- Minor update patch. - 17 October 2025
Minor update for Steam, graphics, and effects.
- Ouroboros: Prelude Update - 17 October 2025
Minor update. Fixed some graphics and particle bugs.
- Ouroboros: Prelude Update - 9 January 2024
Minor tweaks and updated Steam integration to fix Steam Achievements not functioning properly.
- Ouroboros: Prelude Update - 2 July 2023
Increased dark-light brightness by a small amount. Minor visual updates to environment. Added a visual effect to one enemy to make avoid it easier. Fixed issue where particles would sometimes flicker or disappear at certain camera angles.
- Ouroboros: Prelude Update - 25 January 2023
-Replaced most textures. -Rebalanced collectables. -Removed tinderbox item. -Simplified ending level. -Expanded hint system. -Expanded story content in notes. -Overhaul to lighting system. -Minor audio system overhaul. -Overhaul to madness system. -Overhaul to AI navigation system. -Overhaul to animation system. -Overhaul to physics computations. -Major overhaul and alterations to level design and spawning system. -Alterations to AI. -New hazards. -New props. -New visual effects. -New madness effects. -New puzzles. -New mechanics such as swimming. -New level and room designs. In addition to: -End level redesign. -Current level redesigns. -Removed a monster type. -Adjusted movement speeds of player and creatures. -Procedurally generated hazards.
- Ouroboros: Prelude Update - 31 October 2022
Happy Halloween! Ouroboros: Prelude draws nearer to completion. With this update I spent some time to try to rebuild as much as what was lost as well as recreate and improve on... most everything, really. I got most of it and added even more new things. I had to axe a few levels that were causing problems. I will try to add them back in at a later date. Spent a little more time and and added back in some room and level designs that were in the previous version but must have been lost during one of the data loss episodes because checking in the current project they were not there. I do want to try to re-add some of the lost room, level, and puzzles designs that were lost after the previous build that never saw it to the public version. As stated before... this game itself is an Ouroboros, uncreating itself as it is created. I could swear this project is haunted. No other project have I e…
- Ouroboros: Prelude Upcoming Update - 23 October 2022
A long time has passed since the last update. Many things have happened to hamper progress. Many setbacks - illness among them. Life is madness. I have only very recently been able to pick up working on the game again. Consider the three data loss episodes, piecing the game back together, life, work, illness, and covid I would say that this version of the game is in very good condition. As stated some time ago I would give people advance warning in case of price increases as the project moved further away from Early Access and closer to completion and I suspect that I may increase the price from $7.99 to $9.99. If all goes well, the update should come within a week. Stay sane. :)
- Development Updates - 25 October 2019
A quick update on the current state of Ouroboros: Prelude. As the last update hinted at I had to partially rebuild the game. Unfortunately the project suffered data corruption for the third time in the row. How or why this keeps happening is beyond me but alas, here we are. I am thoroughly convinced this game is doing everything it can to uncreate itself - as though the corrupting madness concept of this game has bled into the reality of its development. Regardless, ever shall I endure to work on this game until it is remade, reworked, and released properly as I envisioned it. There is however a unforeseen plus side to this as it has given me the opportunity to rethink how certain systems are handled and to optimize code and such - which has already shown some positive results. :) The rebuild is already in its working stages and is almost looking like it did before... with a few visual…
- Updates - 26 February 2019
It has been a while since I have given an update so this is to address that. Yes, I am still working on this game. Life has gotten in the way in a not so subtle or avoidable way that has hindered all aspects of production. -However- I have been working on some side projects - one of which has already been posted to Steam. As for Ouroboros: Prelude, I have been working on level overhauls, reworking the randomization and generation algorithms, introducing and playing with the aesthetics, tweaking the controls, and so much more. It may be very likely that I end up rebuilding this game almost entirely from the ground up. This game has made a habit of trying to uncreate itself as I create it. It has a life of its own it seems. So, we shall see what an overhaul will produce.
