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We've been working on Kritter for 4 years

[h2]Four Years of Adventure: A Special Video to Say Thank You! [/h2][p][/p][p]Hello Kritters,[/p][p]Well, four years is quite a long time, isn’t it? A lot has happened since we first started, moments of pure joy, tough challenges, and everything in between. But through it all, one thing never changed: you were there.[/p][p][/p][p]We may be a very small development team, but behind this game stands a community of thousands. You’ve helped, supported, and advised us every step of the way. As we get closer to the end of this specific journey, we wanted to reward that loyalty with something personal.[/p][p][/p][hr][/hr][h3]A Deeper Look into our Journey[/h3][p]We’ve released a special commemorative video to mark these four years, the first of a trilogy. This isn’t a flashy trailer designed to chase millions of views; it’s a deeper, more meaningful look at who we are and what this project means to us. We wanted to share a bit of ourselves with you.[/p][p][/p][p]Note for our international friends: The video is in French, but we have added full English subtitles so you can join us in this moment.[/p][p][/p][previewyoutube][/previewyoutube][hr][/hr][h3]What’s Next?[/h3][p]The full release is getting very close. While the official date is still under wraps for just a little longer, stay tuned, we have a lot of very cool things to share with you very soon.[/p][p][/p][hr][/hr][h3]A bit of gaming: hotfix 0.9.4.3[/h3]
  • [p]Kritters are more slowed while attacking than before[/p]
  • [p]Turrets damages properly increase when upgrading the turret after its level 3.[/p]
  • [p]Reduced animation time for the reward screen after defeating Pierre in arenas.[/p]
[p] [/p]
  • [p]Finaly fixed the bug where the player would be stuck in the ground after jumping on a golem.[/p]
  • [p]Fixed deposits positions that were inside rocks and chests that were not properly placed.[/p]
  • [p]Fixed a bug where the tutorial could not be finished[/p]
  • [p]Fixed a bug where returning to the pod after a run could crash the game[/p]
  • [p]Fixed lava that didn't do any damages[/p]
  • [p]Fixed a bug were thorn damages would not be displayed[/p]
[p] + Many bug fix, balancing and new elements in the playtest
[/p][hr][/hr][p][/p][h3]How You Can Help Us Reach the Finish Line[/h3][p]If you want to do a huge service for the game as we head toward launch, there are two simple ways to support us:[/p]
  • [p]Review our Demo: Leaving a review on the Steam demo page is one of the most powerful things you can do. it helps the Steam push Kritter to new players and makes a massive difference for a small team like ours. Be honest, all your feedback will help make the game better.[/p]
  • [p]Join our Discord: If you want to share a few laughs and enjoy some warm exchanges with the team and other players, come say hi![/p]
[p]Thank you for being part of the Kritter story for these four long years. We can't wait to show you what's next.
[/p][p]See you around, Kritters![/p][p]Tom and Bastien[/p]

