Oddsparks: An Automation Adventure
164

Players in Game

548 😀     76 😒
82,37%

Rating

$29.99

Oddsparks: An Automation Adventure Steam Charts & Stats

Design automated workshops for your odd and adorable Sparks to carry and craft everything, including more of themselves! Lead your squad of Sparks into combat. Explore a strange fantasy world, in single player or online co-op. Unearth the ancient mystery of the Sparks!
App ID1817800
App TypeGAME
Developers
Publishers HandyGames
Categories Single-player, Steam Achievements, Steam Cloud, Multi-player, Co-op, Online Co-op, Full controller support
Genres Indie, Strategy, Simulation, Adventure, Early Access
Release Date2024
Platforms Windows
Supported Languages English

Oddsparks: An Automation Adventure
164 Players in Game
741 All-Time Peak
82,37 Rating

Steam Charts

Oddsparks: An Automation Adventure
164 Players in Game
741 All-Time Peak
82,37 Rating

At the moment, Oddsparks: An Automation Adventure has 164 players actively in-game. This is 0% lower than its all-time peak of 741.


Oddsparks: An Automation Adventure Player Count

Oddsparks: An Automation Adventure monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.

Month Average Players Change
2025-03 135 +18.67%
2025-02 113 -42.72%
2025-01 198 -2.32%
2024-12 203 +225.25%
2024-11 62 -49.8%
2024-10 124 -32.88%
2024-09 185 +62.08%
2024-08 114 -30.79%
2024-07 165 -43.41%
2024-06 292 -24.28%
2024-05 386 0%

Oddsparks: An Automation Adventure
624 Total Reviews
548 Positive Reviews
76 Negative Reviews
Very Positive Score

