
Oddsparks is a blend of automation and real-time strategy for both the die-hard fans of the automation genre and the automation-curious. Explore a strange fantasy world, uncover the mysteries of the past, automate your workshops, and go on adventures with your odd & adorable Sparks!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Aug 10 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Oddsparks: An Automation Adventure is a blend of Automation and Real Time Strategy for both the die-hard fans of the Automation genre and the Automation-curious. Explore a strange fantasy world, uncover the mysteries of the past, automate your workshops, and go on adventures with your odd & adorable Sparks!

Oddsparks is a great entry point into automation games, but with a fresh spin for those who’ve already played thousands of hours in the genre. You’ll design automated workshops and put your Sparks to work in carrying and crafting everything you could need - including more Sparks!
Without conveyor belts, you'll have to manage the Spark traffic to optimize your designs. Use your wide toolbox of options to solve the logistics puzzles you'll face as you tackle distance and elevation.

Take your Sparks for an adventure into procedurally generated worlds! Face unusual enemies like Spunnies and Beelephants as you explore diverse and distinct biomes. Find resources amidst forgotten ruins. Clear up the way to build and connect your workshops. Bring your newfound knowledge home.
Help your cozy village grow, share with, and learn from the folks you’ve grown up with. With this new technology and the secrets of the past, what changes will you spark in the world around you?
Play in single-player or online co-op (Up to 4 players officially supported, uncapped) with a simple host & join system to jump in and out of any friend's game.
Build massive automation & logistics networks to carry your items and Sparks places.
Use an advanced logic system with tools for logistics management, including sensors, wires, gates, actions/events, and switches.
Build a comprehensive elevated Spark train system to overcome the greatest distances and the highest mountains!
Complete quests from your fellow villagers to unlock new buildings for your workshop and watch your village grow.
Construct a base defense system to protect your workshops from waves of corruption with new defense tools.
Explore procedurally generated worlds with diverse and distinct biomes, unusual enemies, and forgotten ruins.
Unlock new customization options for your character to show off your fashion style.
Customize the world settings to tweak challenge levels, unlock automation features, or use terraforming tools.
Designed for both gamepad and mouse & keyboard play.
Designed with an accessible core that's further backed up by accessibility features, such as the ability to rebind both mouse & keyboard and gamepad controls.
You can pet the Sparks!

