$19.99Odd Realm
Pick one of five oddball races, claim a procedurally generated desert, mountain, island or tundra, and build a kingdom in a realm still cracked from the Fracture. Farm, fish, research, dig too deep, then greet raiders with steel and arrow-hugs. Worth playing for the sheer variety of ways a colony can thrive or go gloriously wrong.
Is Odd Realm worth it?
Odd Realm is worth it if…
- you like colony sims where you manage settlers, resources, and buildings
- you want high replay value from races, biomes, and procedural maps
- you enjoy digging, crafting, researching, and slowly automating a base
- you like fantasy chaos with magic, tombs, gods, and strange creatures
Screenshots
Five races, endless maps, no two kingdoms alike
You start by choosing a race, and that choice rewrites how you survive. Humans farm and gather, Ancients skip food and sleep in favor of magic and summoned help, and stranger options like the Ardyn and Gwdir bend aging, death, and trees into colony tools.
Then you pick a home: desert oasis, frozen tundra, tropical island, the ribcage of a long-dead giant. Every map is procedurally generated, with its own weather, seasons, resources, and dangers. Settle somewhere rich and easy, or somewhere magical and mean. Either way, hundreds of plants, animals, and items give you something new to harvest, craft, research, or run from.
Dig deep, build anything, fight everything
You lay out rooms, raise sandstone castles or underground fortresses, set up farms and fisheries, unlock blueprints on a race-specific research tree, and hand individual settlers tools, weapons, and gear. Automation and crafting chains keep the whole pile working while you watch the world map and its rival kingdoms.
The earth below is the best and worst idea. Dig mines for resources and you can uncover lost tombs, dormant gods, and lakes with things watching from the deep. Go too deep and you will regret it. Stay on the surface and raiders, invading armies, and underground horrors will still drop by, so keep cold steel ready and save the arrow-hugs for the neighbors.
What else should you know?
How do the five races change the game?
Each race has its own playstyle, research options, and way of growing. Humans build families and lean on gathering, Ancients are undying and lean on magic and immigration, while other races trade food, aging, or reproduction for stranger tricks. Pick the one that matches how hands-on or arcane you want your kingdom to be.
Where can you settle?
Anywhere the generator dreams up: deserts, mountains, tropical islands, frozen tundras, and oddities like a giant's ribcage or a magical range. Your spot decides your resources, weather, seasons, neighbors, and difficulty, so scouting maps is half the fun.
What is there to do underground?
Mine for stone and ore, then keep going into tombs, dormant gods, and deep lakes full of watching creatures. The deeper cuts pay best and bite hardest, so bring gear, bring weapons, and know when to stop digging.
Can you avoid fighting?
Not entirely. Farming the land and fishing the seas can feed you, but raiders, armies, and underground horrors come looking anyway. You can also raid rival kingdoms for treasure, outfit settlers for war, and check threats on the world map before they reach your walls.




