Oddsparks: An Automation Adventure has garnered a total of 624 reviews, with 548 positive reviews and 76 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Oddsparks: An Automation Adventure over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 4318 minutes
Ridiculously cute and entertaining automation/factory game. It's giving Pikmin meets Satisfactory, and it's way fun.
👍 : 0 | 😃 : 0
Positive
Playtime: 7048 minutes
Definitely recommend for people interested in the genre. Slightly addicting tbh xD It's cute, doesn't have a timer, concepts are easy to grasp und automating things and see them simply work is satisfying :D If the layout of the map isnt good for you, you can just start with a new seed. Wish common mob respawn rate was higher though. Bunny aether farming would work way better then. Big monster farming isn't really what you want to do if you need 80 choppy sparks and the mob halves your underlings each time xD But maybe that's just me and I just haven't found a good way before lategame.
👍 : 0 | 😃 : 0
Positive
Playtime: 4454 minutes
Lovely, charming fantasy automation game. It has a nice pace to it and you always get new stuff to play with and new things to discover. I like it when you set up an automation put a magic chest at the end of it and from there on you don't have to worry about the resource - you can just build with it like it's in your inventory. I love the charming little guys (sparks) and how they are expertly woven into the automation progression. And I'm excited about all the new stuff that's been added since the first time I played. A game you just can't put aside because there's always one more thing to do...
👍 : 0 | 😃 : 0
Positive
Playtime: 344 minutes
I'm only a few hours in, but so far the pacing feels off. You're unlocking logic gates quicker than materials. You're having to run back and forth to town to turn in quests which slows the pace. There's large rocks and trees that you can't deal with that cause production problems. So far I haven't found a way to effectively connect 2 factories to 1 tree will having both function at decent performance. I'm having to take lots of time out to farm Aether every 30 minutes, which slows the pacing. It's just clunky in the beginning. I do feel like things will get better and I'll keep playing, but since it's EA it might be best to put on your wishlist and wait to see if things improve. I'd love to see pacing in the early game get better; so you capture engagement early on.
👍 : 1 | 😃 : 0
Negative
Playtime: 2044 minutes
This game is sooo much fun! Picked it up on sale, and would recommend it even if it's not on sale! :) If you love automation games this one is a nice cozy surprise!
👍 : 1 | 😃 : 0
Positive
Playtime: 3659 minutes
At this point in time I cannot recommend this game. Issue #1 Terrain The areas where you can build are relatively small. This isn't because the map is too small. It's because you can't manipulate the terrain or build above it. Small hills dot the map. You can build paths over them or add ramps. Unfortunately, most are too small to build any buildings on top, making them dead areas. To make matters worse there are also plots for building critical buildings (shrines) scattered around as well. These plots can't be made by the player (or moved), so wherever they are, that's where those buildings have to be placed. Mountain terrain doubles down on all of these problems. The buildable areas are much smaller and it requires a maze of zip lines, cannons and elevators to get your resources to a usable area. Issue #2 Paths and Throughput You can only make paths on a 2D plane. There are no bridges to go over paths or elevated paths. With one input and output, this would not be a problem. If you could change the inputs to different sides of a building this would be less of a problem. All inputs go in the front and outputs at the back. This forces you to put intersections across paths for buildings with multiple inputs. For some buildings this is less of an issue. You can just space out the buildings to give more room. For shrines (they build units and refine critical resources), the plots they're built on are fixed on the map in clusters. You can't move the plots so a tighter network of paths and intersections needs to be made. As more units get added to the paths to increase throughput, traffic jams lock everything up. Units that can carry more resources require a path in and out of each input, making two inputs difficult and three inputs impossible because there's no space between inputs. It is possible to get around some of this using storage close to the inputs of a building at a large sacrifice of building area. Most of this could be cured with a simple bridge to allow paths to cross without interfering with each other. A bridge would be helpful in the mountains as well. Crossing gaps between plateaus would make gathering resources much easier and more efficient. This is not a terrible game. I'm just not recommending it in it's current state. The late game play is more of a chore than fun.
👍 : 1 | 😃 : 0
Negative
Playtime: 742 minutes
Oddsparks is well... odd... it is a unique take on adventure with *limited* automation. I have to lean towards a down vote for a few reasons. - Missions require you to create or find objects that you do not have access to with no clear in-game guidance (reddit helps here). - manual resource collection and mini-battles are key parts of the game which are painful and tedious - Managing sparks and automation should be improved; it not easy to change sparks as you get access to new ones There are some interesting concepts and the game has potential if they could improve gameplay.
👍 : 1 | 😃 : 0
Negative
Playtime: 2217 minutes
Pikmin mixed with automation. What's not to like? The good: - I love their take on conveyor belts. It's a very interesting system and very different from everything else. - No electricity, so you can go as big as you want from the start. - I love the style and the artwork. It looks really good. - It's not hard, but it's not simple either. I strongly recommend it for people who haven't played automation games before. The meh: - I've played many automation games, and I sometimes found myself fighting my muscle memory to get things done. I hope they implement something like ctrl+left click to send all of one product into a box. Also, having to press B or T every time I want to build instead of having my quick bar always available, makes the building process quite tiresome. - The map doesn't have an god view, which is sad. - Having 20 sparks following you around is great, but I often have to put them away when working on my factory, because it's impossible to see. The bad: - The quest system. I hate this so much it made me consider not recommending this game. Your goal on each tier of technologies is not to craft one product that you automate, but instead you need to create five, and manually deliver them to people in your town to unlock new stuff. It's a massive chore, and it drains the fun of the game. I've only played for 10 hours, so maybe this will change once I start working on the third area, but please, please, PLEASE, consider changing this mechanic. EDIT: I've unlocked chests to automate quest deliveries, but it doesn't make the mechanic any less anoying.
👍 : 7 | 😃 : 0
Positive
Playtime: 3982 minutes
