
Build a settlement in a realm recovering from the Fracture, a calamity that nearly destroyed the realm. Choose from several unique races, establish a new kingdom, and survive in a land filled with magic and strange creatures. Farm the land, fish the seas, or raid rival kingdoms for their treasures.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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 Sep 8 → 0.14/day in the week after.
About

5 races to start your kingdom with, each with unique playstyles
Unlimited procedurally generated deserts, mountains, tropical islands, and frozen tundras
Dynamic weather and seasons unique to each biome
Hundreds of plants, animals, and items
A research tree with options for each race that unlock new blueprints and rooms
Outfit individual settlers with tools, weapons, and gear
Manage your kingdom and view other kingdoms on an expansive world map
Battle raiders, invading armies, and underground horrors
Choose from unlimited generated landscapes to make your new home. A desert oasis? The ribcage of a long-dead giant? A magical mountain range? Where you choose to settle will determine what resources you have at your disposal, what you encounter, and how challenging your experience will be.
Use the resources in your environment to build... well.. whatever you want! A sandstone castle in the desert? An underground fortress? Or, maybe, an island beach house? You decide!
Dig mines into the earth to uncover lost tombs, dormant gods, and lakes filled with creatures watching from the deep. Just make sure not to go too deep!
Welcome the less-than-friendly arrival of your neighbors with cold steel and hugs made of arrows. Ask questions later.
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 1Kreviews | 85% | — | $814.4K |
| $9.99−50% | 28ratings | 74% | — | 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.
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2] The Brief Rundown: 85% [/h2] Odd Realm is a wonderful "Dwarf-Like" settlement game that continues to evolve for the better. I've played much of my time in earlier builds, and have so far spent time playing as the leader of the Humans, Ancients, and Gwdir races, so having spent time with most of the races, as well as 133 hours (at the time of this review), I felt I could give a fair review. In case you aren't interested in reading the whole review, the short of it is that I would give the game a 34/40, and recommend it at full price. [h2] Complete thoughts on the game [/h2] Unknown Origin Games Inc. took what I loved about my time tinkering with Dwarf Fortress and obsessive time playing RimWorld and managed to blend the elements of both in a game that is pleasing to play while maintaining a fair difficulty curve. Each race has its own benefits and seem to be well balanced. For instance: [b] Humans [/b] tend to play as you would expect with a basic metabolism, reproduction that involves families having their own private homes, and they tend to benefit more from gathering resource jobs. [b] Ancients [/b] are immortal skeleton people who can't reproduce, but never age nor need to eat. They rely on immigration, finding underground tombs on the map, and summoning creatures and constructs to help them build their kingdoms. They have a bonus to magic combat given their mastery of the Void. [b] Ardyn [/b] are a very interesting race that I hope to delve into soon that don't need to eat, and they age at a faster rate, but they also capture creatures to use magic to steal their "time" from them so that they don't die of "old age." They are another race that doesn't reproduce naturally, but requires an Ardyn corpse to make children. [b] Gwdir [/b] are, perhaps, my favorite race so far. This race depends on a queen to nurture a special tree, the T'Thdir, in order to create a new biome within a map that allows them to grow new citizens and special resources to make items that only their race can create. Otherwise, they eat food as humans do, but do live longer than humans as well. [b] Tomek [/b] are also an interesting race. If you took a dwarf and a Goron and smushed them together, you'd have the Tomek. They love living in underground keeps, are miners, tougher, and eat rocks instead of "normal" food like humans and Gwdir. They are also long lived like the Gwdir are, and their unique method of reproduction is sacrificing an adult Tomek to make new children. Mechanically, the game plays very similar to other settlement sims. You have limited control over what your people can do, often only ordering them to move or attack directly, and you have them work by designating professions, priorities, and placing a blueprint of what you want done somewhere on your settlement map. Stray animals and people will often wander into the map, sometimes violent other times neutral, and you can choose to interact with them or will have to defend your people from them. The building is very similar to Dwarf Fortress in that you can designate structures to be built on the Z-axis as well as the X and Y, and assign rooms their function