Leaf's Odyssey is a turn-based game where you fight various monsters in order to solve each puzzle. Every move can be predicted and anticipated. Failure is not punished; you can undo and try a different approach as many times as you want.
- A rich set of mechanics with many subtle interactions
- Over 100 carefully crafted puzzles in the main campaign
- Soundtrack with over 30 minutes of original music
- Full-featured level editor
- Play as a ferret
Version 1.0.16
Bugfix:\n
- \n
- Fixed an input bug that allowed Leaf to move at the same time as traveling to a waypoint\n
- Fixed an infinite loop that could occur with invalid replay data\n
- Fixed incorrect replay data recording when holding three directional inputs at once\n
- Fixed incorrect desync detection for invalid replays that exit the room on turn 0\n
- Fixed possibility of inputting an invalid move during room transitions\n
- Fixed editable text fields always registering double clicks regardless of the delay between clicks\n
- Key repeat will no longer be applied when climbing ladders, unless the ladder is one-way\n
- Key repeat will now respect the interrupt setting when climbing one-way ladders into an uncleared room\n
- Fixed incorrect appearance of \"room clear status does not match expected\" message when inputting a replay in a room with no monsters\n
- Fixed a mechanical inconsistency introduced in 1.0.15r2, which caused push blocks that were raised from below Leaf\'s elevation level to be pushed by him on the same turn as bumping a toggle switch that raises the block carrying the toggle switch\n
- If a room has been modified to remove a waypoint that had been activated in the current save, that waypoint can no longer be traveled to\n
- Fixed Leaf ignoring pacific floor\'s effect for a turn after stepping onto one via cross-room waypoint or ladder\n
- Fixed the possibility of causing a game crash by stacking blocks or monsters higher than 255\n
- \n
- Waypoint menu now shows the key or button used to travel\n
- Same-room waypoints can now be traveled to by shift-clicking, or by entering gamepad cursor mode and pressing the interact button on the travel destination\n
- Slugs inspected after having moved on the previous turn are now described as \"[resting]\"\n
- The Play Room Again option in the Restore/Replay menu now prefers the most recent uncleared replay as its restore point, rather than choosing the most recent replay regardless of room clear status\n
- Clicking the mouse on a tile without moving it now highlights the tile and shows its coordinates, as would have happened with mouse movement\n
- Key repeat events will no longer close the waypoint menu\n
- When editing entity or tile marks, entity and tile icons in the sidebar now draw their assigned marks\n
- Very small mouse movements (such as those caused by vibrations from keypresses) will no longer show the cursor, reducing visual noise while controlling with the keyboard\n
- After importing a replay from disk, a \"NEW\" marker is shown on the Restore/Replay screen for all newly-imported replays\n
- \n
- Fixed hot coals spillover to the south overlapping toggle floors with one row of pixels\n
- \n
- Fixed cracked wall outline visually overlapping signpost\n
- Pressure plates and sacrifice altars can now coexist with toggle doors, monster gates, and obstacles\n
- The pause menu in the editor now respects the same music pause settings as during gameplay, reducing volume when paused by default\n
Version 1.0.16r1
\n\nBugfix:\n- \n
- Fixed an order of operations error that caused entities to overlap when using a sacrifice altar wired to a toggle door at its own location\n
- \n
- Open toggle doors now draw on top of sacrifice altars\n
[ 2025-08-27 02:22:48 CET ] [Original Post]
Minimum Setup
- Memory: 512 MB RAM
- Graphics: OpenGL version 3.2
- Storage: 8 MB available space
Recommended Setup
- Graphics: OpenGL version 3.2 or later
- Storage: 8 MB available space
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