I want to write this review to address other people's criticisms on whether I believe them to be reasonable or not as I think a lot of them aren't very fair, but will provide my opinion alongside. I've beaten the game and have over 66 hours on record, and have played other factory games like Factorio and DSP (about to play shapez 2 as I'm writing this). I've seen a lot of comments regarding having to manually "farm" aether gems and killing animals outside of operating the factory. While the main "miniboss" type creatures need to be killed for specific resources, you really don't need to do it a lot except a little early-midgame but mostly towards endgame and exploring the map and collecting the gems from the stone structures gives you plenty to not have to go around farming them, and you will also eventually get ways to automate them about mid-game becoming more and more efficient. The only enemy that was really annoying was the squid miasma things as you constantly have to recall your sparks (which needs to feel more responsive) or just wait. Every other enemy was fine even the giant turtle. I do think that some enemy locations are pretty frustrating especially the ice rams given that they don't have map icons and are needed a lot. The de-spawners can actually move enemies into a different part of your base that you don't want them in so then you'd need another one. People forget that this game is supposed to have combat, how is this worse than something like factorio or DSP where you'd literally have to rebuild destroyed systems and stop what you're doing everytime there's an enemy attack (who initiates the combat btw)? This criticism doesn't make sense. Exploration is a big part of the game imo, but feels good doing so as you can uncover some better locations to do setups. I do agree though that some areas are too heavily restricted in terms of building/pathway placement and resource accessibility and I believe that some of this probably stems from the random generated maps. A big help would be to have bridges for sparks to go over other paths/buildings, or ways to cross paths on hills. Teleportation areas are also frustrating in the cave regions (maybe I just got really unlucky). I think map generation could use some work. A logistics update would be amazing. Some other concerns I've seen are about moving materials around and having to run back and forth a lot. My response to this is to simply take your time setting up your automated trains and spark paths. At first I realized what people were saying, but I just took a break from progression, set up some automation, and everything was fine. Once you start learning new technologies, it's fine to setup brute force systems until you get the complete technology for automation, then set that up immediately. You shouldn't need a caveman setup for very long. I really believe this to be an area of unnecessary criticism because the entire premise of the game is setting up automation in the first place. Take some time learning how to operate some simple logic gates and pathways, enjoy the game, and make sure to invest into the hauler sparks asap because they are ridiculously fast and efficient compared to the carry sparks as well as using STONE PATHS not dirt paths once you unlock them. You need to learn how haulers path differently though. Stop rushing the quests then getting upset that you're manually moving stuff. Setup. Automation. Trains are very underestimated in terms of practicality as they solved basically any long distance issues I had. They need to be much faster though, not sure why they are so slow especially in reverse. The supply chests are also very very nice to invest in for crafting and I used one for every type of material to avoid carrying too much random stuff. Some resources seemed intentionally placed forcing you to setup a new automated system for 1 item (unless I again just got unlucky with map gen) but things like rope, limestone/explosives, tree placements, stone quarry placements, copper ore, were a bit annoying at times. Also, make sure that you're using coal for fuel and not just wood. It's so much easier and better to just setup separate coal systems at each major area you start. There should also be a way to maintain the stone paths in your inventory too without re-filling all the time. Maybe a separate inventory area for those. The entire cave area generally seems bad. There are obstacles everywhere, the only resource you really need is copper ore which can be automated in the mountains later at much higher efficiencies, no fuel systems (ironic), and you have to dig everywhere and half the time it has to be with the consumable drilling sparks. The mountains were way better, but the one issue I kept running into was maintaining the copper ore and volcanic soil from the geode clusters at the arboretum. Running the feeders for it were kind of a pain as well. I probably could have just used more feeders and gotten the clusters faster, or ran another arboretum, but it seemed too slow for how much production relied on it and how much efficiency I placed into it. Overall the mountains were pretty fun. The random ice seal popping up would be kind of annoying though and please for the love of god REMOVE THE ICE SLOW FROM THE CHARACTER my god it's like a 10 second -50% movement penalty that happens a lot. Overall the game felt amazing to play. Everything was very responsive, the UI seemed fine to me (which apparently others didn't think so, idk why someone who probably didnt even use the electrical UI system, considering they didn't use trains or gates, complained about it), the pacing felt pretty good, the production flow made sense and there was that nice feeling of satisfaction on removing outdated systems like. I really enjoyed my time playing and hope future updates will provide some kind of long term optional progression pushing you to optimize systems and maximize efficiencies as well as options for spark travel and map layout.
👍 : 4 | 😃 : 0
Positive
Playtime: 2198 minutes
I like the start of the game, but too much of the game relies on two resources, wood and aether, to the point that 99% of your infrastructure is trying to transport/collect these two things. The problem arises when you realize that you can't reliably automate aether until late game, long after you are required to grind a TON of things to get there. Overall the flow of progress needs work. It's a cute game bogged down by needless extra grind, not because you need to grind to set up your automatons, but because everything you need to unlock comes from villager quests that ask for a TON of resources. Example: So you build this big automation to fulfill the quest, and then you never need anything near that level of production for your own personal use. So you end up having all of these scattered productions across the map that are all at full capacity, just looping waiting for you to use a few of that resource. An example of this is to unlock the ability to craft scouty sparks and hauling sparks from your workstation, you need to turn in 180 rocky sparks and 120 carry sparks. After finishing that quest, I now have a dedicated automation making rocky sparks that I will never use more than 10 or 20 of. There's just no reason to automate this except for the quest. Many quests are like this. There needs to be a better balance between what you use to build with, and the quantity you need for quests. My other complaint is that half of the automation buildings need to be built on specific locations (ancient spots of some sort) and these are sparsely scattered around the map, most of the time not near the resources you need them for, wood and stone. This means that if you get a bad map seed, trying to work around these locations becomes tedious and not fun at all. You can't modify the terrain at all, so if these sites are wedged too close to the edge of a cliff, too bad, you can't use it. The game would be 100 times better if they got rid of this ancient site building location requirement altogether.
👍 : 54 | 😃 : 1
Negative

