Guides

An Odd Game About Sausage Full Walkthrough

Campaign shape, gallery pacing, and how to use chaptered videos without spoiling every prop.

Last updated:

Full Walkthrough

This walkthrough explains how to finish the main campaign of An Odd Game About Sausage (~102 main levels) without burning out on a single prop. It is not a spoiler dump of every object. Instead you get structure, pacing, and a sane way to use chaptered YouTube clears — including the embedded full-run style video — while still learning soft-body skill yourself.

New players should complete Getting Started and skim Controls first. When a named wall appears, branch to Hardest Levels. After the main gallery, continue with Extra Levels.

Campaign structure in plain terms

The game is a linear-feeling gallery of physics jokes. Early stages teach toss, stretch, and settle. Mid game mixes wider props with fiddly silhouettes. Late game stacks precision, awkward collision, and patience checks. Your true progress bar is the gallery of clears, not an XP track. Roughly 102 mains form the core; extras appear after completion and are tracked separately.

There is no multiplayer and no hidden class system. Madman’s Cheese ships a $2.99 Steam title (store name a weird game about sausage) that respects your time when you respect the physics. Patches from V1.2 (physics) through V1.2.3 (splash / Bacon tribute) polish the ride; stay updated so walkthrough timings match your build.

How to use chaptered videos

Chaptered long plays are maps, not scripts. Best practice:

  1. Attempt a stage blind for a short set of serious tries.
  2. If stuck, jump to the video chapter for that prop — watch the setup and settle, not only the success clip.
  3. Close the video and recreate the idea with your own click timing.
  4. Only scrub ahead when you are hunting a specific remaining gallery entry.

Watching an entire spoiler run first removes the comedy and the learning. The embedded video here is a companion for structure; combine it with Physics Tips so you understand why a chaptered clear worked.

Early game tips (first third)

Prioritize clean habits over speedrunning the gallery. One intentional left-click, camera locked, then observe. Learn what “almost settled” looks like. Skip perfectionism on comedy fails — laugh, reset, adjust one variable. Fill easy gallery slots to build confidence before hummingbird-tier props arrive.

If Escape / right-click confusion appears, fix it now via Controls. Early bad habits become late-game tilt fuel. Demo players can use this phase to decide on the full purchase; owners should simply push gallery coverage.

Mid game tips (middle third)

Expect difficulty spikes that feel personal. Thin props and awkward silhouettes show up more often. This is when settle patience matters: tip-only contacts start failing more. Use the gallery to rotate props — do not spend your whole evening on one mid-tier stick if three other stages would fall in ten minutes each.

Begin a personal note list (mental or written) of props that need “wait after contact” versus “reposition entirely.” That list becomes your late-game guidebook. When glue stick, magnet, or hand energy appears, open Hardest Levels for focused tactics instead of generic grinding.

Late game tips (final third)

Late mains demand framing discipline and emotional regulation. Take breaks. Soft-body judgment collapses under fatigue. Confirm V-Sync / stable pacing if motion looks jittery (V1.2.2). Treat each remaining gallery entry as a short project: ten to twenty intentional tosses, then rotate.

Do not unlock extras mentally until the main set is done — finish the ~102, celebrate, then enter post-game with fresh focus. Extra Level 20 and friends are designed to feel like encore exams; warm up on a medium clear before you dive in (Extra Levels).

Session template for a full clear

  1. Warm up with two easy gallery replays or quick new clears.
  2. Attempt three unseen or unfinished stages.
  3. If one becomes a wall, cap attempts and switch.
  4. Optionally check a video chapter for the wall only.
  5. End the session on a success so tomorrow starts kinder.

This template beats “one more try” marathons that teach nothing. Steam Deck players should use the same template with stable posture and binds from Controls.

Achievements and completionism

V1.2.1 expanded achievements. Some will fall naturally during a full gallery clear; others may need intentional revisits. Do not derail your first full clear chasing every badge — finish mains, then mop up. The wiki’s Guides Hub keeps physics and hard-level articles linked so achievement hunting stays efficient.

After the credits energy

When the main gallery is full, you have beaten the core joke. Extras, developer messages, and Extra Level 20 are the encore — covered next in Extra Levels. If a friend is starting now, send them Getting Started instead of spoilers.

A full clear is mostly literacy: read the sausage, respect settle, rotate stubborn props, and use chaptered videos as surgical help. Do that and ~102 stages become a weekend of comedy instead of a month of tilt.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many main levels are there?

About 102 main levels, with extra levels unlocking after you complete the main gallery.

Should I watch a full video before playing?

Better to attempt stages blind first, then open specific chapters when stuck. Full spoiler runs remove learning and jokes.

What if I am stuck on one late stage?

Cap your attempts, clear other gallery gaps, then use Hardest Levels tactics or a single video chapter for that prop.

Does the walkthrough include extras?

This page focuses on the main ~102. Use the Extra Levels guide for post-game stages and Extra Level 20.

Are patches required for this advice?

Stay on current Steam builds. V1.2 physics and V1.2.2 V-Sync especially affect how walkthrough timings feel.