Putting the forever in fur-ever, all floors will now be procedurally generated!
The transition to hand-pieced to procedural, while maintaining the quality, was a huge undertaking—one which paid off. This change allows for vertical gameplay and endless replayability.
Expect to be lost, while fending against Copycats who know the layouts far better than you.
Imagine describing a cat to someone who's never seen one before and then asking them to draw it.
Alongside the new procedural generation, the floors will now switch to a biome-based approach.
The first biome is The Catrooms—endless mazes of forgotten geometry, yellow fluorescent lights, and a whole-lotta cats!
In a more legally distinct manner, The Catrooms also features clusters of tight, winding tunnels—the perfect hunting grounds for those unfortunate enough to be lost in them.
Don't worry! The Cat Labs and the Catacombs will return as biomes in future updates (I promise this is not just another Backrooms game).
The K.I.T. (Knowledge Index Traverser) is here to inform!
Knowledge is power! But previously, players were left uninformed about how certain mechanics or entities worked, leading to unfair gameplay and being left confused.
The K.I.T. intends to act as a source of information, while balancing the line between in-your-face and game immersion.
Log in to your very own company-provided, out-of-your-paycheck terminal!
Collect any lost Cat Drives you find to build your library of data. You might find gameplay hints, message logs, or documents that should rather be undiscovered.
The K.I.T. also conveniently acts as a lore engine. Expect to uncover the secrets of Catalyst in the future!
The more the merrier!
Previously, our one Copycat suffered a history of abuse through singling it out, allowing players to exploit its behaviors to clear entire floors safely. Solution? Add some more.
Along with some major AI improvements, Copycat and friends introduces a new layer of difficulty and outwitting for you to survive.
For poor unsuspecting souls or for those who want to relax, Catnap Mode is a non-horror way to play!
It removes Copycats and any time constraints, all while maintaining the core gameplay loop of discerning cats from defects. Happy collecting!
Additionally, there is a slew of new settings, from gameplay to accessibility.
Added initialization sequence
Added the K.I.T. Terminal
Revamped the Tutorial
Added procedurally generated floors
Added new biome, The Catrooms
Added new Settings:
View Bobbing
Motion Blur
Screen Shake
Mouse Smoothing
Catnap Mode
Removed certain cat traits that were unclear:
Skeleton eyes
Skeleton pupils
Skeleton whiskers
Tail down
CCT can now go over quota, ensuring no cat is left behind
Cats spawn only once at the beginning of a floor, or when in a quota deficit
Changed some dialogue
Overhauled environments
Static in the respawn sequence removed
Updated and optimized some UI
Added new interaction UI
Added new interaction hold timers
Added SFX for obtaining items
Added new SFX mixers for immersion, such as the pause screen or the K.I.T.
Updated Door Chime
Removed or shortened minigames for less gameplay friction
Updated and shortened elevator sequence
Player:
Increased Player crouching speed (2u -> 3u)
Increased Player max stamina (3u -> 4u)
Decreased Player minimum running stamina (2.5u -> 2u)
Increased Player stamina gain across the board
Lengthened [Respawn] timer (20s -> 30s)
Decreased [Stalking] movement speed (7u -> 6u)
Reworked [Copied] patience timer:
When Player picks up mimic: (30s)
When Player's cat gets swapped: (60s)
Now cannot jumpscare Player while roaring
Improved kill detection for fairer gameplay
Improved Player-Can-See-Copycat detection
Improved Is-Path-Possible detection for hiding Players
Temporarily disabled [Charging]
Reworked [Hunting] and [Searching] to ignore the Player if in a secure spot
Changed [Luring] and [Stalking] cat weight, now randomly picking the 3 best options based on distance from Player, hidden-ness, and LOS
Now cannot enter [Stalking] when Player is locked inside the Bunker
Reworked self-luring to pick a random location, rather than the best path to the Player
(best path usually resulted in obvious mimics waiting outside the Bunker)
Now spawns instantly when loading a floor, using the new [Spawn] state, rather than [Respawn]
Added multi-Copycat support:
Floors can now spawn more than 1
Only 1 may be in [Stalking] at any given time
Only 1 may be in [BunkerLuring] at any given time
Reworked Patience system:
Will no longer use the 3-strikes system
Will now be based on the % between the Player and Copycat, and the Player's max vision distance
(this results in more dangerous close encounters and fewer punishing Bunker standoffs)
After a grace period of 20s, Patience will start decreasing at 1u/s
(hopefully these changes allows for less unfair deaths in the Bunker and with multiple Copycats)
Patience Limit = 100u
Patience Gain Multiplier = 90u
Patience Minimum Gain = 10u
Patience Grace = 20s
Patience Decrement = 1u/s
Player would have an empty name if skipping the Tutorial
Bunker cat door wasn't properly see-through
SFX persisted through cutscenes or pause menus
Some settings menu UI weren't appearing
Some UI cameras' backgrounds were uninitialized
Player's head rotation would return to default values if externally modified
Goal's description would not auto-fit on initialization
Goal's completed color could be overridden
Poster's decal could bleed into opposite-facing walls
Unlocked terminals still could be interaction-highlighted
Fixed an issue with audio during Tutorial intro
A few decorations didn't have proper environment layers
Elevator didn't produce footstep SFXs
Bunker hitbox didn't trigger when exiting
Copycats in [Charging] didn't update if they could see the Player
When the power ran out, the Bunker door would toggle rather than open
Not pressing crouch, whilst forced to crouch under objects, would not lower visibility