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Have You Seen This Cat? Demo · public · first seen

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Major update · published by the developer

Version 1.8 - Fun Fur-ever Update

On Steam

Procedural Floors

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.

The Catrooms

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. Terminal

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!

Multi-Copycats

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.

Catnap Mode + New Settings

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.

Full Patch Notes

NEW CONTENT:

  • 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

CHANGES:

  • 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

COPYCAT:

  • 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

BUG FIXES:

  • 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

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