An Odd Game About Sausage Extra Levels Guide
What unlocks after the ~102 mains, how to read dev messages, and surviving Extra Level 20.
Beating the main gallery of An Odd Game About Sausage is not the absolute end. Madman’s Cheese adds extra levels after completion — encore physics jokes, gallery tracking for the new set, and the infamous Extra Level 20 that dominates “I finished but I am not finished” conversations. This guide covers when extras appear, how to approach them, what developer messages are doing there, and how to attack Extra 20 without melting your mouse.
If you still have main stages open, return to the Full Walkthrough or the Guides Hub. Extras assume you already understand left-click tosses, Escape menus, and soft-body settle from Controls and Physics Tips.
When extras unlock
Extras open after you complete the main campaign block (~102 levels). The gallery continues to matter: it should show mains cleared and reveal the post-game list so you can track encore progress the same way you tracked the campaign. Do not expect a separate RPG hub — the sausage loop stays the sausage loop, just with meaner or weirder props.
Buyers who only sampled the demo will not see the full encore; extras are part of the $2.99 full game experience that also includes the complete main set and achievement support expanded in V1.2.1. Confirm Steam is updated through the V1.2.x line so physics and splash/Bacon tribute polish (V1.2.3, including the October 16 2026 notes era) match what guides and videos show.
Tone: messages from the developer
Post-game content often carries messages from the developer — gratitude, jokes, and homage energy toward Bacon – The Game. Read them. They are part of why the page feels like a tribute rather than DLC padding. You do not need to screenshot every line for skill, but skipping them misses the point of a $2.99 labor-of-love clear.
When a message sits beside a brutal prop, take the hint: the cruelty is affectionate. Laugh, Escape if you need a break, then apply serious technique.
How to approach the extra set
Use the same session template that finished the mains:
- Warm up on a medium main-gallery revisit so timing is calibrated.
- Attempt a small batch of extras.
- Cap attempts on any single wall.
- Rotate, then return.
- Use one video chapter surgically if a prop is unclear.
Extras amplify everything you already know. Tiny perches, sticky slides, magnet pulls, and settle patience all return with less forgiveness. Re-read Hardest Levels when an encore prop rhymes with hummingbird, glue stick, brick wall, hand, anteater, magnet, or balloon.
Extra Level 20 deep dive
Extra Level 20 is the headline wall. Players who cruised late mains still stall here because it demands clean framing, low panic, and honest wait-versus-click discipline. Treat it as a skill check, not a secret code.
Practical Extra 20 routine:
- Confirm camera framing once; stop panning before each toss.
- Take three scout throws aimed at learning exit paths, not winning.
- On promising contacts, wait through damping — many fails are “helping” a winning settle.
- Change only timing or only angle between attempts.
- After a fixed block of tries, leave. Warm up elsewhere, then return.
If your build predates the V1.2 physics fix, update before you invent conspiracy theories. If motion looks unstable, enable the V1.2.2 V-Sync path so eyes and clicks agree.
The embedded video is a companion for seeing post-game pacing; pause on Extra 20, note the setup, then recreate with your hands. Copying frantic spam from any creator usually prolongs the wall.
Gallery completionism and achievements
Fill every extra gallery slot the same way you finished mains: rotate stubborn entries, celebrate boring clears, and keep notes on which props need patience versus full resets. Achievements tied to completionist play (post V1.2.1) often resolve naturally while you mop extras; chase stragglers only after Extra 20 stops owning your evening.
Steam Deck Verified players can finish extras handheld, but precision props still prefer a solid pointing method and clear Escape bind — see Controls.
Emotional endgame
Extras exist to extend the joke with players who loved the loop. They are optional in spirit even when they are unlockable in fact. If Extra Level 20 stops being fun for days, shelve it. The main ~102 clear already proves you speak sausage. Come back when curiosity returns; soft-body games reward fresh eyes.
When you finally park the meat on that last cruel target, re-read any leftover developer messages, glance at the full gallery, and send a friend toward Getting Started instead of spoilers. For physics theory anytime, keep Physics Tips bookmarked.
Post-game is the encore. Play it like a musician who already survived the set: warm, focused, and willing to leave the stage before the encore turns into noise.
Frequently Asked Questions
Quick answers to the most common questions.
When do extra levels unlock?
After you complete the main gallery of about 102 levels. The gallery then tracks the encore set.
What is Extra Level 20?
A notorious post-game stage that demands settle patience and clean framing. It is not part of the main 102.
Are developer messages important?
They are part of the tribute tone and worth reading. They are not secret control schemes, but skipping them misses the post-game personality.
Can demo players access extras?
Extras belong to the full $2.99 game after a main-campaign clear. The demo teaches the loop but not the full encore.
What should I practice before Extra 20?
Warm up on a medium clear, reread Physics Tips on wait-versus-click, and use Hardest Levels ideas if the prop rhymes with known walls.