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OVIS LOOP

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OVIS LOOP screenshot 1
Early Access Launch Trailer trailerWatch trailer on Steam ↗

OVIS LOOP

LIFUEL · Published by LIFUEL · Official site ↗

Very Positive — 89% positive (1,205 reviews) · 32 achievements

Last updated 27 Sept 2026

A pixel-art action roguelike with dynamic combat, player-led combo crafting and a post-apocalyptic battle of wolf and lamb. Step into the shoes of the robot-sheep Omega to wield sci-fi weapons and gather evolving skills to protect your flock. Jump into the loop and create a unique combat style.

Early AccessDJCTQ 10Full Controller Support

£14.29

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

3 Sept 2026Lowest: £14.29 · Highest: £14.299 Oct 2026

Action, Indie, Early Access · 2025 · More £5 - £15 games

Embark on a unique combat journey as Omega, wielding sci-fi weapons in a post-apocalyptic battle to defend your flock. Dive into the dynamic roguelike loop created by LIFUEL, where each run is a chance to master new skills and strategies.

About this game

Join Our Community

We’ve been so lucky to find an incredible number of Protectors stepping up to defend the flock, and give us such wonderful feedback throughout demos and playtesting. We hope to continue working closely with you throughout the Early Access period and you can find us on

X / Twitter | Discord | Steam Community | YouTube

ROADMAP


A Note from the Developers

Hi everyone! We are LIFUEL, the development team behind Ovis Loop. We are a small team of just three developers, working closely with our wonderful community to build our first game.

If you enjoy fast-paced dynamic combat and satisfying, side-scrolling roguelike action, we hope that you’ll join us in Early Access, to hit the Loop and protect the flock.

While Ovis Loop is our first development journey, we are committed to using our in-depth understanding of action art and our knowledge as players, to develop a high-quality game that you can love as much as we do.

We’re looking to provide continuous two-way communication throughout the Early Access period – while adding new content and optimising all areas of the game. But in addition to this, the community (and your feedback) is so important to us, and we really hope that you will come on this journey as well, to help guide Ovis Loop to its 1.0 launch.

We hope that Ovis Loop delivers a fun, engaging and worthwhile experience, and we hope that you will help us to create this together.


About the Game

Step into a world where combat never has to go the same way twice. Engage the lupine enemy in dynamic combat, with responsive and precise battle controls.

Find a host of ferocious enemies, ranging from the smallest minions to hulking monstrosities – with an army augmented by the despicable Doctor Wolf.

Unlock new weapons, skills and abilities to pick up on each run, but Protectors beware! One wrong move and while Omega will persist through death, any modifications collected will be lost as you hit a new Loop with a fresh loadout – it’s time to steel your woollen form, and protect the flock.

After defeating enemies, players will download and evolve critical skills to help you fight through the Loop. Rather than just acquiring new skills, Ovis Loop gives you the choice between passive and active upgrades for each skill.

Decide to buff the skill you have, or add an additional chained skill to carry on carving your way through Doctor Wolf’s minions. Our skill and combo system allows you to play your way. Focus on strengthening just one skill, or embrace the dynamic force of the chain, it’s up to you.

Each Alpha enemy and Doctor Wolf’s augmented monstrosities provide increasingly difficult challenges as you progress through the Loop. As well as harbouring secrets about Ovis Loop’s world and inhabitants, they also learn from your own playstyle.

Whether you like to charge in, use area of effect or dive in and out, each boss will adapt to meet your challenge. Focus on dodging and find a boss that aggressively pursues. If you prefer to rush in, it’ll retreat to find space.

You define the battle, but each Loop is designed to test you with more than simple pattern recognition. Overcome each challenge through intuitive action and a build that works for you.


An unconventional story, maybe, but this is not the tale you have heard before. As well as powerful new skills and abilities, you’ll uncover secrets about Ovis Loop’s post-apocalyptic world and (more importantly) about our hero Omega. Become the Shepherd, protect your flock, and delve into the mysteries you find in each Loop.

