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Ooglians

Ooglians Steam news

Simon Bäckström | Dec 15, 2022 | game

Released

0players observed · 25 September 2026 - 13:40:35 UTC

ActionStrategyEarly AccessSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak59
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score64% positive

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

  • Latest observed playersNot available
  • SteamPulse tracked peak59
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score64% positive
  • Total reviews255
  • Release dateDec 15, 2022
  • DeveloperSimon Bäckström
  • PublisherAurora Punks

Genres: Action, Strategy, Early Access

Company pages: Developer: Simon BäckströmPublisher: Aurora Punks

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Ooglians Steam news

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

Latest Steam announcements

  • Tower Defense Fest Stream - 9 March 2026

    Oogly-iioo Tower Defence streaming!

  • Waddupp ooglie booglies! We rollin back! - 19 June 2025

    After a long radio silence we are back! Rollback Since the latest update made the game unstable we have decided to roll back to previous. Some features will be lost but the game is now in a stable state. The future We are going back to the game and looking at what we can do. Nothing is set in stone yet as we are still working on other projects as well but hopefully we can come with updates to the game with bug fixes and content in the future.

  • Factory and Resources Update RELEASED! - 26 September 2023

    OOGLIBOOGLI!! With this update I took help from the new commuunitymanager that I'm working with to create a little summary video! Check it out! I'll still post everything in textform too tho, so heres that NEW STUFF: The Drone! - this will warn if there is no clear path to the core, in the future, more things will be added to it Ooglimass! - this has a chance to drop when an ooglian dies. there's a maximum of 15 spawned ooglimass at a time, so after that, no more will spawn (there's a temporary counter in the corner, that will be removed later on) The ooglimass deterioates every turn. if left outside it will dissapear after 3 waves Factory - there's currently only one factory. it takes oglimass and energy and creates a battery that can be triggered to shoot out an electric pulse to all connected modules in it's area Burner - this takes ooglimass and converts it into energy! Laser rework…

  • Factory and Resources Update Devpost! - 19 September 2023

    Hello again, Ooglibooglers! We're cruising through the Ooglians roadmap at a brisk pace, so here's a look at what's coming when the next update drops LATER THIS WEEK! Get hyped for the addition of Ooglimass, Factories and the Battery. Lots of things to process in that gif - let's break it down: Ooglimass is what we're calling that new green goop, and it will occasionally drop from exploded ooglians. You can use that ooglimass as resources by shoving it into the Factories. Some factories will generate power just like cores, as long as their tank of ooglimass isn't empty, and some will create items if fed enough power! One of these items is the new Battery! This badboy can be smushed, releasing a wave of energy that powers everything in range. That's about it for now, but we'll be back later this week with proper patch notes! Thank you again for your feedback and support! JOIN THE DISCORD…

  • ROADMAP RELEASED!!!!! - 8 September 2023

    Greetings, all you OogliBooglers! Behold: The roadmap for the Ooglians journey leading up to a 1.0 release! Things to come will be very experimental and change some core things about the game you know, so it's very important for me to get your feedback and thoughts around these things. Bugfixes and rebalancing will happen continuously. new modules and enemies will also come with these updates Update 1 (which just launched!) introduces Wall parts, updated pathfinding for the ooglians and removes autotargeting for modules. The idea is that Ooglians will now work a lot more like a traditional tower defense game, with the enemies always going for the core if they can pathfind there. The walls will show up as an option in the loot table, and when placed will force ooglians to go around them, allowing you to direct them (into hazardous areas). This means your placement of cores will matter wa…

  • [UPDATE] a-MAZE-ing walls! - 1 September 2023

    Before we start, i just want to ask you to keep your eyes peeledI The roadmap for future updates will hopefully be released sometime NEXT WEEK! with that said, let's get into todays update: WHAT?! WALLS!!! With this new patch I'm trying something very experimental and gamechanging! I've spent the time since the last update experimenting with different solutions for pathfinding for the ooglians. and I think we've landed on a pretty solid solution! Now, Ooglians will always try and take the shortest way they can towards the core, ignoring all other buildings. If there is no valid path, they will go back to the old AI and attack stuff until they can find a valid path. Another change is that buildings can now only be moved during the planning phase. modules and wires can still be rearanged during waves tho. This will allow for more interesting decisions in the long run, such as flying oogli…