- Ouroboros: Prelude - Version 0.9.5.0 - 27 October 2018
Life made these updates rather delayed, but here it is. Changes in 0.9.5.0 Upgraded to new engine version. Scares added: 1 Obstacles added: 1 Room types added: 2 Level removed for repair and editing: 2 Added a new potential starting area. Fixed cave-ins not triggering properly. Fixed issue where player would not stick to ladders properly. Fixed texture issue on plant. Fixed issue were a hidden door in one level was not being triggered properly. Fixed issue where restarting the game after dying was prevented. Fixed issue where breakable environment would break too early or easily. Resized some intractables' colliders to be more precise. Fixed issue where some enemies would cause the the cross-hair to change. Fixed issue where a ladder in one level was not being recognized as such. Fixed issue where Alt-Tab would unbind the cursor from the game. Resized player collider to be more precise.…
- Ouroboros: Prelude - Version 0.9.4.9 - 25 June 2018
Changes in 0.9.4.9 Dust particles fixed. Room spawn placement fixed in one level. Pathing spawn fixed in one level. Mesh colliders for environment streamlined. All levels reinserted into build. Enjoy. Stay sane!
- Version 0.9.4.9 Incoming - 23 June 2018
Upcoming Changes in 0.9.4.9 Dust particles fixed. Room spawn placement fixed in one level. Pathing spawn fixed in one level. Mesh colliders for environment streamlined. All levels reinserted into build.
- Ouroboros: Prelude - Version 0.9.4.8 - 21 June 2018
So, I have a crazy big update for you all. Ouroboros: Prelude is in its 0.9.4 incarnation and with it comes a maze full of bugs fixes and additions. Changes in 0.9.4.0 New room types added: 2 New levels added: 5 New obstacles added: 3 Added a new trap. It's prickly. Added audio mixing. To make sure sounds do not max out the output where too many sounds may be playing. Added candle loading. You can now pick up any candle you have lit and dropped and load them into an empty chamberstick. Fixed torch and light source shadows. Fixed chain crank obstacles and interactables. Fixed a problem with one of the starting point points. Added a new room. Fixed scare that controls camera movement. It should point directly at the scare now. Fixed a climbing bug. Made jumping on free standing pillars easier. Fixed a bug with the water rendering. Fixed a bug that controlled a scare changing the environme…
- Ouroboros: Prelude - Version 0.9.3.7 - 29 April 2018
So, I burned through a few more versions before this release. Changes in 0.9.3.3 Added glow to final puzzle objects and results. Changes in 0.9.3.4 Lowered glow effect on important items and collectibles. Removed a scare sound effect. Fixed final level audio dialogue. Fixed final level creature spawn rate. Changes in 0.9.3.5 Fixed final level puzzle glow effects. Halved head bob intensity. Decreased sanity camera effects. Fixed bug in darklight system. Changes in 0.9.3.6 Fixed rendering bug in final level explosion. Changes in 0.9.3.7 Temporarily removed levels for editing. Made darklight more variable over time. Hope you all enjoy the changes and the fix to the lighting system! Good luck, stay sane!
- Another Minor Update Incoming - 20 April 2018
I am currently working on another update with a few tweaks to lighting and a few tweaks to the final level and final puzzle in the game. So, I know quite a few people have said that the game is too dark. I honestly could not say why when I bumped up the brightness more times than I had intended to. As from my end I could very easily see and play the game. Today I found out that there is a sneaky little bug in the system that handles the lighting when you are not in any other light source. To put it shortly, something is causing the player's "darklight" to become too dark. This will be fixed as soon as find out what is causing this. Until then, Good luck, stay sane!
