

Oddsparks: An Automation Adventure
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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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Latest Patch:


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Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.
Reviews on english:
85%
894 reviews
766
128
117.0 hours played
Written 25 days ago
After 100+ hours, I found this game created a real love/hate relationship with my Automation itch. If you're searching for another Satisfactory/Dyson Sphere/Factorio experience, you are in the wrong place.
The Love
The overall whimsical theme is designed well and blends well together. I found the graphics, sounds, and animations all cute and entertaining. The combination of semi-automation (will get more into that later) and hunting local wildlife is a bit of a twist I was not expecting.
The concept of Sparks comes off very entertaining as well. It presents a unique challenge implementing the right Sparks for the right task(s).
The use of temperature as a way to challenge the player into organizing factories was a clever means to force some outside-the-box thinking. I enjoyed that.
The Hate
There are great many design considerations that simply do not make sense. Tasks are offered with goal requirements that don't even exist yet. This is because you haven't unlocked that item yet. So you wind up with 4 un-finishable tasks until one other task is completed. Why give the task, if there is zero ability to complete it?
Each tier of progression felt like an effort to coerce you into automating to a certain point, and then tasking you entirely different requirements that offer zero overlap. All the previous factory work simply sits ideal with no meaningful purpose ever again. The concept of re-using an existing factory for future goals simply isn't feasible in most phases of the game progression.
The design of the train system is the weakest area. Awkward load/unload design limitations necessitate dozens of train stations with little ability to re-use excess output from other parts of an existing factory. You wind up with 4 different factory areas producing the exact same sub-component because spacing in a (yet another) train station forces too much re-design of Spark pathways.
Overall I found the use of (true) automation quite limited, and the connectivity between automation areas too tedious at best, downright obnoxious at worst. The game map itself is used to force you to traverse huge swaths of empty usable space with multiple rail lines back and forth to an extent it's nigh impossible to understand even the simplest flaw in your supply routes.
Conclusion
For a game with the word "Automation" literally in the title, this game falls far short until you have reached nearly the end. Only the last 2-3 tiers offer any meaningful sort of automation. I spent vastly more time teleporting mats around the map to resolve goals. The effort to automate those goals was simply too tedious for the trivial amounts involved in most of the task requirements. This left me substantially disappointed by the time I reached the end-game scenario. I was expecting an expansive network of production factories all working towards a set of common goals. Poor task requirement design made sure there was no chance of that happening.
This game should be more aptly named "OddSparks: The Teleporting Wizard"
25.3 hours played
Written 14 days ago
Oddsparks: An Automation Adventure is a refreshingly original take on the automation genre, blending whimsical aesthetics with cleverly designed systems that offer depth without overwhelming complexity. Developed by Massive Miniteam, the game puts players in charge of small wooden golems called Sparks—adorable worker units that build, haul, and defend under your guidance. Unlike traditional factory sims reliant on conveyor belts and rigid structures, Oddsparks lets players design logistics systems around natural paths, using Sparks to physically carry materials across handcrafted terrain. The result is a charming and highly tactile experience that emphasizes creativity, exploration, and low-stress planning over high-pressure efficiency.
Set in a procedurally generated world filled with lush biomes, the game encourages players to explore, gather resources, and set up mobile workshops and crafting stations. Progression comes through expanding your automation network, managing Spark behavior, and unlocking increasingly complex tools—such as splitters, switches, and train systems—that allow for more sophisticated supply chains. Sparks are versatile: they don't just move items, they also construct buildings, gather materials, and engage in light combat when needed. There's a pleasant balance between freedom and structure, as the game guides you with quests and objectives while giving you the tools to solve problems your own way.
Visually, Oddsparks is vibrant and endearing. Its soft color palette, painterly textures, and expressive animations give it a cozy yet distinct identity. The soundtrack complements the atmosphere perfectly, alternating between mellow melodies and more dynamic themes when danger arises. The user interface is clean and accessible, which is especially helpful given the number of systems at play. On platforms like Steam Deck, the game performs admirably, even with a large number of Sparks operating at once, which speaks to the polish already present in its Early Access form.
