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 1.0.17
Mechanic changes:\n
- \n
- Statues elevated above pacific floor are no longer unable to be awoken. Previously, the effect of the pacific floor was incorrectly applied at elevations other than 0.\n
- Fixed a tiebreaking issue that caused bomb bugs fleeing equidistant monster blocks to have different east/west preferences when Leaf is standing between the bomb bug and a monster block to its north, compared to not seeing a monster block to its north at all.\n
- \n
- Clearing a room on turn 0 by entering in a position that erases the only monster no longer behaves as though the room was clear before entry. Previously, the minimap did not show the checkmark indicating a newly cleared room, room initial state view could show incorrect object positions, room clear replays would not automatically save, and saved replays did not reflect the room\'s newly-cleared status. Replays saved before this version will still be incorrect, but new ones will now save correctly.\n
- Replays that desync on waypoint travel no longer cause the turn index to change, which previously allowed inputting invalid moves after undoing a desync\n
- Replays that desync on room exit no longer leave the room-exiting move in the redo buffer, which previously allowed Leaf to exit the room boundaries without changing rooms\n
- Fixed ladders and waypoints not displaying their usual one-way warnings when traveling to a location occupied by a stack containing push blocks\n
- Fixed a crash when clicking certain regions of the sidebar during gameplay\n
- Fixed a crash when importing malformed world data containing zero rooms\n
- \n
- When viewing room initial state, the sidebar minimap now shows icon overlays matching the room\'s initial state\n
- The Show Room Initial State input now works on the map screen, showing icon overlays on all rooms matching their initial state\n
- Waypoint menu now interrupts key repeats when reaching the beginning or end of the list. Wrapping around requires a new keypress.\n
- Fixed a minor inconsistency in the list order of objects inspected while occupying the same position and elevation\n
- Adjusted truncation threshold for very long room names on the win game screen to reduce text overlap with time spent\n
- Room adjacencies that are blocked completely by permanent, impassable obstacles (trees/bushes, fences, or lampposts) are no longer revealed on the world map\n
- Attempting to set a checkpoint on turn 0 (which has no effect) no longer plays the checkpoint set sound\n
- Tweaked word wrap threshold for room name in waypoint menu\n
- \n
- Adjusted layering of \"Cannot travel elsewhere\" message in waypoint menu to be drawn on top of same-room waypoint arrow if present\n
- When a signpost overlaps a ladder or waypoint, the interact prompt is now drawn behind the sign\'s text instead of in front of it\n
- \n
- Player start position can no longer be erased by holding shift and right clicking\n
- Keyboard shortcuts are no longer ignored when caps lock is on\n
[ 2026-01-17 20:26:41 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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