The best and quickest explanation of what Olvand has to offer probably is [the introduction text on the first page] and [this video], but you might be interested in a more detailed list of what is already implemented and what still coming.

Feature list 1 || Feature list 2 || Feature list 3 || Feature list 4

Roads and railways
As the randomly generated worlds can be huge, travelling from one city to another might take way too much time, even in the quickest vehicle. Therefore, I hope to add roads and railways to speed up the process. And it's not only time efficient; travelling on the train might be a nice way to meet new people, and I imagine building a station and railways from one city to another might be a nice coop project between the communities of two cities. Already implemented: roads.


Imagine walking around on a new server, wondering how much progress the inhabitants have made, and then suddenly walking into this; for railroads to be profitable, you need multiple big cities!

Diseases
In Olvand, being ill means something like being translucent or having incredibly large feet. Some diseases will be contagious and have an incubation period.

Leitmotifs in the background music
All melodies heard in the game represent something: one represents nature, another city life, another friends, etcetera. These melodies can be heard in various forms: if you are walking around in a city at night, for example, the city theme will sound calm and quiet, will it will sound exciting and quick if your city is at war. In the medley below, you can hear the main theme (main menu version and race version), the forest theme (dreamy version, happy version and battle version) and the town theme (dreamy version, pub version and hometown version). [More info]

And of course, much more!

Excited? I am too! Why not subscribe to help me test the game here?