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Evil Egg

Evil Egg Steam news

Ivy Sly | Oct 30, 2025 | game

Released

0players observed · 24 September 2026 - 17:46:36 UTC

ActionFree To PlaySteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak65
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score98% positive

Evil Egg news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak65
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score98% positive
  • Total reviews686
  • Release dateOct 30, 2025
  • DeveloperIvy Sly
  • PublisherIvy Sly

Genres: Action, Free To Play

Company pages: Developer: Ivy SlyPublisher: Ivy Sly

Top Steam chartsTop 100 gamesGame directorySteam Store page

Evil Egg Steam news

Evil Egg news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Patch 1.4.8 - 3 August 2026

    Patch 1.4.8 - New key art by Esteban Sanchez ( link ), replaces all art on Steam. - Removed "HI SCORE" text from room previews. this mostly just confused people and doesn't really provide meaningful info for room selection at any point in the game. - Destroying the twin egg before picking it up no longer incurs the Betrayal penalty. - Pyro Tank backblast damage has been substantially increased (2-3 -> 4-5, exact number depends on whether you have +damage) - Score multiplier display will now make room for an extra digit. - Reaching the good ending unlocks a new option.

  • Happy Easter Week! - 1 April 2026

    sorry i know it's wednesday... i was a little late on this one :) don't forget to tune in for a special Easter surprise!

  • Version 1.4.0 - 26 March 2026

    Addressing a pretty obvious and urgent issue with scoring. with the recent difficulty changes, higher level runs should be much more distinguished from lower levels than then they currently are, with level 40 wins right next to level 76 losses on the score leaderboard as of writing. This is because of the huge score multiplier bonus on game wins, which was better suited for the old difficulty and longer runs that racked up the score multiplier. Depth is much much more indicative of skill than it was before so the score should reflect that. This means a leaderboard reset again, hence the version number bump, though this is more of an amendment to 1.3. Sorry yall. - End score bonus max multiplier has been reduced from x3.0 to x1.5. - Beating the game no longer directly multiplies the score on its own, instead offering a large score bonus (which is affected by your current in-game score mu…

  • Patch 1.3.3 - 26 March 2026

    Cursed rooms now add 0.02 score multiplier (from 0.01). Reduced Royal Guard spawn density (this also increases its score value). Pyro Tank backblast is now affected by +range (size) and +bullet speed (knockback), and is more accurately drawn to match the hit bubbles. Jester and Harlequin bullet speed is now capped. Fixed bug that made nudging the mouse at all put your run in the mouse input board Fixed the retry cooldown timer having huge cooldown times if you adjust your system date backwards.

  • Version 1.3.0 - 23 March 2026

    A major goal of this patch is to rework certain artefacts. Artefacts should reward skillful play and encourage diverse play styles - some felt like they overlapped in a "passive dps/crowd control" niche that goes against Evil Egg's design philosophy. I've reworked and rebalanced them to better reward skill expression. General balance changes have been made as well. Another goal is to make post-game difficulty more fun and high-stakes for good players - it's obvious now that the original logarithmic difficulty scaling was a mistake, making high level runs drag on as they reached higher depths. Now, after beating the Embryo, the rate of increase in spawn counts is fixed to the slope between levels 20 and 21. Previous levels are unaffected. At the end of this post is a graph comparing old spawn scaling vs new - the Y axis represents the multiplier on how many enemies can spawn in a wave. I…

  • Version 1.2.0 - 8 February 2026

    Another balance change, so leaderboards will be wiped again. Remember you can view and submit to older leaderboards by selecting the old version as a beta branch. Pyro Tank Reduced 1.1 damage buffs, size buffs are unchanged. Death Cap Slight DPS nerf. Finally added codex info for enemy/hazard weight classes. Typical enemies and hazards belong to a weight class. Higher-weighted enemies are generally stronger while lower-weighted enemies tend to be more numerous. In most levels, each wave will spawn one type of enemy and hazard per weight class. Enemies span 4 weight classes while hazards only have 2. Hold the "show timer" button on the enemies and hazards pages to highlight the weight class of every known entry. Added control option "autofire". when enabled, the hatchling will automatically shoot with primary fire all the time. Added control option "autofire shoot to aim". when enabled,…

  • Version 1.1.0 - 18 January 2026

    major update, leaderboards will be reset. old leaderboards can still be viewed from old versions (accessed via beta branch). mainly QOL and balance changes. some artefacts were having too big (or too little) an impact on gameplay balance, so i've normalized them - both by adjusting the artefacts and the game loop itself. arcade2000 support :) click the a2 button in the rankings page... if you dare greenoids now have a chance to carry ammo (up to 1 per room), even without beggar's bowl. bowl's behavior is unchanged, but it should now feel less like a must-have. pyro tank changes: flames swell in size briefly, doing more damage during this period. slightly larger flame hitbox (not represented visually). flame damage affected by damage upgrade. flame size affected by range upgrade. flame size also affected by movement speed. no more sfx spam when flames hit invulnerable targets. death cap…

  • Patch 1.0.4 - 14 November 2025

    Patch 1.0.4 - another change to the ending graphics on the leaderboard - shamed spirits in penitence rooms are now automatically killed on wave end.

  • Patch 1.0.3 - 7 November 2025

    - reduced the upgrade XP penalty when you are nearly fully upgraded (0.1x -> 0.4x)- you can now open the codex with a single (remappable) button press, by default with G on keyboard and the back button on controller.- polished tutorial prompts a bit and added an option to disable them- made the early twin/trinket rooms consistently hold upgrades when other rooms have them- Fixed XP bar not displaying upgrade xp accuratelySPOILERS BELOW- Score multiplier bonus for beating the game has increased from 1.5x to 2.0x, making the max possible multiplier 2.5x. - Reduced egg hurt sound during stalker phase.

  • Patch 1.0.2 - 4 November 2025

    This post encompasses the changes made in patch 1.0.1 and 1.0.2.1.0.1:adjusted the tips at the start of the game to make boost a more obvious mechanic to new playersremoved screen rumble options. screenshake intensity is now locked to what was previously the default value. this is to stay consistent with the general design philosophy that the visual effects are a meaningful part of the game's difficulty. the amount of screenshake actually present in the game is very minimal, in any case. more controller rumble for a couple things that didnt have them beforeSPOILERS BELOWadded a hurt sound for the egg boss during stalker phasemade the egg flash brighter when getting hit during stalker phase royal guard spawn count in the rook phase of egg boss has been slightly reduced. made the rook phase floor hazard telegraph brighter.updated the stalker/rook phase music improved visibility of the "ok…

Patch notes and updates

S.noRelease datePatch nameGID number
13 August 2026Patch 1.4.81839676055896115
226 March 2026Patch 1.3.31827626365771403
314 November 2025Patch 1.0.41816307528931883
47 November 2025Patch 1.0.31815580768308189
54 November 2025Patch 1.0.21815034433043931

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