
Odd Woods is a survival crafting game in a forest environment. Build your base during the day to withstand the attacks of horror creatures at night. Explore, farm and hunt wildlife to survive another day.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
nope ! not yet anyway.
It needs a lot more work but I feel it could be a good game. I'll be watchin.
Odd Woods to gather resources to build during the day to be repaired for the night attacks to grow food ,hunt,cook ,craft could do with a backpack or a way of making one the game shows promise and potential
Лайк, потому что я люблю сурвайвалы и строить. Да и концепт защиты от разных тварей по ночам выглядит неплохо. Не хватает обычных звуков леса. И животных по лесу бегает как-то мало (мне не везёт?)
tre bon jeux
otimo game
Challenging and realistically fun
Jogo bom,proposta boa,vale a pena conferir
dont buy doesnt have enough replayability and updates are like every 6-8 months :(
UPDATE 4-19-26: While I did enjoy the potential Matt had with Odd Woods, it is clearly abandoned with zero correspondence from the developer. I personally find it unacceptable to just abandon a game with no notice whatsoever. The reason is unnecessary, but just have the maturity to make a quick post "Sorry folks, the game is cancelled." Not doing so seems like a dishonest tactic to continue getting money for something you will never finish. So to combat that, I'm changing my recommendation to a no. With no updates since I last played two years ago, it's a bad and uninspired survival crafter. Many have come and gone since this game released to early access that delivered better than Matt was clearly capable of. The combat is awful, contextual actions are atrocious, and most importantly, the content isn't even to the point it's worth playing at all. Maybe forever ago when it was a nice preview, but not as the final product. Leaving my original review below as a reference: This game is one of the truest examples of early access, meaning that clearly there is much more work to be done before the release date. That being said, it is in a playable state, and looks absolutely gorgeous for early access, I would say the state it is in now is worth the ten bucks I got it for. Hopefully that helps the developer Matt out to finish the game. Mechanically speaking, It's a crafting survival game. I think if you bought into this one early, you're clearly a fan of the genre, hopefully moreso than you are the theme. The Odd Woods theme is unfortunately pretty lacking as of now. You're just a faceless, silent figure in the woods building a base until night comes and brings hordes of Wendigos after you. Personally, having the most basic understanding of the Wendigo, it seems like a strange choice to be the game's basic fodder enemy. I digress; the models of the creatures are really good. When it comes to survival crafting, the systems and mechanics set each other out as much as the setting does, and Odd Woods has a pretty strong mechanically different feel than other games. First of all, inventory is limited to 8 spaces. Your stacks of resources max at 4 in your inventory. This is not a game where you run off in a direction and come back with 190 sticks and 88 rocks and you're set for a while. Resource runs are deliberate and frequent. Secondly, Each day ends with a night horde that attacks your current position, so base defense is vital. The early "hordes" are very forgiving (Night 1 is one wendigo, nights 2 & 3 are 2 enemies), so basic fences drastically increase your chances of survival. The interesting thing is however that night WILL NOT END until you defeat the horde. There is no option to hunker down and wait for the sun. You HAVE to face the ever increasing threat each night. You gain a permanent stat bonus of your choice each night you survive as a very feel-good trade off. Base building at this point doesn't have the extensive grind of other survival crafting games. I was able to finish a small house day 1 while learning the mechanics with all the materials readily available in my immediate vicinity. Day 2 I finished my storage and fencing. I appreciate games that don't make me gather 4 trees worth of wood to build one wall section. The actual mechanics of placing pieces and adding resources is pretty straightforward. Crafting items, however, is a little tricky. The recipes for crafted items aren't shown, like old school minecraft or the forest. You have to drop all of the resources needed into a pile on the ground, right click the pile and select the item you're crafting. There's no "sticks 3/4" info that pops up, you either place enough stuff so that you can see the recipe or you didn't. Again, this makes the crafting of items a very deliberate effort. I like it a lot. What I don't like so far is combat. That's a huge issue for a nightly wave defense game. Combat feels smooth enough, but hit boxes are pretty large for everyone, yourself included. At night behind my fence I attack an enemy with my spear. It feels great being able to stab the spear through the fence and hit the enemies, love it. However, enemies hit me pretty easily despite a fence being in the way and me far from it. That cheapens the quality of hitting through the fence and feels more like attack reach and hit box sizes need work. I'm not saying I should be able to hit them and they can't hit me period, but it needs looked at for sure. Take the fence out of the equation, hitting an enemy straight on will sometimes stagger them, otherwise there is no feedback relaying you have successfully hit the enemy. On top of that, it's just pretty basic overall. The two monster types I've encountered are functionally identical, just click on them until they die and keep moving in a circle around them or back up. Beyond lackluster combat, there are still plenty of technical issues needing worked out. For example, I found out the hard way after looting a campsite of some decent equipment that items you leave on the ground disappear if you reload that save. You HAVE to put them in storage before you save/reload. Secondly, I changed my binding for crouch, and that change reverted when I started the game a second time, not to mention there is no option to toggle crouch at this point. There are THREE separate interact keys, yet I often try to pick up logs that fell into a lake and accidentally drink dirty water instead of picking the log up. More context sensitivity would be ideal. Clicking to place building plots while holding something makes you use it. So, if you have raw meat in your hand when you go to set the cooking spit plan over your fire, you'll eat that raw meat while placing the plan. When you die, you can only choose to reload last save. You must do that and then pause to go back to the main menu. Negative claims aside, I look forward to the development of Odd Woods. It's a solid premise with an eerie backdrop of a quite, foggy forest. A lot of the mechanics feel great in a unique yet restrictive way. Enemies look great, I'd love to see more of them and more variation beyond different spooky looking hit boxes. It's certainly worth 10 bucks if you like the genre and are willing to watch the game grow.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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