- minor update - 6 October 2026
bloom bug fixed, physics 'fix' reverted becasue it caused maybe more problems
- Oeuf v1.6: BANANAS HIGH-RES AUTUMN FREECAM EDITOR UPDATE (40% sale this week!) - 2 October 2026
v1.6 BIG EDITOR UPDATE So, this was going to be a small update, but it turned into something quite large. Before we get into the specifics, I'd like to say we're going to have a cosy autumnal get together tomorrow evening on discord/stream to celebrate the new release: LEVEL EDITOR UPDATESGeneral Editor ChangesReworked high-resolution UI: we've gone native res with Oeuf, which allows us to up the readability of text in the editor a lot, and I took the opportunity to more generally snazz it up. Here's what it looked like: And here's what it looks like now: Texture browser panel: see and pick from all textures at once with a single press of a key! The File menu can now browse subfolders. Autosaved files are now zipped to save 90% on disk space (and you can open them as if they were .txt files). Full rewritten documentation (updated tutorial video is a WIP and will come up in the next few…
- Ouef V1.5: COUNTRY FRESH EGGS (30% sale this week!) - 20 August 2026
WELCOME TO OEUF V1.5: COUNTRY FRESH EGGSIT HASNEW COMMUNITY MAP - OEUF COUNTRYLAUNCH PARTYNEW MUSIC TRACKSNEW FEATURESSTABILITY UPDATESOEUF COUNTRYOeuf Country is a brand new community level, headed up by the very lovely ZachDaniel and with contributions of Zaratustra, Yvon, DoomKitty, Learners, Liman, Case, and TheGreatEscaper, and myself too! It was a blast to be able to contribute to it and see it evolve; it has lots of really funny corners and novelties to delight! It's not as huge as Oeuf City, but it *is* big (it also has a lot more interrelated regions than the first community map, which I find very charming), and you will have a lot of fun exploring around and gather its 137 stars. The difficulty isn't extreme, and even new players should be able to have some fun bopping around looking for stars to collect.On that front, also I just added a bunch of achievements for collecting t…
- Increpare's Pick: INTERNAL PROCESSING (gent) - 12 August 2026
Internal processing is one of the most visually well-crafted levels for Oeuf, and in its own very particular way. It's at its heart a 'tower-climbing' level, with an industrial theme, but each floor has a very different style - not just visually, but also in terms of gameplay - and the two tie very well - the pipey floor is piping goo around the floor, and it's easy to lose your footing while vaulting about from one to the next. Ditto for the floor with lots of plate metal and glass (much of which lies in shards on the ground) It has a nominal difficulty rating of 'hard', but has a gradual difficulty slope so most players will be able to enjoy a chunk of it. As mentioned in a previous post, there is a prize of an Oeuf sticker-pack for whoever has a level that gets an "Increpare's Pick" award :) (who doesn't already have one :) ). It's such a nice, polished level! Go play if you haven't…
- Increpare's Pick: Tony Oeuf's Pro Skater - School II (Julien) - 9 July 2026
So, someone made a whole new kind of level for Oeuf. Absolutely unprecedented, and quite nice (inspired by an old skateboarding game, is my understanding). There are new kinds of platforming in it, not seen in previous Oeuf levels: This alone is the biggest leap forward in Oeuf platforming technology since monkeylicka's Nutty Putty. On the topic of individual platforming challenges, I also had the terrible embarrassment of spending a while trying to get one particular star, having had categorically ruled out the obvious way of getting it, because I "knew" it was impossible to get that way because of how I "knew" how the physics works. But no it turns out it was gettable in precisely the obvious way lol. More than individual jumping challenges, the general feel of the environment is also good. I'm very used to Oeuf-City-sized areas, but these are a bit more spacious, and while there's a…
- minor updates 9. june - 9 June 2026
optimized grouting/sphere placement performance in the editor (6x speedup) hard to edit entities when other users are also editing other entities - panel kept resetting extra logging for some networking problems localisation tweaks
- Ouef V1.4: BIGGER THAN BEFORE (30% sale this week!) - 5 June 2026
WELCOME TO OEUF V1.4: BIGGER THAN BEFOREIT HAS OEUF CITYMULTIPLAYER MAP EDITINGBUILT-IN STEAM WORKSHOP BROWSERLOTS OF OTHER THINGS OEUF CITY The Oeuf community built a big city map together, many times larger and more open than the base game. I can finish the main game in about an hour, and the new level took me many joyful evenings to play through. Explore, and try to get all the stars (over 200 stars to collect!)! There are parts to discover and enjoy for players of all skill levels! The quantity and variety of places in this level is not to be underestimated. It has several new kinds of platforming challenges hidden in it. I really really really recommend it. Its difficulty never goes above that of the base game, and you can keep track of collected stars via the pause menu: The people who built Oeuf City: DoomKitty3000, DrMonkeyLicker, Machka6, Liman1, SabulineHorizon, Terzalo, incre…
- Increpare's Pick: the checkers machine (yellow) - 16 May 2026
So, I just played a great and easy level. You can just dive right in, really - there's a lot one can 'spoil', which I will do further down, but you can just play it :) It has a bunch of nice and charming places, and no tricksy maneuvering is required, you just need maybe sometimes to be observant. There is plenty of variety in terms of how the various rooms feel, and plenty of variety in terms of how the rooms look. I love some of the rooms that feel giant and open, but the more compact checkerboard-rooms also have their charm. ^^ Thank you for making such a lovely level for my game, yellow! ==== As mentioned in the last post, there is a prize of a sticker-pack for whoever I pick (while stickers last, for people who haven't already gotten some ^^).