Patch note - 0.9.4 - Battlechips

[p]Hey Kritters![/p][p][/p][p]Happy New Year! We’re kicking off 2026 with a massive bang. We're releasing our second biggest update so far on the demo, the BattleChips Update is officially live on the demo! We’ve overhauled how you build your character, added a ton of new gear, and introduced mechanics that will completely change how you approach every wave.[/p][p][/p][p]Jump in, experiment with the new toys, and let us know what you think![/p][p][/p][hr][/hr][p][/p][h2]Show Off Your Build: The #KritterDT Contest![/h2][p]To celebrate the update, we’re bringing back contests! Do you have a super-powerful combo or a build so funny it shouldn't work? We want to see it.[/p]
  • [p]How to enter: Record your gameplay and share it on social media using the hashtag #KritterDT.[/p]
  • [p]The Prize: The post with the most interactions will win 2 keys for the full version of Kritter![/p]
  • [p]Deadline: January 21st, 10 AM CET.[/p]
[p]Make sure to check our full rules for criteria and stats details as well as the socials concerned. Ready your recorders![/p][p]https://drive.google.com/drive/folders/1Rw0pY8-LP7MwTwKuVAvLnx1St39q8vWL?usp=sharing[/p][p][/p][hr][/hr][h2]🛠 What’s New in v0.9.4?[/h2][p][/p][h3]The BattleChips & Items Overhaul[/h3][p]We’ve added over 30 new items featuring brand-new mechanics. The star of the show is the BattleChips system. You can now trigger powerful actions (skills, stat upgrades, loot drops) based on specific events:[/p]
  • [p]Hitting or killing a target[/p]
  • [p]Critting or Evading[/p]
  • [p]Clearing a wave or opening a chest[/p]
  • [p]Even being resurrected![/p]
[p][/p][carousel][/carousel][p][/p][h3]Expanded Player Stats & Status Effects[/h3][p]The depth of combat has evolved. You now have access to new stats like Lifesteal, Thorns, Critical Damage Multipliers, Evade, and Backstab Damage. We've also separated Projectile Count and Size into their own dedicated stats so you can scale your power exactly how you want.[/p][p]Watch out for (or utilize!) four new status effects:[/p]
  • [p]Stunned: Electricity-based; stops movement and attacks.[/p]
  • [p]Irradiated: Poison damage based on % of max health.[/p]
  • [p]Burned: Flat damage over time.[/p]
  • [p]Slowed: Reduced movement speed.[/p]
[p][/p][h3]Skill Leveling & Luck Rework[/h3][p]The skill system is now much more intuitive. Skill gems provide different stats visible in the UI, and visual changes are now tied to Rarity tiers (Common at lvl 1, all the way to Legendary at lvl 11) rather than just levels 1-5.[/p][p]Luck has also been reworked: it now gives you a % chance to find better quality rewards. If you stack your Luck over 100%, you gain a chance to upgrade that quality even further![/p][p][/p][h3]Defender Rework[/h3][p]The dummy was useful, but we felt it didn’t quite fit the Defender’s gameplay. It could draw aggro, but it didn’t really let the player enjoy taking hits and retaliating.[/p][p]So we replaced it with a shield, allowing the class to fully embrace its close-range, high-risk, high-reward DPS playstyle.[/p][p][/p][p]Oh, and we launched our newsletter recently, so if you want some extra infos and such, feel free to join.[/p][p][/p][p][/p][p]Thanks for reading, and we hope you’ll hop on our demo to check out all the changes! Here are the detailed patch notes for our favorite scrap-eater.[/p][p][/p][hr][/hr][p][/p][h2]Full Patch Notes v0.9.4[/h2][h3]General[/h3]
  • [p]30+ New Items added with diverse mechanics.[/p]
  • [p]The Database: A new module in M.Ark replaces the chill corner. It catalogs every item in the game, with more features coming soon.[/p]
[h3]Gameplay[/h3]
  • [p]New Stats: Lifesteal, Thorns, Critical Damage, Evade, Projectile Count, Size (radius), and Damage to the Back.[/p]
  • [p]Skill Gems: Reworked UI and progression; visual tiers at levels 1, 2, 4, 7, and 11.[/p]
  • [p]Defender Rework: The Scarecrow gadget has been replaced by a Personal Force Field that absorbs damage for a few seconds.[/p]
  • [p]Reward Screens: End-of-wave and Arena chest rewards have been buffed and made "juicier" with the new BattleChips UI.[/p]
[h3]Multiplayer[/h3]
  • [p]Gifting: You can now drop rewards on the floor for teammates instead of taking them yourself.[/p]
  • [p]Sync Fixes: M.Ark’s shield health and run recaps now work correctly for clients.[/p]
[h3]UI & Graphics[/h3]
  • [p]Pause Menu: Now shows full character/M.Ark stats, your inventory, and skill levels.[/p]
  • [p]Visual Cues: Incoming wave rifts now show red arrows on the ground for better clarity.[/p]
  • [p]Hold Indicators: Added for actions that require a button hold.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed a bug where the drill could be duplicated.[/p]
  • [p]Corrected placement for various world deposits and camps.[/p]
  • [p]Improved timing for Act 1 boss telegraphs.[/p]
  • [p]Fixed "No Damage" BattleChip triggers.[/p]
  • [p]Removed various annoying colliders and fixed language switching during runs.[/p]

Take a Look at Our First Creator Contest!