and place blueprints to make work stations. There is also a newer element that I haven't engaged with that adds a 4X element to the game as well. You can use parties to leave your settlement and explore to look for neighboring cities to meet for trading or war, and you can expand your kingdoms' influence on the map. This is a mechanic that I also have to play with soon, and I'm excited to engage with it. As a settlement sim, there is a learning curve. At the beginning, things will seem overwhelming, so I recommend not getting too involved in your first couple settlements while you learn how the UI operates. Additionally, I did have a minor issue with some of the UI tooltips being a little vague. The first time I attempted to plant a T'Thdir tree, for example, it said nothing about sunlight being required for it to grow so I thought it would be best to plant it under ground. After wasting my seeds and starting over, I tried it top side and it worked just fine. Definitely user error since I thought I was being smart, but, it never hurts to add in a warning about it needing to be above ground! Comparatively, I do find this game to be much easier to get into and play than Dwarf Fortress due to its much easier to read UI, mostly self-explanatory functions of items and room placement, and a basic 1-3 (one being the lowest) priority system to set up duties for your settlers. While I wouldn't say the game is "beginner friendly," I can say that it is easy enough to learn quickly for someone used to the concept, but far from impossible for someone new to the genre to pick up and learn! [h1] The Score Breakdown (AKA, numbers!): [/h1] [u] Gameplay: [/u] 10 [b] 5 [/b] - Game has a consistent style and theme that doesn't vary wildly to confuse the player in its setting and scope. [b] 3 [/b] - There has been no issues with the game mechanically or with unintended player progress blocking (invisible walls, clipping, etc) [b] 2 [/b] - The game has been completely stable with no crashes, freezes, lag, or hangs. [u] Sound: [/u] 9 [b] 5 [/b] - The style of music, ambience, and UI sounds is consistent and has no strange unexpected deviancies. The music is great and fits along with the bit-era style of the game and doesn't tire the ears too quickly, while the environment noise like rain and crickets is pleasing to the ear. [b] 4 [/b] - Honestly, the sound engineering is done very, very well. The only major issue I have is with some of the audio balance as to get the volume of the music where it didn't feel loud comparative to the rest of my system, the master volume was at 60% and the music volume was nearly 10%. Otherwise, no crackling or other errors. [u] Controls [/u] 7 [b] 2 [/b] - The UI is done very well, but it did have some issues that I keep running into where the icons don't make much sense to me at a glance. The Settlement Overview has tabs that are showing pictures that aren't exactly easy to deduce based on the picture and could probably stand to just have a text label put on it instead. [b] 1 [/b] - There is some basic HUD customization such as resizing windows in game, but the rebinding isn't intuitive. Rather than allowing a complete rebind of a key command, the game allows you to make entire new hotkey groups and disable the default key. I feel it would be more prudent to just allow the default to be changed and allow a "reset to default" be at the bottom rather than a cluttery list in the hotkey systems. Additionally, the colors are also distracting and make the options blend together. [b] 2 [/b] - The controls are very responsive in the general gameplay with no issues to report. [b] 2 [/b] - Ergonomically, the controls feel comfortable. You can play the game with mouse and keyboard, just a keyboard, or even just a mouse (minus any typing such as names). No complaints here! [u] Graphics: [/u] 8 [b] 4 [/b] - The graphic style is consistent and has no major variations to pull a player out of the gameplay unnaturally. [b] 2 [/b] - While I love the game's pixelated style, it can be difficult to spot the difference between my characters and someone they're fighting unless I'm very zoomed in. [b] 2 [/b] - There are no issues with graphical designs when it comes to things like screen tearing.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 30 → 0.14/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a good and nice game, created by indie developers. The game contains several groups, each group has its own style of play, if things are special for each group. There are still bugs but they are being addressed. There is a chance that some of your people will not work properly, but this is a less common bug, and it usually happens that there is a task that they cannot do. But there is help on Discord if something happened. Highly recommended.
26.08.25 한글화 배포 시작 설치법 - 아래 링크 설명 참고 (링크 안될시 : 한글패치 갤러리 들어가셔서 확인할 수 있습니다) https://gall.dcinside.com/mgallery/board/view/?id=koreanpatch&no=196&page=1
我非常喜欢这款游戏,我希望游戏作者可以在游戏里加入中文!!! I really like this game, and I hope the author can add Chinese language support to it!!!
