
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!
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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!

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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
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.
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.
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
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.
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.
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.
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.
gameplay wise: the way the game does the mountain biome has to many frustration points for me. it's not one single thing that turns it bad for me, but more straw that broke the camels back.
12/20 les + - le rythme early game est vraiment sympa est bien fait - ambiance chill - les biomes sont bien même si la terre au milieu n'a pas d'arbre (pourquoi ? on ne sait pas) - le pnj décoration a des items sympa en vente les - - l'ia des sparks qui sautent dans la lave et qui meurent instant ou qui rushent super loin et qui vont se faire tuer (il faut toujours avoir un oeil partout pour ça) - les "iel" - la mécanique de serre / arboreum avec certains jalon de progression de village qui n'apportent rien à part afk et attendre le repop des ressources pas infinie c'est moyen comme game design - l'agressivité des monstres du biome corruption qui aggro de très loin et respawn assez vite - agencement de la map pas réfléchie, des surface qui sont sur 1/2 case qui bloque certaines rampe etc - une verticalité quasi inexistante en résumé : si promo oui, sinon il y'a des jeux d'automatisation / gestions qui seront plus satisfaisant et surtout mieux fini dans les détails que ça soit gameplay ou la satisfaction de progression
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Languages: English, French, German, Japanese, Simplified Chinese
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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