[p][/p][p]Hello my Kritters! Big News: Act 2 Alpha Contest & Bullet Heaven Fest![/p][p][/p][p]Today, we're pausing the patch notes (just for a moment!) to share some exciting news about the game and its second Act![/p][p][/p][hr][/hr][h3]Creator Contest Act 2![/h3][p][/p][p]Remember all that massive work on endless mode difficulty and performance during long sessions? Well, it's about to be pushed to its limits![/p][p]We’re launching a Creator Contest where some of your favorite content creators will be tackling the challenging new Act 2![/p][p]This isn't just about high scores; it's a preview of what the future holds for Kritter.[/p][p][/p][h3]Contest Details:[/h3][p][/p]
  • [p]What: Creators will compete to achieve the highest score possible on the new Act 2.[/p]
  • [p]When: The showdown starts Thursday (TODAY), December 4th, at 8:00 PM CET, and concludes on December 11th.[/p]
  • [p]Why: The top-scoring creators will win game keys to give away to their community! Watch closely, learn their strategies, and you might get rewarded![/p]
[h3][/h3][p]➡️ Watch the streams here: https://www.twitch.tv/directory/category/kritter[/p][p][/p][p]Here are a few images of the Act 2[/p][p][/p][carousel][/carousel][p][/p][p][/p][hr][/hr][p][/p][p]We are thrilled to announce that Kritter Defend Together is also officially taking part in the Bullet Heaven Fest on Steam![/p][p][/p][p]You can find us in the spotlight from Thursday, December 4th, to Thursday, December 11th.[/p][p][/p][p]If you haven't yet, it will be the perfect time to swing by our Steam page and hit that Wishlist button! [/p][hr][/hr][p][/p][h3]Dev Corner & Community Hangout[/h3][p][/p][p]The new leaderboard system is working great, and Act 2 is shaping up to be a true test of skills, pushing players to optimize everything from their tower building to the dozens of new items we’ve been working on.[/p][p]If you want to discuss the streams, theory-craft the best builds for Act 2, or just hang out with the devs and fellow Kritters, our Discord is the place to be![/p][p]🔗 Join our Discord Community: [/p][p]https://discord.gg/Yt7vj6K9Yn[/p][p][/p][p]See you all in the Bullet Heaven Fest (and good luck to those creators trying to save M.Ark's butt in Act 2!).[/p]

Kritter v0.8.17+18 Update Brings More Content and Bug Fixes

[p]Hello my Kritters![/p][p]I hope you are all having a great time playing the game! We've received tons of incredible feedback and have been working non-stop on a series of big updates.[/p][p][/p][p]The endless mode got a difficulty adjustment to make it truly... endless! We've also polished the UI, improved performance in long runs, and most importantly, fixed some of the most persistent bugs that were negatively impacting the multiplayer experience.[/p][p][/p][p]Massive hidden work has been done on the item system, meaning you'll soon be able to discover dozens of new items to improve your character and your base during your run.