While the game’s relaxing pace is a major draw, some elements still feel undercooked. Gathering certain resources remains a manual chore deep into the game, which can interrupt the automation flow that fans of the genre crave. The combat system, while functional, lacks the fluidity and depth to be a central feature and sometimes detracts from the otherwise serene gameplay. Additionally, certain buildings have fixed placement rules that limit creative layouts, a constraint that feels at odds with the game’s otherwise open-ended approach.
Despite these early rough edges, the development team has shown a strong commitment to community feedback, regularly releasing updates that introduce new biomes, systems like botany and temperature management, and improved logistics tools such as trains and automation logic. These updates not only expand the gameplay but also suggest a long-term vision where player creativity is increasingly rewarded and the world grows more interactive and dynamic.
In the end, Oddsparks: An Automation Adventure succeeds in carving out a unique space in the automation genre. Its fusion of Pikmin-style management, cozy visuals, and cleverly simplified factory-building mechanics makes it approachable for newcomers yet satisfying for veterans looking for something different. As it continues to evolve, Oddsparks has all the ingredients to become a standout title in the genre—one that transforms the usually cold and mechanical world of automation into something warm, whimsical, and full of life.
Rating: 8/10
4.9 hours played
Written 11 days ago
I didn't know a conveyor belts in automation game can be so fucking frustrating to use. And I love conveyor belts.
76.3 hours played
Written 30 days ago
This game exceeded my expectations. It manages to be unique and compelling beyond the elevator pitch of "cute factory game but with walking paths and pikmin whistling." I enjoyed my beat-the-game playthrough and completing the quests and setting up a giant realm-spanding one direction rail line. I don't think this game competes with the extended playthroughs and tweaking and tinkering that a certain factory game with almost 10 years of QoL and usability features provides.
However, co-op performance needs to be addressed. While working on tier 8 or 9 as the non-host my typical framerate went all the way down to 15 FPS on an i7-12700. In-game graphics settings had virtually no effect. Going around and removing old production lines and all spark activators brought me back to a playable 30 FPS, which isn't great but at least it's not nauseating. By the time we beat the game my FPS was back down to 15 FPS, even though we only added the slime farms and final challenge. Loading the same post-game save file solo brings me to 30 FPS, so something isn't right.
7.5 hours played
Written 10 days ago
I really wanted to love this game, as someone who loves both Pikmin and the automation genre I figured this would be right up my alley.
Unfortunately its let down by clunky UI/UX (especially if you are using a controller), poor pacing in terms of unlocking new and improving existing automations, and seems to have portions where it forgets it an automation game, forcing you to go back to manually gathering every time you enter a new area, which coupled with how grindy some of the unlock milestones are as well, makes the whole game feel incredibly grind heavy.
Also as much as I love the little sparks, using them as conveyor belts just needs a lot more polish in general, the system is more complex than it needs to be and it feels like I'm having to fight the system when setting up more complex factories.
It has potential, but I cannot recommend it in its current state, I feel like its pacing could do with some rebalancing and it definitely some UI / UX polishing.
73.0 hours played
Written 8 days ago
I'm not a huge fan of automation games but this got me hooked, I would stay up late to finish a little project. Seeing the cute little sparks doing its best with its little silly noises adds so much charm to the game. Being able to play with friends is probably the biggest highlight of the entire game, my evenings have never been the same thanks to the joy these odd little sparks gives <3
14.9 hours played
Written 12 days ago
[h1]"version 1.0 btw"[/h1]
awesome automation game with an abysmal user interface
it is baffling how this game is in 1.0 AND released a DLC while still having so much friction in its UI, and [b]this is coming from someone who has played and enjoyed space station 13[/b]. this is just straight out of a bad PC port
it takes way too many clicks, key presses, and too much scrolling just to build what you want and edit existing structures and paths. there are no special mechanics in place to make this process faster or easier, like being able to replace existing structures on the fly without having to deconstruct them first, for example
[list]
[*] items you pick up can fail to stack properly with other identical items (???)
