to communicate with you all via a shared studio account and our goal is to be more transparent with our community and to answer any questions or feedback you have. We may not be able to answer everything as consistently as we may like, since making the best game possible for you all is our number 1 priority, but we'll try our best to dedicate time every so often where we will focus on your feedback and answering your questions. This might look something like a weekly or biweekly update.
[/p][p]Thank you for sticking with us. It can not be understated how much your support helps us during this process, and know that it's not taken for granted in our team.
[/p][p]On brighter news, here are some of the things we've been working on lately:[/p][h2]
Daily run [/h2][p]We’re excited to introduce our new daily challenges! For every challenge the game will randomize a character, starter weapon, run modifier, act and seed. All of these will be the same for everyone playing on that day. Every enemy you kill will reward you with a set amount of points depending on their strength. Each day you will compete against other players for the top spot on the leader board and earn in-game crowns. However, beware of spoilers since acts and characters you haven’t unlocked yet can appear.
[/p][p]You can try out Daily Runs RIGHT NOW on the experimental branch. (You can easily swap over to the experimental branch by going into the game settings in Odinfall).
[/p][p]It’s tons of fun so we wanted to release it as soon as possible so you can dive in and try it out right away. Please keep in mind while using the experimental branch, that things might change drastically as we continue to develop the game for its 1.0 launch. If you have any feedback for this mode please make sure to send it over and we’ll take it into consideration before implementing it into the main stable branch.
[/p][p]A quick note is that your save file is different on the experimental branch. This means that you may have to unlock everything from the beginning again. But don't worry, if you swap back to the default version all your progress will be there safely waiting for you! The crowns you earn will also stay in the experimental branch, so that everyone will be on an even playing field once it is fully released.[/p][h2] New weapons [/h2][p]For the past few months, the team has been cooking up a whole lot of different weapon ideas. One of our favorites from the latest patch, 0.6.6, is the Trident. This is a weapon that you use by throwing the whole thing instead of just stabbing like a normal melee weapon. It took a lot of time and refinement to get right but we really like the end results and hopefully you will like it as well. Not every patch will have a weapon of this caliber and while we can't share any specifics right now, you better believe we've got a bunch of weapons to look forward to.[/p][p][/p][p][/p][p][/p][h2]Visual updates [/h2][p]While not in the game yet, we’re currently working on polishing the intro for the game by both making the images bigger and adding animations to them. We’re also adding new NPCs for the shopkeeper areas. You might have already noticed some new friendly faces at the forging station, and you can look forward to seeing more in the future.[/p][p] [/p][p]Thank you again for your support (and for reading this very long post).
Expect our next post to be in a week or so, we'll talk about any feedback you send, answer your questions and share some more info on what we’re working on. [/p][p]From the dev team at Ember Paw
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Odinfall Update 0.6.6 – Unique Projectiles, Raven Enemies & Nuclear Weapons

[p]Vikings![/p][p]Update 0.6.6 is live, and it’s all about unique projectiles, risky new builds, and weapons that don’t always behave the way you expect them to.[/p][p]Let’s jump in 👇[/p][p][/p][h2]New & Updated Weapons[/h2][p][/p][h3]Nuclear Pistol[/h3][p]The classic pistol… but significantly less safe.[/p][p][/p][h3]Nuclear Sword[/h3][p]Prefer getting up close? The Nuclear Sword brings the same radioactive energy into melee combat![/p][p][/p][h3]Trident[/h3][p]A powerful thrown weapon with a twist.[/p][p]Throw the Trident and it actually leaves your inventory, meaning you’ll need to go pick it back up before using it again. High damage, high commitment (and occasionally awkward if you miss)[/p][p][/p][h2]New & Updated Mods[/h2][p]Introducing the new Golden Bullet weapon mod that massively increases your damage, BUT there’s a catch:[/p]
  • [p]Your weapons now consume gold instead of ammo[/p]
  • [p]However enemies will drop more gold to offset this[/p]
[p][/p][p]Risky economy builds, greedy playstyles, and very expensive victories await.[/p][p]We’ve also added pickup range interaction to the Teleporter mod, making those wild projectile setups a little smoother to use.[/p][p][/p][p]ANDD we buffed radioactive puddles spawned by players (they now deal 10 damage to enemies instead of just 1)[/p][h2]New Enemies: The Ravens[/h2][p]Two mysterious new birds have entered Act 3…[/p][h3]Raven[/h3][p]Found in an early Act 3 node, bringing strange new pressure to your runs.[/p][h3][/h3][h3]White Raven[/h3][p]Appears later in Act 3 and proves even more troublesome.[/p][p][/p][p]Yes, they are weird. No, they will not be friendly.[/p][h2]Bug Fixes & More[/h2]
  • [p]Fixed an issue where the entrance to Jotunheim did not light up correctly during the storm.[/p]
[p][/p]
  • [p]Fixed a bug where the prefix glow was offset on weapons when picking up a mod.[/p]
  • [p]Changed the location of the Cryo chamber that spawns in shops to be more central[/p]
[h2]Roadmap[/h2][p][/p][p]That’s everything for 0.6.6!
[/p][p]Experiment with Golden Bullet builds, try not to lose your Trident forever, and let us know what ridiculous combinations you discover.[/p][p]As always, thanks for playing Odinfall in Early Access, and we’ll see you in the apocalypse [/p]
Patch Notes: 0.6.6
[p]Theme: Unique Projectiles[/p][p][/p][h2]GENERAL[/h2][p]Changed Location of the Cryo chamber that spawns in shops to now be more in the middle[/p][p][/p][h2]WEAPONS[/h2][p]Nuclear Pistol[/p][p]Pistol with the nuclear mod attached[/p][p]Nuclear Sword[/p][p]Sword with the nuclear mod attached[/p][p]Trident[/p][p]A strong weapon you throw and it leaves your inventory, needing to pick it up again to use.[/p][p]Piece of Cactus weapon now has a withering effect if left alone for long enough[/p][p][/p][h2]MODS[/h2][p]Golden bullet[/p][p]Will make your weapons hit way harder at the expense of using your gold instead of ammo. Also makes enemies drop more gold.[/p][p]Added pickuprange to teleporter.[/p][p]Buffed the Radioactive puddle spawned by players now deal 10 dmg instead of 1 to enemies[/p][p][/p][h2]ENEMIES[/h2][p]Raven[/p][p]A weird bird that can be found in an early act 3 node[/p][p]White Raven[/p][p]Another weird bird that shows up in a later act 3 node[/p][p][/p][h2]BUGFIXES[/h2][p]Fixed a small bug where the entrance to Jotunheim did not light up when in the storm.[/p][p]Fixed a bug where the prefix glow was offset on weapons when picking up a mod.[/p]