We also updated our Steam page, and it now reflects much better what the game actually feels like. Feel free to share your thoughts![/p][p][/p][hr][/hr][p][/p][h2]🛠️ Patch Note 0.8.17+18 - Tonssssss of fixes![/h2][p][/p][p][/p][h2]General[/h2][p][/p]
  • [p]You can now see the leaderboard in the settings.[/p]
  • [p]The Endless mode leaderboard has been reset as there was a bug on the wave count. The old one has been backed up in case you are curious about your old score.[/p]
  • [p]You can see a new leaderboard for speedruns in the settings. Yes, it's coming soon![/p]
[p][/p][h2]Gameplay[/h2][p][/p]
  • [p]Act 1 boss "Pepe Rocky" now attacks you right after the end of the cutscene.[/p]
  • [p]His skill where he pops multiple rocks in random places now has a 50% increased radius.[/p]
  • [p]Chests no longer drop potions, making them much more difficult to find but also making the chests more interesting.[/p]
  • [p]If you speedrun a wave and finish it with one to 5 wave speed level, it will be applied to the next wave as well.[/p]
  • [p]Client players can now deal damage to the first lieutenant.[/p]
  • [p]Enemies can no longer change target more than once per three seconds.[/p]
  • [p]Building and upgrading now takes half the time (1 sec $\\to$ 0.5 sec).[/p]
[p][/p][h2]Multiplayer[/h2][p][/p]
  • [p]The arena chest can now be opened by every player.[/p]
  • [p]If the host player didn't unlock the shop but one of the clients did, the shop will now be available anyway for everyone in the run.[/p]
  • [p]Fixed a bug where sometimes when a client player was attacking an enemy, it would become invincible (only the host player could kill it). It's fixed![/p]
  • [p]Client players are now in the leaderboard with the right wave count.[/p]
[p][/p][h2]Balancing[/h2][h2][/h2]
  • [p]Endless Mode: Difficulty has been increased. For each wave, enemies have 30% more health and deal 15% more damage.[/p]
  • [p]Engineer Turrets: The 4th level had a fire rate 10 times too high. This has been rebalanced.[/p]
  • [p]The chance to loot a F.A.I.L device is divided by two.[/p]
  • [p]Playing in local co-op no longer gives double resource rewards.[/p]
  • [p]The "Safety Bonus" item no longer gives double resource rewards.[/p]
  • [p]Railguns now have a reduced range.[/p]
  • [p]Enemies and chests now drop way fewer potions and F.A.I.L devices.[/p]
  • [p]The Defender's heavy skill now has a constant cooldown time from level 1 to level 5 (it was decreasing before).[/p]
  • [p]Endless waves can now have Lieutenants in them, making them more difficult.[/p]
[p][/p][h2]Graphics & Audio[/h2][p][/p]
  • [p]The see-through effect is a bit more effective and brings a nice visibility gain.[/p]
  • [p]The see-through effect on the environment now shows the bottom of the object to better understand its volume.[/p]
  • [p]New music for the safe phase between waves - a nice and chill synth composition.[/p]
  • [p]New music for the shop.[/p]
  • [p]Sound effects are globally more audible.[/p]
  • [p]M.Ark no longer calls you a "quitter" when you leave the game.[/p]
  • [p]Act 1 boss "Pepe Rocky" has his pizza spatula back.[/p]
  • [p]The shield item and the attack speed item now have correct 3D models and icons.[/p]
[p][/p][h2]User Interface[/h2][p][/p]
  • [p]The end of run screen now shows you the items you picked during the run.[/p]
  • [p]The end of run screen now shows you the composition of the party with their name and chosen roles.[/p]
  • [p]The end of demo UI has been reworked so you have to select an option directly from it to either go back to the pod or start the endless mode.[/p]
  • [p]The shop UI now has a cross button to close it with your mouse.[/p]
  • [p]A close button has been added to the post-boss UI.[/p]
[p][/p][h2]Bug Fixes[/h2][p][/p]
  • [p]The Steam leaderboard is now properly working.[/p]
  • [p]Fixed a bug where sometimes after defeating the boss, nothing would happen (no engine or teleporter to start endless mode).[/p]
  • [p]Fixed a bug where the boss and Pierre would launch all of their skills at the same time.[/p]
  • [p]The wandering enemies in the world now properly lose aggro after you escape them.[/p]
  • [p]The orbiting saw of the engineer would no longer collide with the player.[/p]
  • [p]Fixed a bug where the VFX showing that the player was dead would stay on the ground.[/p]
  • [p]Fixed some visibility and collider issues in the main area.[/p]
  • [p]Fixed a bug where you could open the menu while the End of Wave UI was open.[/p]
  • [p]Fixed a bug where the button to play in local co-op would not be clickable.[/p]
  • [p]Fixed a bug where the leaderboard would show the top 10 multiple times.[/p]
  • [p]Fixed a bug where the cost of an building upgrade could show you that you had enough resources when you didn't.[/p]
  • [p]If a building needed 0 of a resource, the UI would show it red if you didn't loot any of this resource yet.[/p]
  • [p]When consuming resources, the UI would show "- - X" instead of "- X".[/p]
  • [p]Tracker rockets will no longer collide with M.Ark shield walls.[/p]
  • [p]Landmines no longer have a collider that could block the player or enemies.[/p]
  • [p]The Skill UI would sometimes lose its border.[/p]
  • [p]If you tried to launch a secondary skill or gadget under cooldown while attacking with your primary skill, it would stop it. This is now fixed.[/p]
  • [p]Setting screen resolution was not saved and would revert to default at every run.[/p]
  • [p]Dead enemies no longer launch their skills.[/p]
  • [p]If the shop was open when the wave started, you could open it again during the attack.[/p]
  • [p]The arena boss "Pierre" now correctly hits the player with its skills, and he also has sound effects now.[/p]
  • [p]The kamikazes now explode as they should (they were not making any damages for a while).[/p]
  • [p]The tracker mortar no longer collides with the player.[/p]
  • [p]One of the lava zones would give you a damage-over-time effect even when walking on the ground. This is now fixed.[/p]
  • [p]The cloning speed item now works correctly.[/p]
  • [p]Enemies physics has been improved so they should not get stuck in a weird floating state anymore.[/p]
  • [p]The end of demo screen now works in multiplayer.[/p]
  • [p]The 6 ways to leave the main tile after the 7th wave have been fixed.[/p]
  • [p]If you had exactly 20 blue crystals, you could repair M.Ark indefinitely. Not anymore![/p]
  • [p]Some UIs were not responsive, like the resource UI in the heart or the player's health bar.[/p]
[hr][/hr][p]
Kritter is getting closer to what we want it to be, and that's mostly thanks to your feedback. If you haven’t played the demo yet or joined our Discord, feel free to do it!
[/p][p]https://discord.gg/Yt7vj6K9Yn[/p][p][/p][p]See you soon on Kritter: Defend Together (to save M.ark’s a*s).[/p]