  • [ALPHA 0.0.20] I'M BACK! - 6 July 2023

    Heya, Simon here! With this new patch, I just wanted to come in and make a little anouncement: I am now OFFICIALLY BACK (!!!) on the project FULL TIME! These past week I've been working on a roadmap towards 1.0. There will be some pretty major changes, and there will also be a lot of experimentation. I really do appreciate all the feedback, and I just want to make a game that deserves your time. My highest priority is addressing the main problems in the game right now, such as it being too tedious, too manual and the "great ball of death" meta. I have some ideas, but I'd also greatly appreciate your words on these changes too. this update contains a couple of bugfixes, some visual stuff, a new module, but most importantly it will make ALL cores have autotargeting! As stated, This is going to be a very experimental time, and changes are not final, but if people like it better, it will pr…

  • ALPHA [0.0.19] - New stuff, improved tutorial and more QoL - 14 April 2023

    EXPLOSIVE FIXES First things first: known issues. KNOWN ISSUES Aiming issues when dragging to the right - when dragged perfectly rightmost, the asset will start flipping 180 degrees. Not game breaking but can be annoying. Perfomance issues. FPS drops aren't as horrible for explosions, but there is still a soft limit for number of enemies on screen. Game ends on wave 100 with no warning or explanation. Spatial sound is sometimes mirrored. ⬇ Click here to join the discord! ⬇ this is where you can learn about the game and impact the development! We’ll put up a poll in the near future for what to prioritize. The team working on this is extremely small, and between us it's less than one full-time position. That's why all communication is centralized there! PATCH NOTES for 0.0.19 FIXES Massive FPS drops from explosions have been fixed. ENEMIES Updated the exploding ooglian with new visuals. M…

  • ALPHA [0.0.18] - Explosions, Quality of Life, Eggs, and Finger Guns - 7 April 2023

    ARE OOGLIANS EGGS OOGS or OOGGS? A lot of stuff in this update! First things first: known issues. KNOWN ISSUES Game is too hard! The game has gotten really hard There is no way to repair damaged buildings You can still progress far, but you need the right stuff This makes the game too reliant on RNG This is bad Performance is horrible! The game hasn't been optimized Some things will absolutely tank your framerate It can make the game near unplayable The “fix” is a hard limit of 100 waves before the player is killed This is bad The game is a bit too confusing The first few rounds has a lot going on, with almost no explanation The more we add, the more confusing it gets The late game has too much stuff on screen This prompts the player to rebuild their base now and then This takes time and can get very frustrating This is bad But at least we have finger guns now! We’re going to release an…

  • ALPHA [0.017] - New Modules and Ooglis, and a few fixes - 30 March 2023

    MORE NEW OOGLIANS AND MORE ARE COMING More enemy types for variation! Two new modules for... slightly different gameplay! You're all still going to make a tight ball of autotargeting gatlings, though. Probably. Note that if you get to wave 100, you'll be dying to the Doglian, Destroyer of Worlds. The dog is in fact no immortal, but I have no idea how to beat it. Best of luck. ⬇ Click here to join the discord! ⬇ this is where you can learn about the game and impact the development! The team working on this is extremely small, and between us it's less than one full-time position. That's why all communication is centralized there! PATCH NOTES ENEMIES Two new types of ooglians! - one big and bulky, and one tiny lil oog! That is all the information we have for you. You're gonna find out. MODULES & CORES Two new modules! In preparation for the new modules system, there are two new modules ava…

  • Hotfix for UI game breaker - 20 March 2023

    Fixed game entering soft lock upon mousing over the "Auto Crank" switch

  • ALPHA [0.015] - More Oogis and QoL - 16 March 2023

    EVEN MORE FRESHLY EVOLVED OOGLIANS DETECTED The major rework is still to be finished, but a patch has been long overdue. This patch brings some further enemy variety, some requested RNG balancing and more control of when to build and when to fight. ⬇ Click here to join the discord! ⬇ this is where you can learn about the game and impact the development! The team working on this is extremely small, and between us it's less than one full-time position. That's why all communication is centralized there! PATCH NOTES ENEMIES Two new types of ooglians! - one taller creature, and one smallish! That is all the information we have for you. MODULES & CORES No new modules! New system for modules under way. No new cores! New system for cores under way. QoL Reward Buttons now have a preview of the reward instead of text Game will not start automatically when you get your rewards. You'll figure it ou…

