Egg Ascent cover
Egg Ascent screenshot
Genre: Adventure, Indie

Egg Ascent

1.0.0 - Launch!!!

1.0!!!!!!!!!!!!!! THE GAME IS DONE!!!!!!!!! I’ve been working on Egg Ascent for way too long (about 4.5 years??? omg???). I’m so happy to finally be able to say I finished a project it’s been so amazing developing this game and being able to see people enjoy it as much as they have thank you so much for all your feedback and support it genuinely means the world to me!! Egg Ascent is done but it’s not like done done, I’m going to continue to post about the game and interact with every body and I’m planning on adding a level editor in the future, hopefully that happens!! Again thank you so much and for how much of a wait this update was it isn’t like huge but there are a bunch of little finishing touches and a new level that I hope isn’t too much :3c, THANK YOU SO MUCH FOR PLAYING EGG ASCENT!!! I LOVE EGG ASCENT!!!

  • Added ending animations + credits

    • There are 5 endings, each depending on how much of the game you have completed
  • Added achievements!!!

    • Most achievements are for golding levels/worlds/the game but there are a few little challenge achievements, been wanting to add these forever but really wanted to wait until the game was done
  • World/game medals

    • Every world + the full game now have 4 time medals you can unlock (bronze, silver, gold, dev) for normal and hard mode
  • World/game leaderboards

    • Every world + the full game now each have steam leaderboards for normal and hard mode
  • Extended secret level, is now unlocked through hidden collectables
  • Removed “save debug times” setting
  • Level select next/previous page buttons are hidden when there isn’t a next/previous page
  • Leaderboard no longer has a horizontal scrollbar
  • Fixed level select scroll sometimes not saving

0.7.4 - Small Fixes/Tweaks

Uh oh there was a oopsie!

  • Fixed bug where you could suck eggs through walls
  • Hovering over a time in a leaderboard now shows a 3rd millisecond digit
  • Added a popup warning about level times not saving when debug mode is first enabled
  • Added a grey background to popups in the main menu

0.7.3 - Leaderboard Tweaks

Small update that tweaks some leaderboard and time medal related things.

  • Added the ability to look at level leaderboards and medal times in the level select by middle clicking the level button
  • Added info button to level select that shows the different ways to press the level select button
  • “Main menu” button on level complete screen now takes you back to the level select
  • Changed some levels dev times as they were impossible to achieve (egg6, key9, sticky9)
  • Toggling slowmo no longer shows the “slowmo used” text
  • Added sound effect to opening reset time menu
  • Removed “save debug times” setting
  • Removed the really annoying dumb awful spring from egg6 hard
  • Timed portal7

0.7.2 - Time Leaderboard Testing

Very small update but I really wanted to get some testing done on the leaderboard feature before I work more on it, so here it an in testing version of it!!

  • Time leaderboards
  • This is a work in progress feature that I was planning to launch with 1.0 but felt I needed to stress test it so I’m releasing it a bit early!!

    • This is off by default and can be toggled in the timer settings
    • After completing a level a button will appear at the bottom of the screen, clicking this brings up the leaderboard
    • Almost everything here is placeholder, if you have any problems or suggestions please let me know in the feedback channel on the discord!!
  • Level changes

    • added more to hard mode secrets
    • key14: made spring wider
    • portal7: changed ending of normal and hard mode
  • Smaller changes

    • Timers now pause when the game is paused
    • Time reset menu is less finnicky
    • Fullscreen is now on by default
    • Added underline when hovering your world/game time in level select

0.7.1 - Sticky Insane Update

Sticky insane update!!!!! New level and a few minor changes, also added a secret little thing to each insane level 😏.