0.6.5 HOTFIX

- Skilltree should now save and load as usual.
- An enemy seems to have made it's way into the game ahead of time but now they are back in the bird cage

Odinfall Update 0.6.5 – Hammers, Giants & The Forge

[p]Vikings! Update 0.6.5 is now live! [/p][p]This one’s all about going BIG. From towering new enemies to massive melee weapons, and a brand new way to customise your starting loadout.[/p][p]Let’s break it down 👇[/p][h2]New Feature: The Forge[/h2][p]Say hello to The Forge, now found in the shop area and run by gunsmiths Bock and Baatri.[/p][p]Here’s how it works:[/p]
  • [p]Drop a Tier 1 weapon onto the anvil[/p]
  • [p]The Forge destroys it[/p]
  • [p]That weapon becomes your new starter weapon for all future runs[/p]
[p]Want to go back to the trusty pistol? There’s an option back at home base to reset your starting loadout.[/p][p]This gives you more long-term control over your runs and lets you tailor your starting playstyle exactly how you like it.[/p][p][/p][h2]New Weapons: Bring the Bonk[/h2][p]War Hammer
A charged melee weapon that lets you wind up and slam the ground for devastating effect.[/p][p]Heavy War Hammer
A bigger, meaner version of the War Hammer. Slower, heavier, and built for players who believe every problem can be solved with one very large bonk.[/p][p][/p][p]Also, to keep things balanced with The Forge:[/p]
  • [p]Tier 1 explosive weapons have been moved to Tier 2, as they were a little too op to have as starting weapons.[/p]
[h2]New Enemies: Giants Have Entered the Chat[/h2][p]Frost Giant
Found lurking in a secret area in Act 1, this towering enemy hits hard and won’t go down without a fight.[/p][p][/p][p]Forest Giant
Spotted somewhere in Act 2, bringing big damage and big pressure to your runs.[/p][p][/p][p]Choose your positioning wisely… or get flattened.[/p][h2]Roadmap[/h2][p][/p][h2]That’s the rundown for 0.6.5![/h2][p]Try out the Forge, swing some absurdly large hammers, and see how long you last against the Giants.[/p][p]As always, thank you for playing Odinfall in Early Access, and let us know what you think![/p][p]See you in the apocalypse,
– The Odinfall Team[/p][p][/p][h2]Patch Notes 0.6.5[/h2][p]Theme: Giants[/p][h3]GENERAL[/h3][p]The Forge[/p][p]In the shop area you will find the forge run by gunsmiths Bock and Baatri. They will enable you to change starter weapons by dropping a tier 1 weapon by their anvil. They will then destroy it and make it your starter weapon for all future runs. If you wish to change back to the pistol there will be an option for you back in homebase that will help you.[/p][p][/p][h3]WEAPONS[/h3][p]War Hammer[/p][p]A melee weapon that you charge up and bonk the ground.
[/p][p]Heavy War Hammer[/p][p]A larger version of the War Hammer.
[/p][p]T1 Explosive Weapons Changed to T2[/p][p]They are too strong to use as starting weapons with The Forge[/p][p][/p][h3]ENEMIES[/h3][p]Frost Giant[/p][p]This new enemy can be found in a secret act 1 area. 
[/p][p]Forest Giant[/p][p]This new enemy can be found somewhere in act 2
[/p][h3]BUGFIXES[/h3]
  • [p]Fixed a bug the correct values where not shown when picking up specific mods.[/p]
  • [p]Fixed a bug where "Bigger pool" upgrade card for trulls showed the wrong value.[/p]
  • [p]Fixed a bug in weapon dex where pike were off-center.[/p]
  • [p]Changed anomaly trap to still be shown when above walls.[/p]
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