  • ALPHA [0.013] - Evolved Ooglians?! - 10 February 2023

    THE OOGLIANS ARE EVOLVING?! in preparation for a pretty big and gamechanging patch, I want to give you some new toys to work with while you wait! This patch brings some more enemy variation, and a new module. it also has some more settings and QoL things ⬇ Click here to join the discord! ⬇ this is where you can learn about the game and impact the development! As a solodev it's hard to do everything. That's why all communication is centralized there ENEMIES overhauled the visuals for the original ooglian Two new types of enemies! - one smaller creature, and one bigger! MODULES New module! FIXES hopefully fixed the bug where text would not load correctly bc of localization assets not loading properly QoL New menu with some more settings. Controller sensitivity rotation sensitivity - how fast you rotate the things your grabbing with the rotation input added option for automatic cranking th…

  • ALPHA [0.012] - Multiplayer & QoL - 19 January 2023

    Heya everyone! The holidays are over, and so is my vacation! With this update, I'm adressing some QoL things by changing the entire system for how grabbing and interacting with things works. the result of this should create an experience where you grab the intended thing more reliably. I've heard your complaints about the handcrank, that it feels annoying to get more than one. So to solve this problem I added MULTIPLAYER! Plug in a controller and let your friends do the cranking! The multiplayer is very simple for now, but I thought it would be a fun addition that would bring some new reasons to try out the game. Remember to join the discord to talk about the game and impact the development! NEW MECHANICS MULTIPLAYER! More basic starting module and core. New system for grabbing, with priority system for more reliable grabbing FIXES Fixed some problems with the cable system. Hopefully th…

  • ALPHA [0.011] - Stationary structures & QoL - 26 December 2022

    With this update I'm trying something new. let me know in the discord if you like it or not! (the discord is where all feedback and discussions happens) FIXES Fixed a bug with the capacitator BALANCING All structures now pin to the ground and become stationary while not dragged updated the firework module to actually do AoE lol turrets now have specific ranges QoL Some new particle effects wasd for camera movement q/e to rotate held stuff cables move more reliably and probably more stuff too, I just forgot lmao Thanks for sticking around, and remember that this game is far from finished and I'm only one person, so please bear with me as I try and handle all the crashes. This version also added more info to the stacktracing so hopefully I'll be able to pin down the crashes easier

  • ALPHA [0.010] - added backtrace - 22 December 2022

    This patch is to add backtrace to the game. backtrace is a service that sends all the errors and crashlogs to a database for me to find and understand crashes and bugs! Hopefully, this will help me understand the random crashes, Please understand that I'm a solo developer and that the game is still very much in alpha. that means bugs and crashes WILL still happen, both now and probably along the line too. Thank you for your patience

  • HOTFIX!! [0.009] - "Crank Fix" - 21 December 2022

    Fixed a softlock where you couldnt drag stuff after ooglians destroyed a crank you were cranking :^)

  • HOTFIX!! [0.008] - crash + freeze fix (?) - 21 December 2022

    I think i squashed the soft lock on restart and the crash when something destroys what you´re holding ... hopefully..? :')

  • NEW PATCH! - ALPHA [0.007] - 21 December 2022

    FIXES no more crashing from infinite cable loops! BALANCING Everything except modules and cables is now destructable Reworked Gatling module NEW MODULE! QoL Added Restart button to the esc-menu Smaller game area at the start, grows over time. this is too make the game faster in the beginning

  • HOTFIX - 15 December 2022

    Accidentally made the ooglians conmpletely harmless for the releasebuild. no they should be causing mayhem as intended.

Patch notes and updates

S.noRelease datePatch nameGID number
119 June 2025Waddupp ooglie booglies! We rollin back!1802893906732474
226 September 2023Factory and Resources Update RELEASED!5219165352641484083
320 March 2023Hotfix for UI game breaker5125698536868928678
422 December 2022ALPHA [0.010] - added backtrace5000716037442116218
521 December 2022HOTFIX!! [0.009] - "Crank Fix"5000716037439775485
621 December 2022HOTFIX!! [0.008] - crash + freeze fix (?)5000716037439670856
715 December 2022HOTFIX5623338145751312060

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