- Increpare's Pick: Lighthouse (Toddsnegh) - 7 May 2026
Long time no see! There's actually a lot happening behind the scenes rn - I'm preparing a \big update (should be out the weekend after this one, you can find out more about it on the Discord if you're curious), but in the meanwhile I'd like to spend more time bigging up some of the great things that I've been playing, and making it easier for curious people to get started playing workshop levels. Workshop Game Tags I've started tagging games with difficulty in the Steam Workshop so that people can easily browse them (v1.4 will also see a workshop browser built into Oeuf). And I've also started tagging levels as "Increpare's Picks" as recommendations that people casually browsing through might enjoy. Right now only I can set tags, but I might expose it later in the editor. I love playing workshop levels, so I should get around to tagging everything that isn't just a 'test' level eventual…
- Oeuf v1.3 MEGA ULTRA TEXTURE PACK UPDATE - 27 March 2026
I was so excited by all the cool levels people have been making for Oeuf I got distracted from fixing bugs and instead added a whole bunch of new textures. We can now do industrial concrete A hi-viz cave ascent for a more 'classic' look: bitumeny highway realness featured:and some snow as well! and rusty metallic too!Lots of sandstoney/deserty tiles: We also included all the letters blocks you might ever need:So, yeah - lots and lots of possibilities now! All the above and more await you in the level editor in V1.3 :) OTHER THINGS:More levels in the steam workshop (by me and by others)! I'll do an update in another post.Killboxes kill you the next time you touch on land. In the older version they don't kill you if you're already on land until you go into the air first. Now they kill you right away if you are on land when you enter them. This is to make it easy to have things like lava t…
- Update notes vor V1.3 - 27 March 2026
GIANT texture pack added :) Killboxes kill you the next time you touch on land. In the older version they don't kill you if you're already on land until you go into the air first. Now they kill you right away if you are on land when you enter them. This is to make it easy to have things like lava that kills you when you roll onto it (hint: you can make the killbox totally flush with the floor and it seems to work pretty well) There's an 'unrandomize' shortcut in the editor, in addition to Ctrl+R to 'unrandomize' the rotation of all *cube-shaped blocks* (with the currently-selected texture in the currently-selected layer) to face single direction.(Cycles direction each time it's pressed.) Some minor fixes in the level editor.
- Notes For v1.2 - 25 March 2026
level editor tool improvements! can now drag out more blocks along useful planes with the plane dragging tools. + other minor improvements
- One week of Ouef, Several Outstanding Happenings! - 17 March 2026
So, since Oeuf launched, several wonderful things have happened. 1: Amazing new levels on the Steam WorkshopA bunch of crafty people gave Oeuf's level eggitor a spin and made some genuinely really lovely levels. A bunch of new maps have been submitted over the week since Oeuf appeared, on top fof the ones testers made before release, which are also lovely- they're all great fun (especially in multiplayer!). If you enjoy Oeuf, it behooves you to check out the Steam Workshop page! Playing all these levels made me super happy after a pretty exhausting launch! Thanks to you all :) 2: 2:06 ANY% SPEEDRUN RECORD (that's minutes!) The wonderful TheRealDyer set up a page for Oeuf on speedrun.com Not a few days later, the very talented 1softi (planning things out with SabulineHorizon ) smashed my Any% record of 51:09 with his own record of 2:06 ... I think you just have to check it out:(There's a…
- V1.1 - 12 March 2026
A minor patch that hopefully doesn't break anything: - can see the dragging arrow visualisations when dragging entities in the level editor - Clients see usernames of other players in network console - implemented versionining for multiplayer lobby - you can't play with people on a different version of the networking protcol to you - possible to edit your single-player world (eggworld) temporarily in a way that would persist until you restarted. - minor localisation tweaks (more to come) I did a bunch of testing, it should be fine! I'll be doing another small patch with other fixes probably today or tomorrow.