[*] tabbing out of the game breaks shift-clicking until you press alt again
[*] there is no 'transfer all items of same type' action, only a quick-stack
[*] too many different building modes: structures, paths, copy-paste mode (???), wiring mode
[*] copy-paste mode is obtuse with no quick way to overwrite a copied selection without clearing it first
[*] inconsistent UI navigation with keyboard. you can close your inventory with both space and tab, but only space can close building/crafting interfaces. i've pressed tab with a crafting window open so many times with the expectation that it'll be closed, but nope
[*] cannot move character or camera with inventory open
[*] character is very easily caught and slowed down by geometry and collisions
[*] building list uses only 60% of your screen and scrolls too slowly
[*] huge buttons and icons worthy of a goddamn mobile game on top of that
[*] map allows you to place down a [i]single[/i] marker.. and there's a 'clear all markers' button if that's too much for you
[*] map cannot be zoomed for the first .5 seconds after opening it
[*] cannot move map while zooming
[*] minimap cannot be zoomed in or out via scrolling
[*] cannot open inventory while building
[*] each preset can only hold 5 items, and presets can only be cycled through in one direction
[*] cannot edit or disable the first preset, because why give players the ability to tweak their UI in a way that works for them, right?
[*] apparently there is a radial menu, and it is bound to numpad+ by default (???)
[*] radial menu bugs out when bound to the forward/backward buttons on the mouse, so much for trying to make use of that
[*] you cannot unbind actions. you're gonna have to reassign them to a key you never use
[*] click-dragging an area selection requires you to click again to confirm (???)
[*] click-dragging a construction does not lay down multiple buildings (???)
[/list]
making efficient paths between buildings is a fun puzzle, but that quickly grinds to a halt when half my focus is spent entering the 4~7 sequential inputs needed to find and place down a goddamn storage container, and the other half is spent trying not to have an aneurysm
142.7 hours played
Written 11 days ago
Wont get into too many details, but this game can be roughly described in 40h segments:
40h in: love it, holy smokes its so fun!
80h in: its getting quite tedious to do everything and transport everything across the map back and forth. Also its running a bunch slower.
120h: i just kind of want to be done with it but its so much work. Also i have to quit to menu so the game unloads areas that have too many sparks and complex paths so i get back some frames.
Roughly at 110-120h i reached the actual endgame in the final section of the map and instead of doing that i started optimizing other areas as I so far just look at the final area and just cant be bothered to unpack everything i need to do to make it work.
Its still a great concept but it needs a lot of QOL and optimizations for the large scale of construction that you need to do in the endgame. In the end I still leave it as a recommendation as the first 40-80 hours are a blast.
74.5 hours played
Written 11 days ago
When I say I have been obsessed, I’m not lying. This game has sucked me in and is not letting go. I love everything about it but especially the animal/bug hybrids. I loved playing solo that there is so much customization. I do wish I had some more feminine hairstyles. I don’t live the choice I currently have (braids and curls mainly). I love the sparks and the wide variety of them. I need someone to come walk me through setting up a train. lol. Anyways, this game is so worth it, and I hope it gets the reach it deserves.!!
61.3 hours played
Written 24 days ago
I want to like this game but I can only play for 30 minutes at a time before I get annoyed at it, usually I come up for air every 3-4 hours. I can lose 50 sparks in a single combat, and I get that's on me but, I play these types of games because I am crap at any combat more complicated than click on something until it dies. I am always running out of materials for building and having to refill my inventory. Way points are excellent but the majority of my trains are to keep them running. Having multiple of a factory with more than 1 input is crazy messy.
47.0 hours played
Written 2 hours ago
BLUF: Imagine if Pikmin got blackout drunk in a grungy dive bar, then proceeded to have ball-slapping (consensual) threesome with Satisfactory and Foundry behind the bar dumpster.
That said...
This game is for kids who are too smart for math class, but too young to go to community college to learn about programming. Build their confidence up before they rizzle their tizzle on factorio deathworld setting.
The only negative notes I have are the default trans pride and gay pride options for the cloak. Hey Developers, how about instead of overt support of a politically contentious topic, just give the option for 3, 5, and 7 stripe coats. This way all flavors of June can represent themselves. Except the furries. They *should* have to pay extra for their costumes so i wholeheartedly approve of making that an optional paid skin dlc.
I want a cloak splotched red in the blood of the endless forest critters i have massacred to fuel my spark machine empire, but alas, best i can do is polka dot.