  • Added sticky insane, which is unlocked by completing all of the sticky hard levels
  • “Main menu” button in the death screen now brings you to the level select
  • Optimized level resetting, not very noticeable unless resetting an insane level. Before when resetting key insane it would take my pc 195ms to fully reset the level and it now takes 39ms. Feels a lot better to reset more complex levels.
  • Menu toys now spawn at the center of the screen in the main menu
  • Added outline to checkpoint flag sprite
  • Default settings tweaked

    • Vsync now defaults to off
    • World and game timers default to hidden, level timer is still visible by default
  • Bug fixes

    • Made egg spikes actually work
    • Fixed bug where the setting description boxes would show on screen even when the settings menu was closed
    • Fixed bug where cannonballs would shoot through doors

0.7.0 - Sticky Update

SORRY THIS TOOK SO LONG BUT IT'S HERE!!! FINALLY TIME TO GET STICKY WITH SOME EGGS!!! AND MAYBE DO A BIT OF ASCENDING!!!??

  • Added bouncy eggs

    • Bouncy eggs will bounce off of any surface they touch
    • They will break after 4 bounces, or if landing on spikes
  • Added egg doors

    • Instead of requiring a key to open it requires a specific type of egg
  • Added player and egg spikes

    • Only the player can collide with player spikes, and only eggs can collide with egg spikes
    • These are only used in harder levels but it’s a cool level design tool that I really wanted in, will definitely be nice to have when the level editor inevitably comes out
  • Added bouncy egg menu toy
  • Old sticky level number changes

    • sticky3 → sticky5
    • sticky4 → sticky13
    • sticky5 → sticky15
    • sticky6 → sticky16
    • sticky7 → sticky19
  • Level changes

    • portal15: merged with portal16
    • portal16: old level removed and replaced with a brand new level
    • sticky13 (previously sticky4): added an egg after the first wall jump bit to make it less awkward
    • sticky15 (was sticky5): changed start position of player; added a sticky egg door at the end
    • sticky16 (was sticky6): added sticky eggdoor to the first walljump section
    • sticky19 (was sticky7): replaced last egg with bouncy egg; added a key to hard mode /evil
  • Sticky egg changes

    • Wall jumping gives more vertical height, want to encourage wall jumping more because as it is now it is almost always better to just get height from shooting the egg
    • Egg shooting while wallsliding on an egg tile will no longer stop your momentum
  • Smaller changes

    • Pressing the main menu button in the pause menu now brings you to the level select
    • Horizontal springs will not always shoot you upwards
    • Fixed issue where eggs would go the opposite direction of springs, made egg spring bouncing overall more consistent
    • Door optimizations
  • Bug fixes

    • Fixed bug where you could jump in the air after quick teleporting with a portal egg

0.6.1 - Portal Insane Update


  • Portal Insane

    • Hardest portal level in the game
    • Unlocked by completing all of the hard portal levels
  • Wide Springs

    • Replaced multiple springs next to each other with wider springs
    • Looks nicer and is probably more optimized 😎
  • Insane Level Dev Times

    • Added dev times to egg, key and portal insane
    • Didn’t add these before because I never actually beat any of the insane levels all the way through in one try
  • Level Changes (made levels easier)

    • egg insane made easier (changed cannon timing to be easier to predict right before 2nd checkpoint; raised the ceiling of the 2nd segment; repositioned the cannon, and added a 2nd cannon)
    • key insane made easier (replaced metal door at end with normal door)
    • egg9 hard made easier (lowered the walls at the end)
    • key14 made easier (made spring wider)
    • key14 hard made easier (made metal door taller, removed spike)
    • portal3 hard made easier (removed extra portal egg, added normal egg)
  • Minor Changes

    • Toy unlock text updated to “[name of toy] toy unlocked: [toy description]”, instead of just a popup with the toy description

0.6.0


  • Added “egg tiles” and “player tiles”

    • Player tiles stop the player from walking through them, but allow eggs to pass
    • Egg tiles do the opposite, allowing the player to walk through but not eggs

  • Checkpoints

    • Added checkpoints to the insane levels and the secret level
    • Holding ALT while resetting a level will reset your checkpoint and bring you to the end of the level

