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Odinfall News

ODINFALL Patch 0.5.5 now live on the Experimental Branch!

Hey survivors!

We’ve just dropped Patch 0.5.5 into the Experimental Branch – the latest set of updates, fixes, and tweaks we’re testing before rolling them into the main game. Jump in now to get an early look at what’s coming and help us test to make sure everything is running smoothly!

[h3]Patch 0.5.5 Highlights[/h3]
Here’s a quick look at what’s new in this patch:

General Fixes & QoL Tweaks 🔧

More Balance Adjustments 💥

and THREE BRAND NEW WEAPONS 🔫

[h2]What’s the Experimental Branch?[/h2]
The Experimental Branch is where we test in-progress patches before they hit the live version. It’s a great way for players to preview new features, test them out and give feedback before everything’s finalized.

For more info on the Experimental Branch, check out the full rundown here: https://store.steampowered.com/news/app/2154240/view/512953841353752650?l=english

[h2]Patch 0.5.5 Notes[/h2]

[h3]GENERAL[/h3]
Added logos on startup
Homing mods no longer track passive enemies (like peaceful shopkeepers)
When holding no weapons you have a free melee attack (same as when out of ammo)
After defeating bosses an animation is shown later in the end-of-run screen
Act select screen: Mythic enemy icons show which act they appear in
Fixed bug: Gustaf the Ghost's passive glow was off-center when on the worldmap

[h3]CHARACTERS[/h3]
Einar The Miner
Turret: takes damage from acid puddles
Turret: takes damage from enemy contact damage

[h3]WEAPONS[/h3]
Added Flak Mine
Added Raid Master
Added Nambu

[h3]MODS[/h3]
Overloader: reverted to previous version

Current Overloader:
Projectile Count increased by 100%
Cooldown increased by 50%
Burst cooldown set to 2
Ammo cost increased by 100%
Aim spread increased by 14 degrees

Returning Overloader:
Projectile Count increased by 100%
Cooldown increased by 100%
Burst cooldown increased by 100%
Ammo cost remains the same


We’d love to hear what you think – drop your feedback in the comments of this post, or directly to our Discord, Your input directly helps shape the future of our game!

ODINFALL Patch 0.5.3 is NOW LIVE!

Survivors!

Patch 0.5.3 is now live on the public branch!

Thank you once again to everyone who jumped into the Experimental Branch over on the Discord and provided feedback - your input is invaluable to us!
If you were previously playing on the Experimental Branch then keep in mind that your experimental save file will still be available to you if you swap back, though both versions of the game are now identical.

For a full rundown of Patch 0.5.3 check out:
https://store.steampowered.com/news/app/2154240/view/512953841353752650?l=english

Introducing the ODINFALL Experimental Branch & Patch 0.5.3!

Greetings, survivors!

We’re excited to introduce a new way for you to get an early look at upcoming changes - our Experimental Branch! This system will allow us to test new updates with the community before rolling them into the main game, helping us fine-tune balance, fix potential issues, and make ODINFALL the best it can be.

[h2]How the Experimental Branch Works[/h2]
Once a week, we’ll launch an ODINFALL patch into the Experimental Branch. Based on how it performs, we’ll then incorporate it into the main branch later that week.

[h2]How to Access the Experimental Branch[/h2]
  1. Open the game and go to Settings
  2. Navigate to Extra and select Experimental Branch
  3. You’ll receive a pop-up asking you to confirm your choice
  4. Restart your game and allow any updates to install
  5. Relaunch, and you’re in!

Keep in mind that the Experimental Branch uses a separate save from the main game to prevent incompatibility issues. If you ever want to switch back, just return to the main branch - your original save will still be there waiting for you!

We’d love to hear your feedback on changes in the Experimental Branch, so be sure to share your thoughts with us on Discord or the Steam forums!

