DEVELOPMENT JOURNEY

Odd Salvage Crew (working title)

From a few boxes on a floor to a busy little restoration workshop. Six moments that show how the game has changed so far.

Real screenshots and recordings from development builds. The recordings are driven by our automated test controller, so the movement can look a bit robotic.

Six moments, with before and after

  1. Chapter 1 of 6Built

    Where It Started

    Every game starts somewhere. Ours started with a few boxes and an idea.

    The very first playable version: coloured boxes on a floor and a simple capsule standing in for the worker. Its camera angle is still the one the game uses today.

    First prototype: a flat beige floor with a few coloured boxes and a capsule-shaped worker
    Development buildThe first prototype
  2. Chapter 2 of 6Built

    The First Restoration

    Finding strange objects was only the beginning. Bringing them back to life was the real challenge.

    Four simple stations made the core idea work: scrub off the grime, fix the damage, look for maker clues and sell. Everything was still made of basic shapes.

    Early wash station: grime patches on a simple placeholder item
    Development buildThe first wash station
  3. Chapter 3 of 6Built

    A Real Workshop and Business

    One room wasn't enough. Our little salvage operation needed a showroom, a yard and some customers.

    The workshop grew into connected rooms with a showroom, a private collection and a yard. Customers now walk in, browse and make offers you can accept, haggle over or turn down.

    A customer at the counter making an offer for a Copper Tea Strainer, with accept, counteroffer and walk away buttons
    Development buildA real customer offer
    Before: The same property at its first stage and after it has grownBefore
    After: The same property at its first stage and after it has grownAfter
    Before and after · Development buildThe shop grows as you earn
  4. Chapter 4 of 6Built

    From Shapes to Treasures

    Those placeholder cubes had to go. All 40 finds now have their own recognizable models.

    Most finds started as plain cubes and spheres. Now every one has its own model, from a Clockwork Crab to a Giggle Stone.

    Side by side: twelve placeholder shapes and the twelve item models that replaced them
    Two original renders, side by sidePlaceholder shapes, then real models
  5. Chapter 5 of 6New look, still in review

    A New Look, Being Tested

    Our workers looked a little too much like building blocks. So we're giving them new shapes, movement and a fresh workshop corner.

    This new look is still being tested and refined. It isn't final art, and the other rooms keep their earlier style for now.

    Before: The same workshop view before and after the new worker and service bayBefore
    After: The same workshop view before and after the new worker and service bayAfter
    Before and after · In-engine viewSame saved game, same camera
    Before: The worker before and after: a blocky figure and a rounder figure with a cap and apronBefore
    After: The worker before and after: a blocky figure and a rounder figure with a cap and apronAfter
    Before and after · Character renderThe worker, up close
  6. Chapter 6 of 6Latest test build

    The Game Today

    We've been improving the little details that make every restoration feel more satisfying.

    Real gameplay from the latest test build, with the game's own sounds: pop the latches, brush off the grime, beat the repair needle and see what you found.

    Gameplay recording with game sound · latest test buildSubtitles: Pop the latches and see what's inside. Brush away the grime, patch by patch. Stop the needle in the green zone. A miss never breaks it. Restored! Now: sell it, show it or keep it?

    Still to come (not built yet)

    • Safe storage for unfinished finds
    • Workshop expansions and station unlocks
    • Online co-op for up to 4 players (planned, not built yet)
    • Steam Deck support (needs testing on a real Deck)

Short development stories

  1. The workshop with stations, a yard and a showroom
    The workshop

    01In the current build

    From boxes to a real workshop

    The very first version was a few boxes on a floor.

    Now there's a workshop with its own yard, a showroom for customers and a private collection room.

    See how it looked beforeThe first prototype: boxes on a floor
  2. A row of original item models such as a music box, lantern and clockwork crab
    Some of the finds

    02In the current build

    Finds with personality

    Most finds started out as plain cubes and spheres.

    Now all 40 have their own model, from a Clockwork Crab to a Giggle Stone, so every reveal is a surprise.

    See how it looked beforeAn early placeholder: a plain coloured shape
  3. A customer at the counter making an offer
    A customer offer in the latest test build

    03In the current build

    Customers who haggle

    Selling used to be a single button.

    Now customers walk in, browse your showroom and make offers you can accept, counter or turn down.

    See how it looked beforeThe first sale screen
  4. The workshop with the new worker and service bay
    The new look being tested

    04New look, still in review

    A new look, being tested

    The workers still looked a bit like building blocks.

    We're testing rounder characters with real movement and a fresh workshop corner. It isn't final art yet.

    See how it looked beforeThe same workshop view with the earlier look

Back to Odd Salvage Crew

HELP US CHOOSE

Which way would you rather follow development?

Try both views above, then tell us which you prefer. This is about how we show progress, not about which game you like more.

The poll choices

  • Visual comparisons
  • Short development stories
  • Either works for me
Vote in our Discord poll

The poll is pinned in the #general channel of our Discord and Discord counts the votes (you need a free Discord account). We don't show results on this page.