The game presents itself very nicely but when you actually enter the game you kind of start to realize how... Muddied everything looks. The sprites are very low resolution, making it incredibly hard to tell apart exactly what you're looking at with most of the textures in the game often blurring between the tile underneath it. You can look at the steam images right now and can see what I mean by this. When you look at any area in the images, is it possible to discern anything else around the point of focus, at all? It feels like when you play you have to tunnel vision in certain locations and look through a spyglass to grasp a better look at the location you're trying to work with. Most plants look very similar, the wood from trees and the underground lighting from skylight look similar, and the way that blocks / tiles seem to mesh together make them appear loose with small gaps inbetween, making you wonder if it's an edge of a Z-level going up or if it's on the same Z-level itself. This even goes for trees (especially for trees!) making it hard to visually read them at all in the first place. The same could be said for the UI as well, with a lot of font looking a little washed out and text not having any sort of bold outline to help make it more visible to read. I don't have many hours in this game due to the complexity of the UI and the hard to read visual information of the world where you can't tell if something is on one Z-level or the next due to the odd texture blending. One game that I have actually had hours put into however that has a similar design in art style is Rise to Ruins where a lot of the characters are 2 pixels wide with small animations, but the game gets away with that by giving a clear contrast between the characters, and the background, allowing them to pop-out more and not feel washed away. I am unsure why, but it feels as though a lot of colors are muted in Odd World's sprite palette or doesn't try and give any contrasting visuals between each object and it becomes especially clear with NPC's. If you look at the settlement examples on the steam page, if you do not zoom in or full screen, you can tell exactly what I mean by this by having to wonder "Yeah, where are the NPC's at? I can't find any of them.", which only becomes clear once you can see them moving on the screen or if you look closely at the screenshot by zooming in to find something that vaguely looks like a humanoid character (which even then, when you do find them, you realize that their colors not only somewhat mesh with the rocky color of the pathways that they are on, but then you also spot the small red creatures that are on the pathway that can hardly be seen due to the orange tone of the pathway. The trailer showcasing the Tomek, if you pause at different points, you'll realize that they are hard to discern from other objects around them or the tile that they are on at times. This is mostly a personal issue, maybe others share the same sentiment, but it is so very difficult to get any visual information out of this game that doesn't involve having to watch characters move or to zoom in closer to get a better look. The UI suffers from the same problems as well by having a lot of text stack on TOP of one another instead of being spread out into 2 different columns or sectioned off at all for different kind of information (like essential survival information like health, food, hunger, on one side... Then more advanced information for like, whatever the 2 different purple icons are for in another section, it's instead all showcased at full force instead.) ON another note... Take this next part with a grain of salt as I don't have many hours on this game. I wanna try and play this game as an alternative for Dwarf Fortress or Rise to Ruins and colony sims as a whole, but it stops feeling like a colony sim and more like an incremental? I don't feel like I should be taking care of these little dudes and instead need to meeting a quota for standards so that they can do the most basic of tasks... The characters don't have moodlets either, and they don't really seem to try and simulate any sort of complaints about their situation either. I could probably let them starve to death and I won't get any notifier or feedback outside of a healthbar slowly ticking down and a notification or something. Again this could all just be a personal expectation of what I was hoping the game could be, the reason for the negative review primarily points to the art style and visual feedback that a player receives when viewing the game as it makes it a harder experience to understand. The personal issue regarding how the game plays is not a factor here and if the game does change the graphical looks and UI a bit further to be more friendly and easier to read then I will absolutely recommend this to others as it is a well made game.
I loathe tutorials, but never before has a game so desperately needed one. I've put thousands of hours into both Rimworld and Dwarf Fortress combined, but this is incomprehensible,
As far as colony sims go, this one has been my most favorite! Comparing it to games such as Rimworld would be unfair considering that they occupy different subsections of the genre. Rimworld is a narrative generator while OddRealm is a straight-up colony sim, and one with a fantasy atmosphere at that! It's simple. It's fun. It's cheap. Give it a try!!
Been awhile since I played it although: Decent game overall. Found out about if from BlindIrl's interviews with the dev. And now that it has Steam Workshop support: I might be working on mods for it.
I am really enjoying odd realm, and I'm glad that the developers are still supporting the game. I hope that some more quality of life features are added (draining water to restore after accidentally flooding a cave, job management across rooms, job copy + paste)
Super convoluted. Its not easy to pick up like rimworld.
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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