[h2]ODINFALL Patch 0.5.3[/h2]
[h3]GENERAL[/h3]
- Camera: Zoomout from last patch reduced from 80 to 50 pixels
- Marketplace: Added selling altar
- When a weapon challenge is completed the unlocked weapon drops
- Random Loki Comments are now rarer
- Act Panels now show a skull symbol for each unique mythic enemy currently enabled by the runmodifiers
- Taking the hatch back to homebase after defeating a boss now shows that boss on the deathscreen instead of unknown
- Stationary enemies no longer spawn on top of the blue exit hatch
- In addition to the mouse, homebase tutorial popups can now be advanced using the keyboard
- If an enemy limb kills you the owner of that limb is shown as the killer
- Completing a weapon challenge now drops the weapon as a reward mid-run
- The weapons on the first floor of the training grounds are now spawned by ammo category, and ordered by weapon tier
- Fixed bug: Water droplets could spawn on open exit hatches in the sewer
- Fixed bug: Pickups could sometimes fly away during cutscenes

[h3]WEAPONS[/h3]
Added Thermal Rifle
Added Laser Rifle
Added Flak Cannon


Minigun
- Aim Spread reduced from 28 to 26 degrees
Laser Minigun
- Aim Spread reduced from 30 to 26 degrees
Plasma Rifle
- Projectile speed reduced from 8 to 6

- Laser damage increased from 6 to 8 (affects all laser weapons)
- Plasma main target damage increased from 2 to 5 (affects all plasma weapons)
- Plasma area damage increased from 9 to 10 (affects all plasma weapons)
- Arrow damage increased from 10 to 12 (affects all crossbows)
- Flechette damage increased from 3 to 4 (affects weapons like Homing Bolter and Homing Star)

[h3]MODS[/h3]
Fire Rune
- Burn Damage now scales exponentially.
Old damage per tier: 2/4/6/8/10/12.
New damage per tier: 2/4/8/16/32/64.

[h3]ENEMIES [/h3]
Snow Wolf
- Updated art

Hotfix - Crash Fixes

Survivors, we’re rolling out a hotfix to the default branch addressing two crash issues some players have been experiencing:

🐛 Fixed a crash related to Spidermines when opening the Weapon Dex.
💀 Fixed a rare crash occurring during Hel encounters.

This update is now live!
Thank you for your patience and for reporting these issues! If you run into any further problems, let us know through the usual feedback channels.

Happy hunting, and see you on the battlefield! ⚔️🔥

ODINFALL Patch 0.5.2 is Now Live!

Survivors!

Patch 0.5.2 is now LIVE!

Thank you to everyone who jumped into the Experimental Branch over on the Discord and provided feedback - your input continues to helps shape ODINFALL! 💪

[h2]Patch Highlights[/h2]
[h3]🔭 Camera Zoom Out [/h3]
See 50% more of the battlefield for better awareness of enemies and projectiles!
[h3]⚖️ Balance Adjustments[/h3]
Enemy health, movement speed, and attack speed have been fine-tuned for a smoother gameplay experience.
[h3]🛠️ QoL & Bug Fixes[/h3]
Improved pickup ranges, menu sensitivity, and multiple bug fixes.
[h3]🔫 THREE Brand New Weapons![/h3]
Find them, test them, and unleash destruction!

[h2]Experimental Branch Saves[/h2]
If you were playing on the Experimental Branch, your experimental save is still there if you choose to swap back. However, since this patch is now live, both branches will be on the same version for now.

[h2]ODINFALL Patch 0.5.2 Notes[/h2]
[h3]GENERAL[/h3]
- Camera: zoomed further out when in a node (combat area)
- Camera: zoom remains the same in homebase, worldmap, menu
- Some of the later supply nodes in each act have a higher loot tier
- Gold from chests is tagged as "pre-taken" , and will be sent to the player as soon as it has landed
- Destroyed projectiles: Chance to drop a pickup reduced from 33% to 10%
- Supply nodes: one guaranteed mod chest
- Infinite areas: Enemy health increase per floor increased from 0.5 to 2
- More scenery surrounding the playable area
- Gamepad sensitivity in menus adjusted
- The delay between dying and showing the deathscreen has been increased by 1.5 seconds
- Blue Key pickup range increased by 25.0%
- Chest opening range increased by 20.8%
- PowerPack pickup range increased by 25.0%
- Fixed bug: Spidermines get stuck walking against walls
- Fixed bug: Can see and complete weapon challenges before unlocking the challenge board
- Fixed bug: Skilltree unlocks after only one run instead of two runs
- Fixed bug: Deathscreen levelup animations could go beyond level 15 (max)
- Fixed bug: The text 'Nodes Completed' could overflow the deathscreen summary panel on the German language setting
- Fixed bug: Enemy names could overflow the canister panels on the deathscreen on the German language setting
- Fixed bug: Runes could briefly display the wrong color when entering the homebase and having a runmodifier active
- Fixed bug: Not all gamepad prompts were displayed in the correct color on the world map

