Seriously Impractical Take the ideas people dismiss too quickly, and build them seriously.
FILE ID OS-ABOUT ARCHIVE UPDATED 2026-03-25
About / Oddity Store

Seriously Impractical

Take the ideas people dismiss too quickly, and build them seriously.

Who We Are

Who We Are

Your keyboard gets struck tens of thousands of times a day.
Your cup gets lifted seven or eight times.
Your phone case gets touched hundreds of times.

They are the things you touch most in your life.
But you've never really looked at them.

Oddity Store does one thing: we build worlds for the closest strangers in your daily life.

We write stories for keycaps. We build spaces inside cups. We give phone cases a second skin. Not because they need to become "useful" — but because the time you spend with them deserves something better.

A Letter from the Founder

A Letter from the Founder

The word "impractical" — many people have said it to me, and I've said it to myself many times. Most of the time, it's not really about the thing itself. It's a way of ending a conversation. Unreasonable, unreliable, impossible, forget it — all these meanings eventually converge into one word: "impractical."

But I slowly realized that the things labeled "impractical" aren't called that because they're wrong — they're called that because they're not prioritized. Fantasy, stories, fiction, imaginary things — they were never meant to be measured by outcomes. Their existence was never about proving themselves right.

I began to understand that what truly mattered to me was never whether these ideas were practical, but whether they had ever been taken seriously.

So I created Oddity Store — not to turn fantasy into reality, and not to defend "impracticality." I simply wanted to take the ideas that are too easily dismissed and build them, seriously. No concern for outcomes. No obsession with efficiency. No rush to succeed. Just taking an idea from inside the mind and bringing it into the real world.

So let's be seriously impractical.

— Founder, Oddity Store
What We Make

What We Make

Our Series

Our Series

How We Work

How We Work

01

Story First, Object Second

先有故事,再有东西

We don't design a keycap and then name it. We imagine a world first, then decide which key it lives on.

02

The Story Picks the Craft

故事决定工艺

Dye-sub, double-shot, in-glaze color, metal encapsulation — not because they're expensive, but because different stories need different tones of voice. Craft is tone.

03

No Simplifying for Scale

不为量产而简化

If an idea takes 147 keycaps to tell, we make 147. If a cup needs seamless interior printing to fit a room inside, we patent it.

04

Every Object Is a Door

每件东西都是一扇门

We don't make "themed merchandise." We make worlds you can lean into and look around. They just happen to look like keycaps.

Collaborations

Collaborations

Shanghai Grand Theatre Liu Cixin Comic Universe The Wandering Earth Les Misérables

More collaborations coming...

Connect

Connect