  • Menu Toys

    • If you found those secret little egg people that would show up in the main menu when they were collected, those are menu toys
    • I’ve completely overhauled the system and made it so instead of having to find the secret spots in levels, you can unlock toys by completing all levels in a world
    • I put so much time into this system because I want it to serve as a sort of achievement system, you will be rewarded with fun menu toys if you complete certain levels or find certain secrets

      • As of 0.6.0 there is the 3 egg people you can unlock by completing all of the levels in the first 3 worlds, as well as 1 secret toy
      • I replaced the secret egg people with something new that I haven’t fully implemented but it is worth checking those spots again

  • New timer settings

    • Added toggles to show level, world and game timers
    • With this you can disable world and game timers and only show the level timers

  • Color blind mode

    • Threw this together really fast, will definitely improve it in the future
    • Simply adds unique shapes to the different colored eggs with the goal of differentiating them without their color alone
    • Normal eggs have nothing, portal eggs have a full circle, sticky eggs have a hollow square, and bouncy eggs (currently unused) have a straight line

  • Work in progress level progression

    • Most of the work on this isn’t shown in the game yet as it’s still in progress
    • The only change added this update is needing to complete every normal level of a world to unlock it’s hard mode, rather than completing every level in the game
    • Unlocking insane levels is still the same, beat every hard mode level of a world
    • Unlocking hard mode or an insane level now saves the game so you don’t get the popup a 2nd time
    • Planning out normal level progression, probably won’t implement until 1.0; you will only be able to play 3 uncompleted levels in a world at a time. If you haven’t done the tutorial for a world you are required to do so, but after you can skip around a little. The next world will also be unlocked if you have 16/20 levels completed. Been thinking about how I’d implement this for a while now since I obviously want the game to be speedrun friendly and this kind of messes with full game runs. If it becomes a problem and people want to run the game while skipping levels I could implement a mini level select that you can open within a level.

  • Old portal level number changes

    • portal3 → portal4
    • portal4 → portal5
    • portal5 → portal6
    • portal6 → portal7
    • portal7 → portal19

  • Level changes

    • egg7: remade end, completely remade hard mode
    • egg9: added 2nd spring to end of level, completely remade end of hard mode
    • egg10: completely changed end of hard mode
    • egg13: added walls to prevent from skipping entire level, remade hard mode
    • egg15: changed hard mode to stop from skipping entire level, kept skip in normal level
    • key3: tweaked hard mode
    • key11: lowered the door
    • portal0: changed positions of eggs
    • portal7: added arrows pointing to golden egg, made golden egg closer, looks more like an S, added cannons and egg tile to hard mode
    • sticky1: added small new section at end of level
    • sticky7: removed spiked in the beginning, added a spring at the end (made easier)

  • Tiny key changes

    • Tweaked door opening jump, you will now always be boosted upward if unlocking a door with a key in your mouth while in the air, if you hold DOWN you won’t do a little hop :)
    • Changed position of key collision when being sucked, this should prevent sucking keys through walls and keys getting stuck in unsuckable positions

  • Updated controller support

    • Changed the way controller aiming works, you are now able to grab eggs that are behind other eggs
    • There’s a cursor controlled by the left stick, the further you hold the left stick the further the cursor is aimed in that direction
    • Feel like this is the best way to implement controller aiming but it still feels really bad so I’m probably just going to give up on it here lol
    • Will probably add controller support in the menus at some point but I wouldn’t recommend using a controller to play this game at all

  • Smaller changes

    • Tutorial text boxes now show the proper keybinds instead of just the default
    • Added “save debug times” setting, allows you to toggle whether or not times will save if on debug mode
    • Made so you can right click to teleport to a portal egg after you’ve shot a different egg, before if you shot a portal egg then any other egg you wouldn’t be able to
    • Added fps cap option to settings, set to 60 by default, can set to 0 to uncap
    • Fixed sticky egg jump buffering
    • Hitting escape on the main menu now gives a prompt to close the game instead of instantly closing it
    • Turned down volume of cannon & cannonball sounds
    • Added way to toggle discord rich presence, either go into your savefile and change the “rich_presence” variable under “Settings” to false, or use the “discord” console command, think it was causing a crash on windows 11