[h3]CHARACTERS [/h3]
Einar the Miner
- Summon Turret cost reduced from 2 to 1
- Turret HP increased from 15 to 35
- Turret attack range increased from 14 to 16 blocks
- Turret duration increased from 20 to 40 seconds
- Drillnose drill damage increased from 4 to 10
- Drillnose final collision damage increased from 25 to 40

[h3]WEAPONS[/h3]
- Added: Lance
- Added: Quad Ballista
- Added: Plasma Rifle Spraycan
- Tier changed from 2 to 1
- Cooldown reduced from 65 to 55
- Aim spread reduced from 44 to 36
Pop rifle
- Cooldown increased from 12 to 16
Plasma Pistol
- Ammo cost reduced from 3 to 2
Triple Plasma Pistol
- Ammo cost reduced from 8 to 6
Plasma Minigun
- Ammo cost reduced from 5 to 4
Ultra Laser Pistol
- Aim spread reduced from 36 to 26
Reaper
- Cooldown increased from 10 to 20
- Burst cooldown increased from 3 to 5
Greataxe
- Tier changed from 4 to 5
Stabby Knife
- Damage reduced from 20 to 15
Proton Sword
- Damage increased from 13 to 15
- Cooldown reduced from 30 to 27
- Burst Cooldown reduced from 7 to 4
Proton Axe
- Damage increased from 20 to 25
- Projectile amount increased from 1 to 2
- Burst amount reduced from 3 to 1
- Ammo cost reduced from 10 to 4
- Burst cooldown reduced from 20 to 10
- Aim spread increased from 14 to 60

[h3]MODS[/h3]
- Added: Heavy Casing Laser Scope
- Added: 25% damage increase
- Projectile spread reduction changed from -100% to -50% and -8 degrees
[h3]Overloader: reworked[/h3]
Old Overloader:
- Projectile Count increased by 100%
- Cooldown increased by 100%
- Burst cooldown increased by 100%
- Ammo cost remains the same
New Overloader:
- Projectile Count increased by 100%
- Cooldown increased by 50%
- Burst cooldown set to 2
- Ammo cost increased by 100%
- Aim spread increased by 14 degrees
[h3]ENEMIES [/h3]
- Projectile: regular fire, blue fire, and pink fire have been visually updated
Odin
- Contact damage increased from 1 to 2
Bandit
- HP reduced from 2/20/220 to 2/18/210
- Elite: rocket speed reduced from 2.5 to 2.25
- Legendary: big rocket speed reduced from 4.5 to 3.75
- Legendary: homing missile speed reduced from 1.75 to 1.5
Bandit Bunker
- HP reduced from 12/25/170 to 12/22/160
- Normal: machine gun burst projectile speed reduced from 3.5 to 2.5
- Elite: machine gun burst projectile speed reduced from 4.25 to 3
- Legendary: machine gun burst projectile speed reduced from 3.5 to 3
- Legendary: circle bullet attack projectile speed reduced from 1.75 to 1.5
- Legendary: rocket attack reduced from 5 to 3 rockets
- Legendary: rocket attack projectile speed reduced from 2.5 to 2.25
- Legendary: rocket attack aim spread reduced from 44 to 34 degrees
Killer Cactus
- HP reduced from 5/26/165 to 4/20/150
- Contact damage reduced from 2/2/2 to 1/1/1
- Legendary: circle spike attack after dash reduced from 26 to 16 spikes
- Legendary: circle spike attack projectile speed increased from 2 to 2.25
- Legendary: proximity spike attack projectile speed reduced from 7 to 6.9
- Legendary: dash movement speed reduced from 8.4 to 7.35
Ghoul
- HP reduced from 6/42/350 to 6/36/300
- Movement speed reduced from 1.35/2.7/3.2 to 1.1/2.4/2.7
Bluetooth Sniper
- HP reduced from 15/60/270 to 14/50/250
- Legendary: aim spread increased from 22 to 26 degrees
Rat
- Movement speed reduced from 2.25/3/4 to 1.75/2.5/3
[h3]MYTHIC ENEMIES[/h3]
Rune
- Added teleport sound and effect
[h3]ACT 1[/h3]
Fenrir's Den
- Loot lvl increased from 4 to 5
Bandit Canyon
- Adjusted visuals