- Minor Update to Version 0.9.3 - 14 April 2018
Quick update: Fixed pillar-pit-fall obstacle. It was way too difficult to survive. Made platforms wider. Fixed bug where going back to the Main Menu after dying or playing a game and attempting to play again would cause the game to break. Fixed chests so that they don't fall apart. They also are more likely to spawn items. Fixed the plant-bucket object so that it does not appear to be floating. Fixed vine-climb obstacle room so that waterfall sounds play when water is present in the room. Added a room permutation. 'Cause why not? Increased likelihood of certain scares to appear as they seemed far too rare. Fixed door jitter. So I guess this make this Version 0.9.3.2 now? I went through a previous build before releasing this patch. Some glitches and bugs only show themselves after the game is built and running standalone. I hope this smooths a few things out for you players out there. Go…
- Ouroboros: Prelude - Alpha Release - Version 0.9.3 Released - 4 April 2018
Finally, the next update is ready for release. I had to contend with some spontaneous malfunctioning hardware, a persistent crashing problem, and due to compiling time it takes a very long time to test each iteration of the game to see if it is functioning as it should be. Update List: Room permutations added: 9 New rooms: 3 New scares: 2 New hazards: 1 New sanity effects: 1 New puzzles added: 1 Fixed starting area obstacle so that breakable floor is obvious. Added starting area randomized "start package" of resources in each starting area. Increased dark-light intensity. Decreased sanity effects intensity. Increased fall damage. Made swimming easier. Q/E to swim Down/Up. Fixed lantern crank object. Fixed player spawned candle so that it does not go through objects. Added dialogue to some scares. Increased trap damage. Fixed a non-functioning sanity effect. Increased Elixir healing. Inc…
- Ouroboros: Prelude - Alpha Release - Version 0.9.3 Released - 4 April 2018
Finally, the next update is ready for release. I had to contend with some spontaneous malfunctioning hardware, a persistent crashing problem, and due to compiling time it takes a very long time to test each iteration of the game to see if it is functioning as it should be. Update List: Room permutations added: 9 New rooms: 3 New scares: 2 New hazards: 1 New sanity effects: 1 New puzzles added: 1 Fixed starting area obstacle so that breakable floor is obvious. Added starting area randomized "start package" of resources in each starting area. Increased dark-light intensity. Decreased sanity effects intensity. Increased fall damage. Made swimming easier. Q/E to swim Down/Up. Fixed lantern crank object. Fixed player spawned candle so that it does not go through objects. Added dialogue to some scares. Increased trap damage. Fixed a non-functioning sanity effect. Increased Elixir healing. Inc…
- Ouroboros: Prelude - Alpha Release - Version 0.9.2 Released - 30 January 2018
So... what started as a minor update ended up becoming a major one with an overhaul in the code and physics departments. Update List: Created a physics manager to handle the multiple thousands of physics-enabled objects. This has greatly increased the frame rate of the game. Water has been updated. Before the water was too dark or utterly black and would change at different angles. I completely switched out the water so now it looks like... well, water. This has also had a major impact on the frame rate and the game is running faster on lower-end computers. Fixed climbing speed. Before was much too slow. Fixed climbing physics. Before there was a small chance you would slide around while on a ladder. Fixed flickering textures on breakable floors. Altered creature spawn rates. As you progress through each level there is a higher chance of more nasties for you to deal with. Music/Fear int…
- Ouroboros: Prelude - Alpha Release - Version 0.9.2 Released - 30 January 2018
So... what started as a minor update ended up becoming a major one with an overhaul in the code and physics departments. Update List: Created a physics manager to handle the multiple thousands of physics-enabled objects. This has greatly increased the frame rate of the game. Water has been updated. Before the water was too dark or utterly black and would change at different angles. I completely switched out the water so now it looks like... well, water. This has also had a major impact on the frame rate and the game is running faster on lower-end computers. Fixed climbing speed. Before was much too slow. Fixed climbing physics. Before there was a small chance you would slide around while on a ladder. Fixed flickering textures on breakable floors. Altered creature spawn rates. As you progress through each level there is a higher chance of more nasties for you to deal with. Music/Fear int…