New Demo Version And Giveaway

[h2]Hello little Kritters![/h2][p][/p][p]This is M.Ark, your super-intelligent (and handsome) spaceship. We’ve got some big news for you, Kritters, so buckle up and let’s go![/p][p][/p][p]First, your favorite super fun co-op roguelite tower defense is being featured at Paris Games Week 2025, which is awesome because… well, we’re being featured![/p][p]Oh, and we also revealed our new trailer (I’m the main actor, I’m such a screen star). Here it is:[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Second, a new version of the demo has been released, and you’re even more awesome now (and so am I!). Here are the main changes:[/p][p][/p][h2]Online Leaderboard[/h2][p]You’ll now receive a score at the end of each run and can register it to appear on the leaderboard. I hope you won’t let me down, Kritters. Let’s just say I’m like your father, and I’d be very disappointed if you didn’t even reach the top![/p][p]To make good use of this new feature, we’re hosting a giveaway. The rules are simple: the team that reaches the top of the leaderboard on Wednesday, November 5th, will receive full-game keys, and we’ll also send keys to one randomly selected team.[/p][p]SO HOP IN AND COME PLAY THE DEMO![/p][p][/p][h2]Endless Mod[/h2][p][/p][p]After protecting me and saving my beautiful self from that terrible boss, you’ll be able to choose whether to stop there or continue in an endless mode where each wave gets stronger and more dangerous. I just hope you won’t be greedy long enough for me to get destroyed… right?[/p][p][/p][h2]New exploration features[/h2][p]Exploration now features more monsters throughout the world, including patrols. They respawn after a short delay, ensuring that zones no longer feel empty even after you clear camps. Arenas have also been added, each with its own objective. Completing an arena unlocks a chest with higher-tier rewards than regular camps.[/p][p] [/p][p]As usual, please join our Discord server and share your feedback about the game. It would help us tremendously in making it better! [/p][p][/p][p]As for the rest of the changes, here are the logs I received from the devs:[/p][p][/p][h2]Patch note v0.8.17 - King of the Lead'[/h2][p][/p][h3]New Features and Content[/h3]
  • [p]After defeating the boss, players can now choose between watching the end-of-demo cutscene or returning to M.Ark to access an infinite mode.[/p]
  • [p]The end-of-run screen now displays a leaderboard. If Steam is connected, it uses Steam leaderboards; otherwise, a local leaderboard is shown, arcade-style, which is particularly useful for events such as PGW.[/p]
  • [p]Exploration now features monsters throughout the world, including patrols. They respawn after a short delay, ensuring zones no longer feel empty even after clearing camps.[/p]
  • [p]New exploration arenas have been added, each with an objective. Completing the objective opens a chest with higher-tier rewards compared to camps. The only implemented objective for now is “Kill Them All”. Upcoming builds will introduce “Survive X Seconds” and “Defeat All Enemies in Under X Seconds”.[/p]
[h3]Combat and Progression Updates[/h3]
  • [p]Players are now graded on the quality of their defense. This grade determines the amount of resource rewards earned. This system enables juicier wave endings, rewards skillful play, and immediately provides resources to spend during the safe phase.[/p]
  • [p]Wave enemies no longer drop gold coins or red crystals to improve gameplay clarity.[/p]
  • [p]The faster players eliminate enemies during a wave (each wave consisting of several rifts), the faster new enemies spawn. This makes it possible to achieve high defense times and reach S-Rank.[/p]
[h3]Visuals and Assets[/h3]
  • [p]Nearly all in-game rewards now feature updated 3D models and icons.[/p]
  • [p]Lighting has been completely reworked with unified material handling.[/p]
  • [p]A redesigned end-of-wave UI presents all rewards and includes an option to convert unwanted choices into a bonus loot drop.[/p]
[p][/p][carousel][/carousel][p][/p][h3]Systems and Balance[/h3]
  • [p]Walls and turrets can now be upgraded infinitely.[/p]
  • [p]Numerous balance adjustments across the game.
    [/p]