In case you were wondering about the initial scenario on the beginning line, Oddsparks is Lucky Pierre.
8/10 would reccomend to any friend who wants to dabble automation, but gets a nosebleed when i try to explain logic circuits, trains, and push/pull logistics methodologies.
66.4 hours played
Written 4 days ago
Fun, relaxed and engaging. It's a just 10 more mins game that ends up being a couple more hours game. The animations are fun and the mechanics are easy to get to grips with.
23.4 hours played
Written 5 days ago
Love this game. Its a chill Satisfactory with a lot of personality. While it doesn't quite have the same *precision* and hardcore-ness of a Satisfactory or a Factorio, it works amazingly well as a palette cleanser. Or maybe an introduction to the genre. It also does a few things quite uniquely. The town-building quests are a actually a great addition to the genre. Also the logistics puzzle of units instead of conveyor belts its actually completely unique to the genre. I highly recommend this game to anyone curious about the automation genre or who has already dumped countless hours into it and wants something that actually can be completed in a reasonable amount of time.
168.8 hours played
Written 7 days ago
I played this game before release as a demo, and knew I had to purchase it when it came to early access. It is fun and goes from easy to complex as you progress. You can follow the story, or spend your time improving your processes. This game is easy to lose time in as it's so engaging watching my little sparks do their jobs. I have recommended this game to all my friends.
24.8 hours played
Written 7 days ago
I have really enjoyed playing this on steam deck - I love factory / automation games but they can be hard to play on a controller.
I also really enjoy the exploration aspect and pairs well with the incremental aspect of the automation part of the game.
66.3 hours played
Written 8 days ago
Nice combination of automation and adventure, the automation is pretty shallow compared to other games but fun nevertheless, the Sparks are great and cute, they are reminding me of the minions in the Overlord games.
84.1 hours played
Written 8 days ago
Some good stuff, but made without any quality of life. Quite the opposite,in fact.
For example, picking up stuff doesn't stack, you need to click sort you inventory to make it stack, and no hotkey for that...
The build menu is just weird, you need to press shift multiple times to get through your shortcuts, including deleting a building which is a rightclick with the moving tool instead of permanent hotkeys.
It feels like the devs saw old Dwarf Fortress and thought the UI was the best part.
It gets worse late game, really tedious and not worth.
67.5 hours played
Written 8 days ago
I haven't had this much fun with a game in a long time, brings me back to my first days of WOW on how much I think about it and want to play it. (Not that this game is anything like WOW). Engaging game with many possibilities. Absolutely love it!
54.8 hours played
Written 8 days ago
Pikmin and Factorio had an addictive little baby!! I only started playing after 1.0 was released but I have been continually impressed by how optimized and balanced this game is. I've been playing in a co-op world and I've lost full days to this game, literally forgetting to eat. The progression is really great, with the next challenge always JUST out of reach. It consistently makes you re-evaluate your old builds and when to scrap something and build it again with all your new upgrades. I enjoy puzzles that make you feel really smart when you figure them out and Oddsparks delivers on that over and over again. The in-game encyclopedia is fantastic and it never lets you feel lost while still letting you discover things on your own through happy accidents. It's cute, it's balanced, the world is HUGE, the sound design is great. I'm about 2 tiers out from the end game and there's SO MUCH left to do. It's definitely on the cozier side of things compared to other factory games, but here cozy doesn't mean "no actual gameplay."
A few of the enemies are annoying until you're overpowered and can just wipe them out, but it requires you to strategize combat (or be willing to lose a bunch of your dudes, which may not be an issue if your pipelines are churning them out). I've been playing on an ROG Ally and it's a little clunkier than a mouse/keyboard would be but it's mostly been a non-issue. I have gotten booted a few times when someone was spamming too many dudes at walls in the caves, and occasionally sparks will get traffic jammed for no apparent reason, but it's honestly kinda fun to go back through and figure out the source of the problem then fix it. I haven't encountered any consistent traffic jams that couldn't be resolved once you start to understand the pathing behavior.