0.6.0 - Portal Update


  • Added “egg tiles” and “player tiles”

    • Player tiles stop the player from walking through them, but allow eggs to pass
    • Egg tiles do the opposite, allowing the player to walk through but not eggs

  • Checkpoints

    • Added checkpoints to the insane levels and the secret level
    • Holding ALT while resetting a level will reset your checkpoint and bring you to the end of the level

  • Menu Toys

    • If you found those secret little egg people that would show up in the main menu when they were collected, those are menu toys
    • I’ve completely overhauled the system and made it so instead of having to find the secret spots in levels, you can unlock toys by completing all levels in a world
    • I put so much time into this system because I want it to serve as a sort of achievement system, you will be rewarded with fun menu toys if you complete certain levels or find certain secrets

      • As of 0.6.0 there is the 3 egg people you can unlock by completing all of the levels in the first 3 worlds, as well as 1 secret toy
      • I replaced the secret egg people with something new that I haven’t fully implemented but it is worth checking those spots again

  • New timer settings

    • Added toggles to show level, world and game timers
    • With this you can disable world and game timers and only show the level timers

  • Color blind mode

    • Threw this together really fast, will definitely improve it in the future
    • Simply adds unique shapes to the different colored eggs with the goal of differentiating them without their color alone
    • Normal eggs have nothing, portal eggs have a full circle, sticky eggs have a hollow square, and bouncy eggs (currently unused) have a straight line

  • Work in progress level progression

    • Most of the work on this isn’t shown in the game yet as it’s still in progress
    • The only change added this update is needing to complete every normal level of a world to unlock it’s hard mode, rather than completing every level in the game
    • Unlocking insane levels is still the same, beat every hard mode level of a world
    • Unlocking hard mode or an insane level now saves the game so you don’t get the popup a 2nd time
    • Planning out normal level progression, probably won’t implement until 1.0; you will only be able to play 3 uncompleted levels in a world at a time. If you haven’t done the tutorial for a world you are required to do so, but after you can skip around a little. The next world will also be unlocked if you have 16/20 levels completed. Been thinking about how I’d implement this for a while now since I obviously want the game to be speedrun friendly and this kind of messes with full game runs. If it becomes a problem and people want to run the game while skipping levels I could implement a mini level select that you can open within a level.

  • Old portal level number changes

    • portal3 → portal4
    • portal4 → portal5
    • portal5 → portal6
    • portal6 → portal7
    • portal7 → portal19

  • Level changes

    • egg7: remade end, completely remade hard mode
    • egg9: added 2nd spring to end of level, completely remade end of hard mode
    • egg10: completely changed end of hard mode
    • egg13: added walls to prevent from skipping entire level, remade hard mode
    • egg15: changed hard mode to stop from skipping entire level, kept skip in normal level
    • key3: tweaked hard mode
    • key11: lowered the door
    • portal0: changed positions of eggs
    • portal7: added arrows pointing to golden egg, made golden egg closer, looks more like an S, added cannons and egg tile to hard mode
    • sticky1: added small new section at end of level
    • sticky7: removed spiked in the beginning, added a spring at the end (made easier)

  • Tiny key changes

    • Tweaked door opening jump, you will now always be boosted upward if unlocking a door with a key in your mouth while in the air, if you hold DOWN you won’t do a little hop :)
    • Changed position of key collision when being sucked, this should prevent sucking keys through walls and keys getting stuck in unsuckable positions

