Project Oval is a physics-based arena shooter where firing your weapon launches you, not just your bolt. Grapple across gaps, throw up cover mid-fight, and collect from a roster of 30 Eggs โ every one packing a 5-ability kit plus a 6th, kill-charged Awakening.
No walk key, no jump button โ every Egg gets around with the exact same three tools it fights and builds with.
Fire at the ground and the recoil launches you skyward. Every gun doubles as a jetpack โ the harder it hits, the further you fly.
Pull yourself toward crystal walls and ledges, or grab another Egg clean out of the air and reel them in.
Blocks, ramps, and walls drop instantly โ throw up cover mid-fight or bridge a gap nobody else can cross.
Every Egg just got a full kit rework: 5 real ability slots instead of 1, plus a straight power buff across the board. Every account starts with Oval. The other 29 come from real Egg Crates โ a free one the moment you finish the tutorial, more from the Battle Pass every 10โ30 games.
9 of the full 30 shown here โ every single one now has 5 real ability slots with real counterplay, not just a name and a color.
Every mode below has its own real, distinct win condition โ not just a label on the same map. Every match also rolls one of 12 real map themes, so no two games look quite the same either.
Open-world 8-base sandbox with generators and shops.
First Egg to 15 kills takes the match.
8 hidden golden Eggs scattered across the map โ find them all.
Hold the center island for a full minute, uninterrupted.
Survive 90 seconds to level up your own Oval Egg for real.
Tag 3 enemy flags before anyone tags yours.
Every kill upgrades your gun โ win with a Railgun kill.
One life each, no respawns โ be the last Egg left.
The first thing you'll ever see is a single name field โ that's it. Everything else saves automatically, locally, on your own machine.
Every character, weapon, and prop is procedurally modeled and generated headlessly - no purchased assets, no image-gen tool involved.
A build piece looked see-through from one angle only. Root cause: an engine quirk in how anchors resolve before a node's first frame - not a missing mesh face.
Two separate game processes, hosting and joining each other on the same machine, stood in for two real players - and caught two genuine bugs neither code review would have.
Every sound effect is synthesized in code at runtime, not a sample library - the same philosophy as the visuals.
For a while, finishing a match left your cursor invisible and locked in the menu - found and fixed by tracing exactly one line of engine state across three screens.
Oval Rush has a co-op boss (the Oval Titan), chaos is much faster with random events, glare is fixed, all 30 eggs are unlocked, a kill counter tracks your Awakening (3 kills), every map is readable, and volcanoes slowly lava over a whole island in 30 seconds before it crumbles into the void. The storm is a dome that closes in six phases (jumping up doesn't escape it), forces everyone to the middle for the Brawl, and consumes the whole map at exactly 5:00, while chaos is faster: constant meteors, drifting islands and volcanoes that pour lava and melt islands. Maps are bigger with corner fortresses and skybridges, and PLAY now looks for real players online first (Quick Match). Launch pads, power orbs and supply drops, damage numbers and crits, and Egg Realm awakenings are in too.
Play instantly in your browser, or grab the Windows build for the full experience.
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