It's very much NOT a "make it perfect the first time and max out all your numbers" type of automation game -- it's an exploration & discovery automation game that forces you to organically build out your production. Yes it can be a lil messy, and yes you may have to do some mental math, but it also rewards creativity, learning, and iteration.
91.4 hours played
Written 9 days ago
40% Base Building + 40% Automation + 20% Pikmin-like Exploration and Fighting.
The automation is very light in the beginning but gets more and more rewarding as you progress through the game.
The huge inventory and teleportation system makes the automation a little more forgiving as you can transport goods yourself very easily.
The progression feels great until the very end.
70.2 hours played
Written 11 days ago
This game is insanely underrated. At the time of writing, it only has 1,500 reviews. Assumed from the cutesy aesthetic that it would be a fairly short and simple automation game, but it's continue to surprise me just how much progression and exploration there is. I absolutely love automation games and this one feels very fun and fresh.
I'm shocked at how few people have picked this up. It's genuinely one of the best automation games on the market. Don't skip this. Performance is rock solid. Autosaves can take a full second or two once you start getting pretty heavy automation, but that's pretty normal for these types of games. I've also not had a single crash, so you could probably reduce the autosave frequency if that bothers you.
Anyway, I'm very impressed. Lots to love here. I picked it up on sale, but it's worth the full price, without question.
187.9 hours played
Written 11 days ago
It has some quirks and some issues but it's not horrible... The UI has issues, couldn't find a way to lock a hotkey bar from being edited so there was a lot of issues with overwriting my hotkeys due to seeming inconsistencies in switching build modes and button overlap between those modes. The end game felt kinda bad too. It's like a tower defense that ramps on you, so I beat it and made enough stuff to trigger the final machine twice. but everything wound up overwhelmed and covered in the gunk that machine is supposed to 'cleanse' ( I think it'd feel better and be more 'functional' if that think wiped out the corruption and corrupted aether, like reset the aggro on the spawner things).
But it's cute, factorio with pikmin things. The geode arboretum was scary and random looking but once it was built and sorted the things it produced very nicely supported the setup of the next arboretums. Don't get tricked into making loop path/sushi belts, use linear paths and increase throughput by sectioning them off with crates. TAKE THE TERRAIN TOOL. if you see an option to manipulate terrain, take it.
111.1 hours played
Written 11 days ago
Worth it. Personally got 111 hours of entertainment and got to support an indie developer. Scratches that automation itch but has more "charm" than Factorio.
I think this game deserves a better score than the big review outlets pushed, take it from someone who spent the time to fully complete the game - if you're on the fence, hopefully this review can push you into the buy category.
38.7 hours played
Written 12 days ago
Great automation game. Like Factorio but a lot simpler.
36.1 hours played
Written 13 days ago
If you enjoy Pikmin, you will enjoy this game. At 17 hours in, I am appreciating the evolving complexity, the brain-soothing music, the quests that lead to machine and world building and the puzzle elements. Again, highly recommended for fans of Pikmin games.
23.9 hours played
Written 14 days ago
Love it. It's really Pikmin but with automation. Great sense of progression and new tools/options opening up.
Also no pressure, no time, really no limits. Just go through it at your pace.
593.3 hours played
Written 16 days ago
Super cute game and quite challenging behind the cute looks. The random map and options like mob difficulty and allowing bases to be placed from the start makes quite replayable.
30.4 hours played
Written 16 days ago
Pikmin + Factorio in a very polished package. This is one of those games that sounded great on paper but you don't want to get your hopes because, inevitably, they never live up to the expectations. Except... somehow... in this case, it exceeded those expectations. That said, it could use some improvements (too much grind!) and I wish it it was more of a challenging game than a "cozy" game. However, it's quite nice overall and I've enjoyed my time with it.
67.5 hours played
Written 16 days ago
Pikmin+Autonauts. Multiple biomes, decent sized map, lots of 'sparks' to play with.
57.6 hours played
Written 18 days ago
this game is EPIC you can sit and play for like 10 hours. it just a bit thick at the start if your new to supply chain game but you learn fast. overall it's great, so much content, fun, chill, and good multiplayer.
