Odd Gods [Isometric Turn-Based Tactical RPG in Development]

Risewild

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I was just browsing the internet and found out about an Isometric Turn Tactical RPG called Odd Gods, that is in development by the Australian indie studio Inn Between Worlds.

This game seems to be crazy but in a good way.

Quoting it's official site:
Odd Gods is a 90s-style RPG about the 1990s. An isometric tactical role playing game about subcultures, music, spacetime travel, and facing your pop culture demons.

Odd Gods is an indie cRPG in early development from Inn Between Worlds, a new studio formed by industry vets in Melbourne, Australia.

Does anyone else here have any more information about this project?

Useful Links:
Official Site
PC Gamer Article
RPG Codex Article
 
Looking forward to this. Also, I think there has been A LOT that NMA missed that the Codex has covered so thoroughly.
 
I was just browsing the internet and found out about an Isometric Turn Tactical RPG called Odd Gods, that is in development by the Australian indie studio Inn Between Worlds.

This game seems to be crazy but in a good way.

Quoting it's official site:


Does anyone else here have any more information about this project?

Useful Links:
Official Site
PC Gamer Article
RPG Codex Article

I know more (lead developer here) ;)

Chuffed to see some interest on NMA. I've been lurking on the nma forums since... Hmm, I think before Fallout Tactics was released and before.. gmail was a thing.

We've had a lot of press coverage in the last few weeks (links on our site/social feeds etc). I've answered some questions in detail over at the RPG Codex forums also. Some people who played our demo at PAX Aus made some positive comparisons to Fallout, which was... awesome, if a little intimidating. There's some similarities, and a lot of differences, but it's certainly an influence on Odd Gods.

I'll subscribe to this thread, and if anyone has any questions (besides which Fallout we consider the 'best'), l'll do my best to answer them here when I can. Cheers!
 
I'm not sold on the simultaneous combat, but the game sure is looking promising.

I know more (lead developer here) ;)
Any insight on the upcoming milestones?
And how will the game be released? Are you looking at Steam & Early Access or will you go an alternative route?
 
We're very happy with our combat system - we tested it out at PAX with no tutorials, and the response to the simultaneous phase-based combat was great, and the deterministic combat model underpinning it went down well too =)

Our design philosophy is to to write an original hand-crafted cRPG , taking inspiration from the classics that we care about - that extends to theme, plot and mechanics, but not deriving from them 'for the sake of it', and simply changing the furniture on a tradition RTWP or turn-based system relying on RNG, for example. Since that extends to combat, we spent a lot of time experimenting and prototyping to create our system, which I think will surprise a lot of people. Hopefully pleasantly, and hopefully you get a chance to play it and can tell us what you think =)

We're looking at a PC digital release - Steam and GOG hopefully. If we see demand for Early Access, we'll probably do it (there has been some already, which surprised me for a plot-driven single player cRPG), perhaps with a non-spoilery section of the game for example. We've had some attention from publishers coming out of PAX, so at the moment we're spending time talking to them & seeing how that goes =)
 
I'm not a fan of Early Access. It's basically a paid beta. But a lot of devs seem to be taking that path to receive early funding that way.
 
I'm not a fan of Early Access. It's basically a paid beta. But a lot of devs seem to be taking that path to receive early funding that way.

From a dev standpoint (hypthoetically speaking), any actual real player feedback you get is gold, for the most part. With OG, we worked through a dev cycle aimed at getting a public-ready demo on the Pax showfloor - the feedback we got was incredibly useful, confirming a lot of assumptions we'd made or questions we had (is the combat system intuitive, too difficult? will the setting and theme confuse people? - no!) and disproving others (will a lack of quest markers, tutorial elements etc turn off some people? - it didn't). etc.

In a hypthothetical early access scenario, I'd want to make sure that the impact on the overall development/schedule wasn't heinous - there's always going to be a cost involved, e.g. if it effectively meant you had to push back the release date, you'd want to make sure it was worth it in terms of incoming dough + player feedback. It seems like it does work for some people, although personally as a player, I don't mind the wait. There's some games I have played while they've been in early access, but usually it's a game I've already bought, and I'm curious to see how it's going *shrug*
 
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