  • Updated controller support

    • Changed the way controller aiming works, you are now able to grab eggs that are behind other eggs
    • There’s a cursor controlled by the left stick, the further you hold the left stick the further the cursor is aimed in that direction
    • Feel like this is the best way to implement controller aiming but it still feels really bad so I’m probably just going to give up on it here lol
    • Will probably add controller support in the menus at some point but I wouldn’t recommend using a controller to play this game at all

  • Smaller changes

    • Tutorial text boxes now show the proper keybinds instead of just the default
    • Added “save debug times” setting, allows you to toggle whether or not times will save if on debug mode
    • Made so you can right click to teleport to a portal egg after you’ve shot a different egg, before if you shot a portal egg then any other egg you wouldn’t be able to
    • Added fps cap option to settings, set to 60 by default, can set to 0 to uncap
    • Fixed sticky egg jump buffering
    • Hitting escape on the main menu now gives a prompt to close the game instead of instantly closing it
    • Turned down volume of cannon & cannonball sounds
    • Added way to toggle discord rich presence, either go into your savefile and change the “rich_presence” variable under “Settings” to false, or use the “discord” console command, think it was causing a crash on windows 11

0.5.2


  • Time medals

    • You can now earn medals based on your level times
    • You can view the medals in the level select

      • Medals in order from worst time to best: Green > Silver > Gold > Diamond > Dev
      • Only visible if timer is enabled
    • Can also see if a level was completed, and what medal you got for a level, through the pause menu

  • Death counter

    • Finally added a death counter!!
    • Count goes up every death and level reset
    • Can be toggled in “settings > game > show death count”
    • Can see level, world, and game deaths

      • To see level death counts, pause the game during the level
      • To see world deaths, look in the bottom right of the level select
      • To see total deaths, open the settings menu
    • Will figure out where else I can put it but threw it in the pause menu really quickly because I know people have wanted it

  • Level changes
    • Egg hard 18: Remade entire level
    • Key hard 16: Remade entire level
    • Key 19: Changed position of key
    • Egg insane: Added cannons

      • Probably going to remake this entire level at some point but probably not
    • Key insane: Remade start of level
    • Egg 13: Removed the crazy ass skip, there’s still a skip in the level I just didn’t like being able to finish the level with a single spring it felt kinda lame
    • Portal 6: Made easier to complete without early teleporting
    • Sticky 7: Made easier to complete without early teleporting
    • Egg hard 13: Added second spring
    • Egg hard 14: Changed position of golden egg to be closer

  • Smaller changes

    • VSYNC SETTING!!

      • Didn’t even realize this game was just stuck with vsync on for 2 years but it was
      • Now there’s a toggle in the game settings, right under fullscreen, feels a lot snappier on my dookie butt 60hz monitor crazy I never realized this lmaoo
    • Cannon shoot & cannonball break sounds now don’t play if they are too far away
    • Button juice :3c

      • In the level select the buttons clip out of the box, looking into a way to fix this
    • Remade tutorial text boxes

      • Now show key/mouse prompts instead of just saying “w key” or “right click”!! Currently this doesn’t change depending on your custom binds but the groundwork is set up
      • Text boxes no longer show in hard mode levels
      • Changed these to set up for localization
    • Added graphics page to settings

      • Contains screen shake, fullscreen, and vsync setting
    • Spring directional influence is stronger

      • Not sure if this was a well known feature or not but if you’re holding a direction while bouncing on a spring you will be sent more in that direction, made it influence the direction a little more to make it a bit more impactful
    • Sticky eggs now have a longer reach while going at high speeds
    • Console now pauses the game when opened
    • Can now toggle fullscreen even when the game is paused
    • Timer is now on by default
    • Settings description box was remade, size should be more consistent
    • Added spacing to settings tabs

  • Bug fixes

    • Fixed restarting level while it’s already restarting, caused screen flickering
    • Stopped spring from playing the bounce sound multiple times at once, used to play it super loud
    • Fixed bug where dying and teleporting at the same frame would fling you