46.9 hours played
Written 21 days ago
Game has a few mechanics that differentiate it from others in the genre. Unfortunately, the ultimate progression is tied around item deliveries at such excessive quantities. Poor mechanics involving the terrain, logistics, and machinery limit the efficiency of meeting these quantities and make progression a long, arduous slog. By Tier Nine, the requirements for delivering to progress are so complicated and excessive that I lost interest in this game entirely. Especially for the fact that some required materials cannot be farmed automatically and thus requires you to hand (spark) harvest these resources at high quantity. Overall the progression system in this game forces you to spend excessive time doing the same actions for an entirely lackluster reward.
11.2 hours played
Written 23 days ago
Interesting concept but doesn't scratch the itch for these kinds of games and is ultimately boring. I was willing to see where it went until the recent updates were pointless nonsense.
68.7 hours played
Written 24 days ago
A nice relaxing spin on the classic factory sim. I usually create mega bases, but with Oddsparks I had to think differently and I enjoyed that. There is depth in gameplay here. I am about 40 hours in and it feels like I am near the final tiers. I've enjoyed my time and am looking forward to completing this game.
I haven't done anything with the logic pieces. I felt like they were unlockable super early on, but I never found a strong use for them. I plan to explore that later.
11.2 hours played
Written 24 days ago
Interesting twist to factory games, automation is through the labor of small wooden automatons. Simple patterns (so far). Glad I picked it up.
59.4 hours played
Written 24 days ago
cute lil sparks
also fun gameplay with better progression than game like factorio
24.2 hours played
Written 24 days ago
This is a combination of Factorio and Pikmin. Take the two, put them in a blender add in some multiplayer fun and you have Oddspark. I have been playing the game with my son and it has been an amazing experience the whole time. The pacing is spot on as well.
Go buy it and have a great time with it.
59.2 hours played
Written 26 days ago
Cute af co-op automation game, lots of content, feels more approachable than some of the others. Also has more exploration than usual + cute pikmin style bois that follow you around. Also the trains are amazing. Love them. Highly recommended!
6.4 hours played
Written 26 days ago
I've just completed the first biome in this game and I can already tell I'm going to be sinking some serious hours into this game.
It's cute on the surface but there's so much to it once you start to build larger and more complex structures.
Very much hoping other friends start playing it so I can start talking to them about it!
Would absolutely recommend for anyone who likes automation, resource allocation, optimisation games or cozy games.
31.2 hours played
Written 27 days ago
Oddsparks is a charming automation-driven strategy game where cute little creatures do the heavy lifting — a bit like Pikmin, but you probably already knew that.
With 6 hours of playtime under my belt, I figured it’s time to share my impressions.
So far, I’m having a great time. The game is engaging, and its mechanics feel fresh and unique.
What I like:
1. The Sparks do the grinding and automation for you, which is both fun and efficient.
2. A distinctive fantasy art style and creature design that give the game a unique vibe.
3. Great exploration and inventive gameplay mechanics.
I’ve read some of the negative reviews and want to address a few common points:
1. This game is not Satisfactory or Factorio — and it’s not trying to be. I’ve finished both, and I really appreciate that Oddsparks offers something different. It’s not a clone; it’s a new experience.
2. “You can’t build neatly”? Actually, you can — you just need to build modularly.
3. “Sparks get stuck”? Only if your planning is poor. With thoughtful design, that issue vanishes.
What I don’t like:
1. The camera controls are a bit limited, similar to isometric RPGs. It can be frustrating.
That’s honestly the only drawback I’ve encountered in six hours of fun.
So, what’s the verdict? If you’ve enjoyed Factorio, Satisfactory, or Dyson Sphere Program, you’ll find Oddsparks delivers a fresh and creative take on automation.
Highly recommended — now back to playing! :)
46.8 hours played
Written 28 days ago
Most of the performance issues are completely resolved with the 1.0 version. This game has to be one of my favorite factory builders, with features I've enjoyed from satisfactory, factorio, and more. Don't let the simple start fool you... the complexity and puzzles emerge as the content deepens, and I'm already looking forward to replaying this since the world is randomly generated.
Please note, I did not evaluate multiplayer yet. I have reasons to believe that autosave may make multiplayer a bit trickier, as I can see the lag spike when playing locally with a large world. That said, the game has been rock-solid so I doubt crashes will be an issue.
