Tales from Oddwater Back to Oddwater
← All alpha testing notes

Alpha Testing Notes

5.3.1

Build 14

Notes posted

What’s New Since Build 13

A colder road, a turn on the sands, and fifty fresh floors: Oddwater has been giving its boots a proper polish.

Highlights

  • Black Tundra opens for an exploration review: its blue shelf book leads through ten connected illustrated locations, from Snowy Road to Aether Terrace. This is a visual walkthrough, not the completed Adventure 5—encounters, puzzles, conversations, and the final recruit are still ahead.
  • Oddwater Arena is ready for alpha bouts: test five example venues, themed combat presentation, and three rotating songs. The Arena protects your Company state, lends temporary supplies, and shares one bounded daily gold purse.
  • Fifty grounds have found firmer footing: every location across the five books has renewed materials, lighting, scale, irregular silhouettes, and steadier contact between heroes, props, and the road.
  • Maps and launch pages mind their manners: every book opens on its full cover illustration, and map hover previews no longer replace the location you clicked.
  • Combat reads the figures on the field: targeting follows visible artwork more closely, help is consistent across figures and nameplates, and results and logs have clearer framing.

Availability

These notes are posted for the selected Build 14 source; they do not announce an app release. Native Apple builds, physical-device acceptance, upload, and TestFlight availability are still pending. A separate exploratory Apple TV cycle is planned, with its existing extended-controller and local-save limitations.

Black Tundra: a first walk through the snow

Open Town → Venture Forth → second shelf page → Black Tundra → Start. The new blue book carries a connected ten-location preview with snow roads, mountain passages, ruins, storm clouds, arcane terraces, introductions, transitions, a custom frame, and a roomier map. Walk it forward and backtrack where available.

Black Tundra is deliberately unpopulated for now. It is not a completed Adventure 5 or the promised 5.4 content release, and it does not alter the difficulty progression of the four populated adventures. Repeated preview completion can still grant ordinary Reputation, so a disposable Company is wise for repeated inspection.

Final scenery revisions give Rocky Passage, Little Peak, and Stronghold Zero their approved finishing touches; Magic Cloud Bridge pairs the preferred earlier background with its stormy skybox, while Aether Terrace leans into its dark obsidian, purple, and green magic.

Oddwater Arena: take the sands

Enter via Venture Forth → Enter the Arena → Take the Sands. Sunset Colosseum, Rain Court, The Undercrypt, Frost Ring, and Ember Pit each have their own entrance and scenery. Living active heroes bring their current levels, equipment, spells, and attire; the Arena temporarily restores resources and provides two Healing Potions and Enchanted Coffee Beans. Fallen heroes sit this one out.

Victory, defeat, or Yield returns health, supplies, unfinished-adventure state, and Company resources to where they began. Arena bouts award no ordinary XP, Reputation, story progress, recruits, monster counts, or difficulty unlocks. All five bouts share one per-Company daily purse that resets at 16:00 UTC: Basic through Master+ total 10, 15, 20, 25, and 30 gold. A higher tier pays only the remaining difference; equal-or-lower repeats, defeat, and Yield pay no extra. Interrupted bouts end safely rather than resuming.

A fresh ground beneath every tale

All ten locations in each of The Forsaken Woods, The Heart of the Forest, The Lost Dungeons, The Burning City, and Black Tundra now use a refined ground process. Roads stay continuous, upper edges become less ruler-straight, and stone, snow, foliage, runes, rubble, lighting, and painted depth better belong to their surrounding scenes. Walking lanes, foot contact, and near-edge layering have been kept consistent so the painted world sits more convincingly in motion.

Burning City receives distinct Market Street, Ember Barricade, and Town Hall Square grounds, plus a map with clearer spreading fires. Mossy Glade’s pool is larger and safely seated inside its ground. The accepted Cloud Bridge and Stronghold Zero backgrounds still deserve close device inspection for faint scenery or bleed-through; please report what you see rather than assuming every painted layer is fully opaque.

Behind the scenes, refined local Panorama and Adventure Studio guidance carries these lessons into future scenery work: backgrounds inform transitions, transitions inform ground, and reusable artwork originals remain preserved. These are improvements to the team’s existing local tools, not a new player service.

Combat, maps, and presentation polish

  • Target areas follow rendered figures instead of empty formation space. Figure, party portrait, and HP/nameplate inspection agree; mouse, touch-hold, and controller help dismiss without spending an action.
  • Eligible combat targets use the Interact cursor, while unavailable targets use Invalid. Results gain a pencil-thin frame, the graph-paper log has a stronger edge, long names stay readable, friendly labels stack, and opening waiting messages stay centered.
  • Every book launch now shows its cover illustration before the map. Hovering previews a location without changing the selected destination until you click.

Compatibility and the road ahead

The artwork retrofit preserves the existing four adventures’ routes, rewards, combat balance, and save schema. Existing Companies and adventure progress remain intact; Black Tundra remains a preview with ordinary completion Reputation, and the Arena keeps its protected temporary bout state. This is a 5.3.1 maintenance-and-preview release; the fully populated next adventure remains planned for 5.4.

What We’d Love You to Test

  1. Walk all five books: complete the four populated adventures, including all available branches, and walk every Black Tundra location. Check each cover launch illustration, map marker, entrance, exit, and route in both directions where possible.
  2. Play all five Arena venues: try available difficulties, victory, defeat, Yield, Retry, and returning to the library. Compare health, fallen heroes, resources, inventory, unfinished-adventure bookmarks, and daily-purse rewards before and after.
  3. Hunt graphical oddities: watch for seams, repeated patterns, abrupt material shifts, translucency, gaps, buried scenery, straight-cut edges, odd scale, floating feet, or clipping props—especially at Cloud Bridge and Stronghold Zero.
  4. Exercise combat and navigation: test figure and nameplate help in crowded fights, bosses, alternate forms, and fallen figures; check targeting, long names, healing results, waiting text, and logs. Compare map hover with clicked selection.
  5. Check sound and recovery: listen for Arena music rotation, looping, volume, and return to Town; test background/resume, save/load, and safely ending an interrupted bout.

Please include device model, OS version, installed build, adventure and location or Arena venue, route position and direction, orientation/resolution, party, difficulty, and reproduction steps. Screenshots or a short video are especially useful for any visual or motion issue.