Ovis Loop is the chronicle of just one lone sheep, trapped in a brutal, looping war with a lupine enemy. In this fight, you must stand alone, but Ovis Loop gives you the tools to succeed, for those with wool made of steel.



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This game uses generative AI for assisted translation, with manual review and optimization to ensure language quality and gameplay experience.

(AI Languages Used: Traditional Chinese, Brazilian Portuguese, Portuguese, Latin American Spanish, Spanish, French, German, Russian)

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 HOME
  • Processor: Dual core from Intel or AMD at 2.8 GHz
  • Memory: 4 GB RAM
  • Graphics: Nvidia 450 GTS / Radeon HD 5750 or better
  • DirectX: Version 11
  • Storage: 1 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 HOME
  • Processor: Dual core from Intel or AMD at 2.8 GHz
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 460 / Radeon HD 7800 or better
  • DirectX: Version 11
  • Storage: 2 GB available space

Supported Languages

English, Korean, Japanese, Spanish - Spain, Spanish - Latin America, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal, French, German

Latest news

  • Patch NotesOfficial

    Minor Update Delay & Development Progress Update 2

    Hello, this is LIFUEL. We are truly sorry to greet you again with a delay announcement. As the current development progress has been delayed significantly beyond our original schedule, we would like to share our current situation with you.In the process of development, as we tried to flesh out our initial concepts and add more content, the overall scale of the game gradually expanded. The main reason is that we found some of our early designs lacked the fun we aimed for, so we decided to invest more time into adjustments and additional development.Although this has extended the development cycle, we hope to polish the game into a much better state. In this announcement, we would like to share how the central system of our next update—the map system—expanded in scale, and what we are currently working on.Map SystemThe feature originally planned to be added to the map system was the "Backtrack" function.BackgroundThe original map system was a one-way progression structure. Our design goal was clear: players needed to make judgments within limited choices, acquire rewards to continuously build their character builds, and gradually form the most suitable playstyle for themselves through repeated challenges. Therefore, our design focus at the time was not on the map itself, but rather on letting players experience the fun of different playstyles through rich build combinations.However, as development progressed, we gradually discovered some shortcomings in this design, and from player feedback, we extracted two main issues:Rewards are too few.The differences between different routes are not distinct enough.This feedback indeed pointed out deficiencies in the current system. However, simply increasing rewards or adjusting numerical values could not truly solve the problems.For example, if we increased the number of normal battles to make the reward system richer, although it would increase resource acquisition, it would also lengthen the overall process and cause players ...
    Read full article on Community Announcements (lifuelgames)
  • Patch NotesOfficial

    Development Progress Update: Notice of Version Plan Adjustment

    Hello everyone, this is LIFUEL.First, we would like to share an important adjustment regarding our update schedule: we plan to integrate the originally scheduled 0.5.1 minor update into the 0.6.0 major update and release them together.Following the completion of the 0.5.0 update, we have been parallelly advancing the development of contents for both version 0.6.0 and version 0.5.1. However, during the actual development process, because we were working on too many things simultaneously, some version conflicts occurred at the system level. More importantly, we only discovered this issue after version 0.5.1 had already been developed to a certain stage. Looking back, we were indeed complacent and short-sighted in our planning.Therefore, the skills and modules originally scheduled to be added in version 0.5.1 will be adjusted and integrated into version 0.6.0, releasing alongside the Map system and the Ore system.About Alpha MemoryTaking this opportunity, we would also like to explain an important system currently being adjusted—Alpha Memory.To understand Alpha Memory, we first need to briefly review the development background of Omega Project. In Project Omega, there are several systems that function as "basic and essential" features, such as skill slot expansion, the recycle function, and downward attacks. In the initial design, these contents existed as permanent systems.However, during the subsequent renewal and restructuring process, Project Omega was adjusted to take on a more "optional structure" system form. This led to a conflict between these basic features and the new system structure. As some players might remember, during its remake stage, Omega Project underwent a massive overhaul that completely consumed about two months of development time. Under the development pace at that time, taking a separate period to split and process these permanent basic systems one by one would have significantly slowed down the overall update progress.Therefore, while contin...
    Read full article on Community Announcements (Feuxon Games)
  • Patch NotesOfficial