- A bonus level: TABLE_OBBY - 4 March 2026
I added a substantial new built-in level to the game. Now when you go to 'custom maps' from a fresh install, you will see this at the top: This is a pretty big new level - a Roblox-inspired Obby (short for 'obstacle course'). This is a long series of 99 mini platforming challenges, with checkpoints after each one - it looks like this (you zig-zag up and down from v. easy on the right to to somewhat challenging on the left): It took me over an hour to beat it on my first try, and was pretty fun. On my second attempt, with friends, it took ~ 90 minutes (and was even more fun!). So, as of the latest test builds today, table_obby is now included in Oeuf by default!
- Tweaking the Demo for Steam Next Fest - 24 February 2026
I've had a blast trying out random demos in the Next Fest for the past two evenings. I hope you all are enjoying it as well. One thing that did kinda get my goat though, was how big some of the demos are - it's much easier to frivolously install a bazillion demos to try out if they're not 1GB a pop. My game, compressed, weighs in at 550MB on disk, compresse to ~ 450 MB for download. HOWEVER, the majority of that is just music - the game has 1 hour of core soundtrack, and 3 hours of extra tracks that're for custom levels. Here's a break-down of the biggest files in the game: you can see they're almost all "mp3str" (mp3) files; only one of the chinese fonts and the background rain track stand above them: The Demo version restricts where you can go, but has all the same files as the main version. I hadn't thought to try slim it down - but an evening of Next-Fest-ing convinced me to do so.…
- Custom Jump sounds and Editor Updates - 9 February 2026
So, another week, another bunch of last-minute changes. Less than before!We now have custom jump sounds. Some people didn't like the built-in jump sound - some of this is personal taste, some is that the reverb was a bit harsh/too distoring when you were inside. So I toned it down, and was a bit on the fench about whether or not to have jump sound selection as an option, UNTIL I realized this could be a fun multiplayer thing to give your egg some identity, so I went all in. I also added collectables to the engine. Not to the game, but to the engine. This means that people in their own maps will be able to add pickups :) (they don't do anything)English is locked down for localisation, which allows, somewhat late in the day, for localisers to do a final pass, for which I'm very grateful.People have made some levels for the game. It's nice to play levels. It inspired me to to make a level…
- Adding two areas to the game - 2 February 2026
Perhaps ill-advisedly at this late stage, I've decided to expand two parts of the game from short passages to areas of their own. The area between the Underground Tower and Forest of Branching Paths has been expanded, as has the area between the Side Gate, and the Grand Palace. This means that the area labels in the Forst of Branching Paths and the Grand Palace have been upgraded to full checkpoints. Underground Tower->Forest before: Underground Tower->Forest after:Side Gate -> Grand Palace before: Side Gate -> Grand Palace after: Feedback very welcome - these places need testing...
- Steam Workshop added - 29 January 2026
So, I just added steam workshop support! The tab should be visible. To upload a game to the workshop, just click this button in the editor and wait a few seconds and the steam item page will appear. It uses the file-name as an identifier, so if you reshare, it will update the existing mod. I still need to fix up a few things, make messaging better, but it should just work. You can download levels using the workshop tab in the steam game page. Right now my ones are just placeholder. For information on getting started with the editor (that has yet to be updated with steam information) look here: https://increpare.github.io/oeuf-documentation/map-editor-tutorial.html Let me know if you give it a try and make anything fun (I will be checking the workshop ofc to see what appears), or if you run into any problems, or have any suggestions for things to improve :)
- New in Oeuf: safety and world tweaks! - 23 December 2025
Hello, hope everyone's feeling appropriately festive. Here's what's been changed in the game this week (just uploaded a build): === MAKING THE UNDERGROUND TOWER NICER === Then I went and tried to revisit some areas I had been meaning to touch up. The initial house/basement seems to resist improvement, but I an idea for the crypt under the chapel that I think works quite well - it had been quite dark/featureless: You might think that, being underground, there isn't any point to windows - however that is underestimating how much lighting in the game is just fog. The underground is a giant cavity, and so cutting some unreachable windows looking into it works quite well I think: (here's what it looks like without fog/fancy lighting - you can see the underside of the world above) === MAKING THE HIDDEN VILLAGE NICER === There was another level that I'm quite happy with generally, the hidden v…