
What started out initially as a list of QoL fixes turned into a major update for all 5 horror games... Haha...!
"huh? what? why"
After playing through them again for the first time in nearly two years, I got annoyed at how LACKING some graphics were, and at the same time, I discovered that
A. I could manipulate brush stroke velocity in Aseprite and create much better line art, and
B. create pixellated Bayer Matrix gradients.
These two ingredients unlocked a new desire within me... to draw. And draw. And draw. And here we are! The main highlight of this update: every CG has been remade from scratch, and new additional CGs have been added, to fill out certain events a bit better. There are also many new QoL improvements and bug fixes, most of which have been ported over from Catto Boi Forever. "oh my gah!!"
I think my original vision for these remakes is now properly realised, and personally, I'm very happy with it. This will very likely be the last update for this series (aside from a bugfix patch or two possibly). Enjoy!
"meow?"
In other news, I'm slowly but surely working on a new Catto game - you can check out the first devlog on my website: https://nekoa.me/posts/cat-infinity-1/ (it too will feature very yummy cutscenes...)
"why not add new CGs to Forever?"
There's only one CG needed in Forever due to its short campaign, and it looks okay for the most part. INFiNiTY will have cool CGs, no doubt!
Changes
Updated branding to include new logo.
Updated executable and store page icons.
Converted the videos from H.264/AAC to AV1/Ogg Vorbis. For Windows users: If video playback does not work in-game, you'll need to install the AV1 Video Extension from the Microsoft Store: https://apps.microsoft.com/detail/9mvzqvxjbq9v
Added a secret code to enable playing every game out of order.
The WINE/Proton warning will now no longer appear. But the launcher will still acknowledge it amusingly, if you're nosy enough...
Fixes
Catto Boi 3 and 4 will now show their true ending flag, as it now takes precedence over the good ending flags.
Removed console shell as it was a leftover from Requiem and serves no meaningful purpose.
Changes
Updated GameMaker runtime to 2026.0.0.23.
Steam and non-Steam branches are now one codebase.
The console shell from Requiem and Forever has been added for you to mess with.
Updated control keybinds to use Forever's keybinds.
Fixes
Potential fix for a softlock when meowing as you began to enter your waiting state.
The tiny points popup text that appeared garbled in ACT 1 has been fixed.
A memory leak when pausing has been fixed (it was due to not properly cleaning a surface.)
Fixed Big Boi's fur colour in his portrait sprites.
Changes
Updated GameMaker runtime to 2026.0.0.23.
Steam and non-Steam branches are now one codebase.
The dialogue system has been updated to use Catto Boi Forever's dialogue system. It is newer, easier to manage, and more presentable! It also has less crashes! All character dialogue events have been lovingly ported over to the new system for this game.
The console shell from Requiem and Forever has been added for you to mess with.
Updated control keybinds to use Forever's keybinds.
Added a new achievement.
Fixes
Potential fix for a softlock when meowing as you began to enter your waiting state.
Fixed issue where a bad window popup function call would prematurely end the lower route in ACT 2.
A memory leak when pausing has been fixed (it was due to not properly cleaning a surface.)
Applied the stuck input fix from Forever, where you would remain stuck in either the ducking or looking up state.
Fixed Big Boi's fur colour in his portrait sprites.
Changes
Updated GameMaker runtime to 2026.0.0.23.
Steam and non-Steam branches are now one codebase.
The dialogue system has been updated to use Catto Boi Forever's dialogue system. It is newer, easier to manage, and more presentable! It also has less crashes! All character dialogue events have been lovingly ported over to the new system for this game.
You can now run by default. (Walking by default was a terrible idea!)
The console shell from Requiem and Forever has been added for you to mess with.
Slight visual improvements throughout the game.
Slight dialogue changes throughout the game.
Updated control keybinds to use Forever's keybinds.
Added one new CG.
Fixes
A memory leak when pausing has been fixed (it was due to not properly cleaning a surface.)
Applied the stuck input fix from Forever, where you would remain stuck in either the ducking or looking up state.
Fixed Big Boi's fur colour in his portrait sprites.
Balance changes
Removed Bob.
Changes
Updated GameMaker runtime to 2026.0.0.23.
Steam and non-Steam branches are now one codebase.
The dialogue system has been updated to use Catto Boi Forever's dialogue system. It is newer, easier to manage, and more presentable! It also has less crashes! All character dialogue events have been lovingly ported over to the new system for this game.
Slight visual improvements throughout the game.
Slight dialogue changes throughout the game.
Updated control keybinds to use Forever's keybinds.
The moon glow effect is now a normal graphic instead of a real-time effect, which should improve performance.
Remade CGs, and added one new CG.
The console shell from Requiem and Forever has been added for you to mess with.
The bad ending is now easier to achieve - it was previously more obscure to get, but the outcome afterwards is interesting...
Fixes
Fixed attack handling for the new runtime.
Applied the stuck input fix from Forever, where you would remain stuck in either the ducking or looking up state.
Fixed issue where crouch-jumping underneath Catto's door entrance would freeze the game due to how collisions were handled (actually a while loop, and infinite while loops freeze programs). Now he just gets stuck, but you can use the new console to restart the room if needed!
Fixed some misplaced tiles.
Fixed Big Boi's fur colour in his portrait sprites.
Changes
Updated GameMaker runtime to 2026.0.0.23.
Steam and non-Steam branches are now one codebase.
Added a new achievement.
The dialogue system has been updated to use Catto Boi Forever's dialogue system. It is newer, easier to manage, and more presentable! It also has less crashes! All character dialogue events have been lovingly ported over to the new system for this game.
All CGs have been remade from the ground up with higher visual fidelity and more Drama™. These now properly convey what I originally wanted to show, which was why I wanted to remake them.
Some new CGs have been added, most of which were originally planned to be implemented.
Slight visual improvements throughout the game.
Slight dialogue changes throughout the game.
The pause menu's blurring effect has been restored. (It was never visible due to the game freeze effect being created and shown before the blur effect was applied.)
The camera zoom-in effect in Part 1 ACT 1 has been improved.
The minimap option has been removed and disabled, since it goes unused.
Added a new 'enableeffects' command to the console for toggling level effects in real-time.
Converted the credits video from H.264/AAC to AV1/Ogg Vorbis. For Windows users: If video playback does not work in-game, you'll need to install the AV1 Video Extension from the Microsoft Store: https://apps.microsoft.com/detail/9mvzqvxjbq9v
'restore.asm' and 'autoexec.txt' no longer need to have their exact contents for the game to be replayable in Part 1 ACT 3 and ACT 5, due to known problems with the game parsing their contents, particularly if they were created on a Unix-based system with LF line endings.
Fixes
Fixed attack handling for the new runtime.
Applied the stuck input fix from Forever, where you would remain stuck in either the ducking or looking up state.
Fixed some typos in Minori's dialogue.
Fixed one misaligned rope in Part 1 ACT 1's Level 6.
You should no longer be able to move if you meow as you begin to talk to an NPC thanks to the new dialogue system.
The invincibility theme should no longer mess up the level song's loop.
The normal ending should now properly reset the Part and ACT values back to their starting values.
The moon glow effect is now a normal graphic instead of a real-time effect, which should improve performance.
Fixed some misplaced tiles.
Fixed Big Boi's fur colour in his portrait sprites.