99.7 hours played
Written 30 days ago
This game is an excellent combination of familiar mechanics and themes from Pikmin and Factorio coupled with adorable graphics and sounds. It blends to make a very addicting factory-grower game that leaves you with the classic "Just one more production line before I go to bed..." and then boom, it's 3 am.
29.4 hours played
Written 20 hours ago
didnt mind the game actually really liked the game at first sunk close to 30h into a save with my friend trying to optimize as much as we could, but with the new update all previous worlds are now incompatible, yes you can go back to previous versions, but i want to maintain my world and play with the new updates i dont know why fixing generation has to completely ruin all of my progress. Feels like an oversight especially bc if i want to play the new updates ill have to start from fresh very very disappointing dont suggest the game if they make changes like this now they most likely wont be worried about making similar decisions in the future. If i could get refunded i would.
6.8 hours played
Written 9 days ago
A flawed but fun entry into the automation genre. If you're looking for a game to scratch that itch but don't want to dedicate 100+ hours, this is a good pick. It has a pretty smooth progression from start to credit roll, with reasonably good automation mechanics and Pikmin style combat.
What this game doesn't do well is massive builds. Don't expect to be making massive spawling factories like you would in Satisfactory or Factorio. This game isn't built for that, and you'll probably have a bad time if you try it. If you treat it like a lighter tight 30-40 "adventure" with some Factorio elements, then it delivers nicely.
Also all of the people complaining about the LGBTQ+ optional skins should go eat some glass.
9.7 hours played
Written 2 days ago
The problem with OddSparks is layered, but let’s start with the core issue: it advertises itself as an automation game, and in that regard, it completely misses the mark.
As someone who’s sunk serious time into Factorio and Satisfactory, I can confidently say this game is not for automation enthusiasts. The systems are shallow, clunky, and often feel like a parody of automation rather than a streamlined experience.
Take the so-called “belts” — actually looped paths that Sparks walk along. You build single paths which contain lanes where Sparks go out on one side and return on the other. It sounds interesting in theory, but it quickly collapses under its own design. The game includes special tiles (like “crossings”) to handle pathing, but in practice, they cause massive pileups, especially in intersections where 8+ Sparks can gridlock because of the game’s rigid closed-loop system.
Even worse, logic tiles like the "access tile" work only when the Spark meets very specific item conditions — so on the return trip, if that Spark isn’t carrying the right item, it just gets stuck. It’s a headache, and none of it feels intuitive or scalable.
Then there's the baffling decision to lock key buildings — like Spark spawners — to fixed locations. That’s not clever resource gating, that’s just artificial restriction. You can't design efficient systems when the game refuses to let you place core automation pieces where you need them. It forces a one-size-fits-all layout that kills creativity and flow.
Bottom line: if you’re looking for a real automation game, OddSpark is an exercise in frustration. There’s no depth, no real throughput optimization, and everything feels jury-rigged to pretend it’s more than it is.
That said, if you're just looking for a whimsical, inefficient factory simulator with a toony Pikmin-like vibe, maybe you'll find something to enjoy here. Personally? I wish the devs had leaned fully into that charm and ditched the automation gimmick entirely.
3.7 hours played
Written 23 days ago
Watching my sparks run around reminds me of watching my drones harvest minerals in Starcraft 2
10/10
42.7 hours played
Written 27 days ago
If you like Pikmin and factory games this is a perfect mesh of the two. Just keep a clock or alarm near you while playing if so you dont accidently see the sunrise
52.6 hours played
Written 28 days ago
that is good in core, but clanky sparks experience 6\10
7.4 hours played
Written 25 days ago
In order to advance I needed quartz. All of the quartz nodes were at the tops of cliffs I couldn't climb up. After spending 45 minutes of my limited lifetime on this planet searching for a route to get the item I needed next, I gave up and uninstalled. If it was still in the refund window I would get my money back. Unfortunately all I can do is hide it from my library.
195.2 hours played
Written 23 days ago
best game i have played in so long and i do not write reviews either, i am loving this game
39.0 hours played
Written 25 days ago
Cute game similar to factorio but less demanding