An Odd Game About Sausage Difficulty Tier List
Which sausage toss stages punish the most — and how to approach them.
An Odd Game About Sausage looks like a one-button joke until a level refuses to settle. This hub ranks notable stages by practical difficulty, not by aesthetics. Criteria: how often a clean left-click toss fails, how punishing clipping and bounce chains feel, and how much patience (or save-scumming) most players need. Pair this list with the hardest levels guide, physics tips, the full walkthrough, and the extra levels page when you want step-by-step setups.
Ranks are community-informed and will shift slightly as patches change feel — see the updates hub for V1.2 through V1.2.3 notes (physics, achievements, V-Sync, splash tribute). Use this page as a triage map: if a stage sits in S or A, expect multiple sessions; if it sits in C or D, treat it as a confidence builder before returning to the nasty ones.
Ranking criteria
- Control window — How narrow is the launch angle and timing before the sausage flies wrong?
- Surface hostility — Sticky, tiny, or vertical targets (glue, bricks, birds) punish soft landings.
- Reset cost — Does a miss force a long wait, a restart, or a messy bounce that wastes attempts?
- Patch sensitivity — Extra Level 20 and high-bounce stages react badly if V-Sync or frame pacing fights the physics (V1.2.2 defaulted V-Sync Off for a reason).
- Clarity — Some stages look hard but teach a repeatable arc; others stay luck-adjacent even after you understand them.
S tier — brutal outliers
Hummingbird and Extra Level 20 headline S. The hummingbird stage asks for a soft, precise perch on a tiny, restless silhouette; small overthrows skim past, soft throws under-shoot, and the visual scale makes depth hard to read. Treat every toss as a deliberate experiment: note launch height, watch the first bounce, then adjust one variable at a time. Extra Level 20 is the community wall — long bounce chains, tight landing windows, and a reputation for feeling different when frame pacing or V-Sync fights the sim. If you are stuck here, leave V-Sync Off (post–V1.2.2 recommendation), warm up on mid-tier stages, then come back with a drop-count mindset from the tools hub.
A tier — serious walls
Glue stick and brick wall belong in A for most players. Glue stick levels punish “almost” landings: the sausage may kiss the target and still slide off if spin or residual bounce is wrong. Brick wall stages demand height, angle, and a finish that does not rebound into empty air. Neither is as infamous as Extra Level 20, but both eat evenings. Use the physics tips page for bounce reading, then cross-check setups in the hardest levels write-up.
Other A candidates include late main-route stages that combine small platforms with aggressive bounce-off geometry. If a stage needs more than twenty thoughtful attempts with no clear improvement, promote it mentally into A even if it is not named above.
B tier — tough but learnable
B-tier stages look scary on first clear but respond to practice. Expect tall stacks, odd angles, and objects that only accept a sausage after a controlled second bounce. The win condition is usually “find the repeatable arc,” not “pray for RNG.” Track attempts in a simple checklist (see tools): three calm tries, then a short break. Many B stages become A for players who rush; slow down and they stay B.
Use B as your training set before rematching S/A. Completing a cluster of B clears builds the muscle memory you need for glue stick and hummingbird.
C tier — mid puzzle spice
C-tier stages introduce a new prop, camera angle, or bounce rule without locking you out for hours. Failures teach quickly: you can see why a toss failed. Treat these as the spine of the ~102 main levels — progress fuel between boss-feeling stages. If you are following the full walkthrough, C stages are where you should still experiment instead of copying a line-perfect route every time.
D tier — comfort clears
Early and tutorial-adjacent stages sit in D: generous landing zones, forgiving bounce, and clear feedback. Replay them when you are tilted after Extra Level 20. D-tier clears also help when verifying that a patch (physics engine fix in V1.2, achievement unlock in V1.2.1) did not break your install — if D stages suddenly feel wrong, check settings before blaming skill.
How to use this list with the rest of the wiki
- Identify the stage’s tier here.
- Open hardest levels for named walls (hummingbird, glue stick, brick wall, Extra Level 20).
- Refresh physics tips if bounces feel random.
- Follow full walkthrough for route context, and extra levels when you leave the main ~102.
- Keep updates handy after any patch so your ranking expectations match the live build.
Difficulty is personal. Steam’s Very Positive score (~86%) coexists with stages that feel unfair — that tension is the joke and the craft. Rank honestly for yourself: if glue stick is your S, own it, then steal setups from the guides until it drops a tier.
Suggested practice order
Warm up on D/C, drill two B stages, then take one A attempt block (ten focused tosses max). Only then touch S. Log what failed (too high, too soft, wrong second bounce). That log matters more than raw attempt count. When Extra Level 20 still refuses you, walk away, clear a gallery checklist item on an easier stage, and return later — the tools page expands that routine for Steam Deck and desktop alike.
Frequently Asked Questions
Quick answers to the most common questions.
What is the hardest level in An Odd Game About Sausage?
Community consensus usually points at Extra Level 20, with hummingbird, glue stick, and brick wall close behind. See the hardest levels guide and this tier list’s S/A sections.
Does difficulty change after patches?
Yes. V1.2 fixed physics calculation issues on some PCs; V1.2.2 changed default V-Sync to Off partly for Extra Level 20 consistency. Recheck updates after you patch.
Is this tier list for the main campaign or extras?
Both. Named main-route walls and Extra Level 20 are included. Full extra coverage lives on extra levels.
Should I follow the walkthrough or the tier list first?
Use the tier list to triage pain points, then open the full walkthrough for structure and physics tips for technique.