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 2.3Kreviews | 83% | — | $2.2M |
| $29.99 | 1Kratings | 84% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 74 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I loved about 90% of this game. Pikmin meets automation. Yeah there was a bit of running around and some of the automation got really demanding but I was having a ton of fun with it. Unfortunately for some reason the end of the game, probably at least the last 20 hours I played, were utterly miserable. You need resources from sludge combat that you simply cannot automate due to the way it automatically scales to outmatch your defenses. And then you have to go into a restricted area where you can use NONE of the automation you built all game. The only thing you can use is generated by the sludge combat resource. And you need stacks of it (hundreds, if not more). Inside you have to not only re-create production lines (all stuff you already have built outside) but you also have a massive wave of the sludge combat inside the area where if you fail, you lose EVERYTHING and have to restart. And you have to do this THREE TIMES. With increasing difficulty. It's awful. So awful that after sinking ~20 hours into farming and prepping the restricted area, I'm done. I'm not going to even try a second go at it. It's not fun, it's the antithesis of the reason why I was playing the game, and I don't need to subject myself to that. I wish I could recommend this game but I just can't. It felt like the entire game was building up to something but I'll never get to see what because it threw out every single thing I'd worked to build in the name of... I don't even know what. In the name of ruining the game I guess.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Simplified Chinese
| $29.99 |
| 95ratings |
| 86% |
| — |
| not modelled |
| $29.99 | 15ratings | 84% | — | not modelled |
| $29.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 74 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Why do authors create mechanics that waste our time instead of letting us just play the game? Inventory should be bigger, like 4 times. Stack size should be customizable - at least in our inventory - like from default to 9999. Characted walk speed should be tweakable. We should be able to truly fully control the camera - i mean from 0 to 90 degrees - perpendicular to earth. We should be able to walk "throug" small rocks, trees and bushes - as, well, they are small, so passable. This is so stupid you have to run back and forth to just dump items. Is it automation game that develops creatiivity, or nerve whacker?
game was fun, but the "forced" placement of too many buildings forces you to really span a lot of the map, but resources you really need get harder to bring together, and things burn wood faster than a fat guy thru cheetos. Everything that can burn fuel, takes a lo fuel very fast, even when not actually smelting items. All renewable fuels come from trees in one way or another as far as i can tell, (maybe you can greenhouse automate fire shrooms? idk, would still require fertilizer, from tree leaves soo...) If i were going to polish this game, i would decrease the cost of making sparks by like half, decrease fuel burn rate by at LEAST half, and decrease quest costs by like 3/4's, especially the stupid quests where you need to make sparks that you can ONLY make at the shrines, instead of your own buildings. Make buildings that require advanced monster parts cheaper, (or make the monsters drop like 2-3 times the mats) AND GET RID OF FUEL FOR WAYPOINTS, they already require quest progress to unlock, stop with everything burning more fuel than american power plants. I know many of these settings can be adjusted, but make these listed adjustments above disables achievements. It's not a terrible game by any means, but if you want a good automation game, this isn't it. far too much that you will be manually hauling all over the place, unless you spend a lot of time with the clunky trains.
Outstanding factory-buildinbg game with a great spin on the genre, awesome UX and progression systems. Only downside I can think of is that the endgame can quickly become a slog, the quest requirements raising substantially.
既不冒险也不自动化,树苗物流速度太慢了,运输机制基本告别远距离运送材料
I got this game just before having my gallbladder removed, and it's so cute I hardly noticed any surgery pain (or anything else). Great on the PC and the SteamDeck, it's cute, fun, has a nice story, reasonable quests, and lovely factory elements, including automation. I highly recommend this game. I had several runs of trains and didn't experience any issues getting items, including fuel, around the map.
This is sooooo cool! It's like Factorio but less complicated and you can play with your controller. I also like the quests, it always gives you a next goal. I also like to throw my minions.
Pretty cool game in concept. Unfortunately it tries to do 3 things (combat, exploration and automation), the 3 are disjointed and slow each other down, rather than supplementing each other. [list] [*] Automation is its own content island whose only connection to other 2 areas are the quests that unlock interacting with something in the world (you can see that thing. It literally tells you to complete a quest to interact). By the way, automation is identical to any other game, except it's not as deep as some AND you need to craft units for the "conveyor" to work. [*] Combat is heavily discouraged (especially early on because units die in one hit and even with full automation take ages to replace). You do need some combat for materials. [*] Exploration is kind of terrible. You can find resources that you can't mine and crafting stations you can't use. Everything is gated behind quests. [/list] I swear, I've doing grind for various junk for 8 hours and the only thing that has changed since 1st hour is that I have access to more stations now. I can't fight stronger monsters. The new area I got access too just continues the same loop. I was initially excited as I got access to units that do certain tasks better, but it doesn't actually change anything. You literally just product stuff a little faster and still take longer because production chain is longer and quests require higher quantities. least not in the initial 8 hours). UI and bindings are surprisingly clunky considering the game wants you to automate EVERYTHING. I won't get into it, but I'll spoil one of them. There are 3 modes of "building": One for moving stations and deleting them, one for placing them and one for placing roads (which do not include road markers that control how units use the roads). [b]Is it bad? No.[/b] BUT it costs the same as the best dedicated automation games and it doesn't hold a candle to them. There are also a few combat oriented picmin style games (off the top of my head [b]The Wild at Heart[/b] and [b]Masters of Anima[/b] that have far better combat/exploration experience.
Excellent game especially with a friend. Game is pretty simple but can be built upon with logic, however even at its most complex I wouldn't say the game is complicated. I feel like the concept of this game is an automation game that can be played with a child as a parent to explain concepts like logic. The game is packaged with a low stakes combat system, bright colors, and fun characters. I just beat the game and have no desire to play more, but the game felt complete and with live service games flooding the market it's nice to just complete a game now and again. Sad to see only 1.5% of players with the completion achievement, certainly worth the challenge. I see a lot of strange reviews addressing UX issues, or inability to automate certain resources. I never once had an issue with the UX, and every resource can be automated if enough effort is spent creating a system. With that said I don't believe the automations required a great deal of thought and could be approached by anyone. Overall fun game with a friend to blow off steam after work, or maybe a good game to play with your child if they have an interest in this kind of game.
First hour is fun, but the game quickly makes itself unfun via fetch quests, etc. I'm still going to finish this because I paid for it, but man. Don't buy. Bought it because it was cute and on sale. I'm tired of transgender crap being forced down my throat when I want to play games. Do not buy.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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