    0.5.0 Major Update

    Hello everyone, this is LIFUEL. This update focuses primarily on skill overhauls and adjustments.We have completed these optimizations and tuning based on the continuous feedback you've provided and our analysis of player skill usage data.Skills that previously had low pick rates have been reworked or buffed, and we've also introduced a new suite of Combo Skills centered around throwing-type mechanics. On the other hand, some skills that were overperforming have received balance adjustments. The specific details are as follows:New SkillsThe skills added in this update are mainly focused on throwing and ranged categories. Build variations utilizing consecutive throws will be further enhanced, and we’ve also introduced new skills that yield higher returns as their cooldowns and energy costs increase.Previously, builds that maximized cooldown reduction or focused on melee combat had an overall strength that significantly outperformed others. Therefore, we have made adjustments in this patch to give ranged and high-cost skills enough room to shine through the newly added Combo Skills.In this process, the value of certain underutilized Passive Skills has also been elevated, giving rise to a wider variety of build combinations and allowing everyone to experience more diverse combat styles.Main SkillsWe've also tweaked and added a significant number of other skills.ImageNameDamage / Cooldown / EnergyDescription Hunters Mark20 / 8 / 2Fires a bullet, applying a Mark to the target for 5 seconds. Deals an additional +5 damage when attacking the marked target.Combo SkillsImageNameDamage / Cooldown / EnergyDescriptionFast Shot29 / 2Shots forward, granting an Attack Speed +20% buff.Arc Sling40 / 5Throws a grenade. When hitting a Vulnerable enemy, it ricochets to other targets, reducing the cooldown by 10% per hit. (Triggers up to 4 times)Focused Barrage20x20 / 14Deploys a bombardment device to bomb the surrounding area. Deals+200% damage to Vulnerable enemies.Pulse Spear14 / 2Thr...
    Read full article on Community Announcements (Feuxon Games)
  • Patch NotesOfficial

    HotFix 0.4.3

    Hello, this is LIFUEL. We have fixed several critical bugs.Fixed an issue where the game could occasionally crash when using independent object skills together with stamina-based item effects.Fixed a crash that could occur when using the Combo Skill Preview feature.Fixed an issue where certain monster patterns could rarely cause the game to crash.Thank you.
    Read full article on Community Announcements (lifuelgames)
  • Patch NotesOfficial

    0.4.2 Minor Update + Development Log

    Hello, this is LIFUEL. This update mainly focuses on addressing feedback and optimization details. Like many of you, we prefer working on new content such as skills, modules, or Boss expansions. However, because of this focus, we accumulated a significant number of bugs and usability issues up until March of this year. Consequently, from April to early May, we dedicated about a month to fixing these issues and optimizing the game. While these improvements might not be as exciting as new content, we want to share this process of adjustment and refinement with you. Intermittent occurrence of unknown Critical Issues?We have addressed several "Critical Issues," which we define as bugs that prevent normal gameplay or significantly degrade the player experience. However, if such issues cannot be reproduced, it may consume a significant amount of time to fix them. Therefore, we want to first introduce various issues that were previously left unaddressed and then share the current status of the fixes with you.Collision and Boundary Stability OptimizationIntermittently flying out of the map when using Wire Axe. Characters moving outside map boundaries during low-stance attacks at high attack speeds. Moving out of the map when using displacement skills or rolling against walls in specific maps. The above are issues that have received a large amount of player feedback and reports. This phenomenon is more likely to be triggered especially in cases of rapid movement. When the character's movement speed is too fast, players may potentially sink into the gaps between grids, thereby leading to abnormal position determination. Therefore, we have already gradually carried out optimization work throughout several previous fixes. In this update, we added a predictive correction mechanism that detects and fixes unsafe positions in advance. However, this does not mean that the issues have been completely solved. While we continue to optimize these protections, we encourage further feedba...
    Read full article on Community Announcements (Feuxon Games)

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