Oddsparks: An Automation Adventure Steam Achievements

Oddsparks: An Automation Adventure offers players a rich tapestry of challenges, with a total of 60 achievements to unlock. These achievements span a variety of in-game activities, encouraging exploration, skill development, and strategic mastery. Unlocking these achievements provides not only a rewarding experience but also a deeper engagement with the game's content.

The Wild Hunt
Large Spark Collider
Chill Out
Rock and Stone
The End
Spark Defense Force
Tree Hugger
To The Limit
Beginner’s Luck
Hunting Season I
Hunting Season II
Hunting Season III
Poison Apple
Sucker Punch
Fashionista
Feng Shui
Forester I
Forester II
Reforester I
Reforester II
Reforester III
Woodland Automation Master
Automation Pioneer
Beam Me Up
Choo Choo!
Conveyor Belt I
Conveyor Belt II
Conveyor Belt III
Hauled
Keep In Touch I
Keep In Touch II
Keep In Touch III
Sort It Out
Stone Cold I
Stone Cold II
Storage Time
Tickets, Please!
Tidying Up
High In The Sky I
High In The Sky II
High In The Sky III
Knock On Wood
Rush Hour
Sticks and Stones
Pedal to the Metal
Walk Fast
Carpenter I
Carpenter II
Carpenter III
Paint by Sparks I
Paint by Sparks II
Paint by Sparks III
Reduce, Reuse, Recycle I
Reduce, Reuse, Recycle II
Reduce, Reuse, Recycle III
Stone Mason
Coppersmith
Mountain Adventure Park
Stumpy Standard
Arty Attack

Oddsparks: An Automation Adventure Screenshots

View the gallery of screenshots from Oddsparks: An Automation Adventure. These images showcase key moments and graphics of the game.


Oddsparks: An Automation Adventure Minimum PC System Requirements

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64bit
  • Processor: Intel Core i5 / AMD FX-6300
  • Memory: 8 GB RAM
  • Graphics: GTX 970 4GB / Radeon RX580 4GB or better
  • DirectX: Version 11
  • Storage: 6 GB available space

Oddsparks: An Automation Adventure Recommended PC System Requirements

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64bit
  • Processor: Intel i7 / AMD Ryzen 7
  • Memory: 8 GB RAM
  • Graphics: GTX 1070 4GB / Radeon RX 5700-XT 4GB or better
  • DirectX: Version 11
  • Storage: 6 GB available space

Oddsparks: An Automation Adventure has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.


Oddsparks: An Automation Adventure Videos

Explore videos from Oddsparks: An Automation Adventure, featuring gameplay, trailers, and more.


Oddsparks: An Automation Adventure Latest News & Patches

This game has received a total of 19 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.

Oddsparks Patch Notes (Demo; BETA - v0.1.S15183)
Date: 2024-01-23 16:12:27
We talk about what changes are entering the Beta branch of the Oddsparks demo on 23rd Jan 2024.
👍 : 33 | 👎 : 0
Oddsparks Patch Notes (Demo; v0.1.S15223)
Date: 2024-01-25 13:01:20
We collected feedback from you. Here are the changes we implemented to improve the demo experience.
👍 : 13 | 👎 : 0
Oddsparks Hot Fixes (Demo; v0.1.S15405)
Date: 2024-02-02 17:07:10
Some quick changes for the Stable branch on 2nd Feb 2024.
👍 : 14 | 👎 : 0
Oddsparks Patch Notes (v0.1.S18122)
Date: 2024-04-25 15:23:55
👍 : 100 | 👎 : 1
Oddsparks Patch Notes (v0.1.S18148)
Date: 2024-04-26 14:52:27
👍 : 92 | 👎 : 1


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