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Schrodinger's Cat Burglar News

Demo updated! Lots of new stuff!

How's it going, cats?
[p][/p][p]Guess what?[/p][p][/p][p][/p][h2]It's Valentine's Day![/h2][p]Well, soon at least. So as a treat, we've added a few themed cosmetics to the demo for the rest of the month. But that's not all...[/p][p][/p][p]We're still busy working away on the rest of the game, but we took the opportunity to give the demo a bit of a sprucing up, in time for Next Fest![/p][p][/p][p]Jump in and play the demo now, and you'll find lots of improvements! ⤵️ [/p][p][/p][p][/p][p][/p][p][/p][h2]So what's changed in v0.270?[/h2]
  • [p]New gameplay! Find and open all the Data Chests![/p]
  • [p]New UI! It's gone all purple![/p]
  • [p]New accessibility options! Add UI highlights to the cats, turn off their orange/blue glow etc…[/p]
  • [p]New control options! Cooperative mode now has ‘joint steer’ where you both pull the fused cat around at once![/p]
  • [p]New character art! Data you find by hacking now has a little picture of the author attached![/p]
  • [p]New cosmetics! Including cat-bell pendants that go ding ding ding![/p]
  • [p]Improved some popup help boxes to be a bit more helpful![/p]
  • [p]Fewer bugs, perhaps![/p]
[p] ✉️ Subscribe to our newsletter for more [/p][p][/p][p]Or follow along with our antics on social media :[/p][p][/p][p]🦋 Bluesky [/p][p]🆇 Twitter [/p][p]🎵 TikTok [/p][p][/p][p]Most importantly, if you haven’t already, don’t forget to WISHLIST! [/p][p][/p][p]Thanks, [/p][p]Martin and the Abandoned Sheep team. [/p]

New Art, Who Dis

[p]Hello cat-gang! [/p][p]Just recently, we dropped brand new key art for Schrodinger’s Cat Burglar and we were thrilled with your responses.[/p][p]
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The decision to change the art didn’t come lightly. We’ve been big fans of Tom’s original key art ever since he first crafted it, back in 2022. It’s been the visual identity for the game ever since and we’ve taken it with us to every digital and physical showcase the game has had the privilege to be a part of. [/p][p]
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[/p][p]We have been thrilled with the attention Schrodinger’s Cat Burglar has been getting recently on social media. It has been exciting to watch new players finding the game for the first time, but it was surprising to see so many folks who suspected the art as the work of AI.[/p][p]
[/p][p]Again, we want to repeat — we do not and have not used generative AI at any point in the development or marketing of Schrodinger’s Cat Burglar.[/p][p] [/p][p][/p][p]Tom’s visual design really helped the game stand out, but sadly it seems to be a commonly adopted style for AI imagery, hence the accusations. We knew we had to create something fresh, and Tom was onboard with coming up with new art in an alternative style. We took it as a grand opportunity for us to showcase more of the theming, and help communicate the gameplay to players! [/p][p]
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[/p][p][/p][p]A huge concern for us in updating the art was potentially losing that identity which had become so familiar to followers. We don’t want folks forgetting the game! To combat this, we kept the colour scheme as similar as possible. The eagle-eyed amongst you may notice that the name colours have been tweaked ever-so-slightly to better stand out on a variety of backgrounds, but the overall vibe is very similar. [/p][p]
[/p][p][/p][p]We wanted Mittens to ‘pop’ (forbidden word for artists) as much as possible too, so we kept her front and centre, in a funky, dramatic pose that showcases the action-heist gameplay at its core. The snazzy little headset certainly helps with that. Showing off more of the labs seemed like a good choice too, demonstrating the gameplay and providing the mise-en-scene required to indicate the genre. Further touches such as the security camera and the cyber hound all add some threat to the frame and tease a little bit more of the game’s story - something we’ve largely kept under our hats so far! We’ll share more on that perhaps next time, what do you think?[/p][p]
[/p][p][/p][p]The big question though — what’s with the second cat jumping next to Mittens? That’s not how Mittens’ superpositions look in the game! [/p][p]
[/p][p][/p][p]How do you like the new art, and what’s your opinion on our decision to update it?[/p][p]
[/p][p][/p][p]As always, be cute and do crimes! 😼[/p][p]
[/p][p][/p][p]Play Schrodinger’s Cat Burglar demo NOW and don’t forget to wishlist![/p][p]
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Dev Update: Unboxing Accessibility and New Art?!

[p]Hey folks and Happy New Year! [/p][p]As we move into 2026, we’re excited to provide a peek into the proverbial box and share our first devlog of the year with you. This time, we’re telling the story of how the unique nature of Schrodinger's Cat Burglar led to the creation of a suite of unique accessibility features in the game. We also have an update on the new keyart, more on that below! 

[/p][p][/p][p][/p][h2]‘Unboxing’ Accessibility[/h2][p]Picture the scene - you’re thrilled to learn that a wonderful creator you admire is playing your video game that you’re working so hard to build. This is what game dev is about! Sharing your creation with others and enjoying their reactions as they experience the first-time thrill of solving their biggest brain-tickler for themselves.[/p][p]
But disaster!
They send you a message to let you know that they’re having difficulty switching between the cats and hitting activation buttons at the same time…. one of the core mechanics of the game. Is it a glitch? What could have gone wrong?

[/p][p][/p][p]When we first started developing SCB, one of our goals was to make the game enjoyable and playable for as many people as possible. The concept of quantum puzzles could be tricky, so our aim was to keep them simple and satisfying, avoiding overwhelm and leaving players feeling accomplished and masterful - just like a real cat burglar! The focus should always be on the puzzles and gameplay, not the controls.[/p][p]
From initial player tests, we learned quickly that controlling two cats at once with each thumbstick was way too tricky, so we structured the game around never having to move both cats simultaneously (of course, a player absolutely can move both cats together if they wish, and I’m sure we’ll see dexterous speed-runners pulling off some logic-defying stunts in the future).[/p][p]
As we built out Schrodinger’s Cat Burglar to cater to further scenarios, such as playing in co-op or with multiple controls such as keyboard or controller, we added additional abilities such as being able to swap between the cats on the press of a button. If a player wanted to control each cat one-after-the-other, this was completely acceptable.[/p][p]
And it was this trick that Critikid used when playing the game for the first time. Unbeknownst to her, one side of the controller was broken and controlling each cat on a separate stick was impossible! Using the ‘swap cats’ button allowed her to control each cat separately and solve the puzzle! [/p][p]
This same technique has further uses - very convenient for a player who could only use one hand for instance. But it still doesn’t solve the issue of simultaneously pressing the ‘joint activation’ buttons to progress. Very fiddly under the circumstances. [/p][p]
We added two immediate tweaks.[/p][p]Firstly - We added options in the game to slow down the time required for simultaneous activation. This also helps for laggy connections between coop players. A further extension of this, slowing down global gameplay was included too, just in case other systems required a little extra time for players. [/p][p]
Secondly - we added a neat automated feature: Automate Paired Interactions. When enabled, cat #2 follows the lead of cat #1, so in singleplayer situations where only one cat is usable, both cats can dance to the same tune. Nice!

[/p][p][/p][p]Automate Paired Interactions in action.
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[/p][h2]Beyond the Basics: More Accessibility Tools[/h2][p]Seeing how well Critikid adapted (with a half-dead controller!) reinforced the importance of giving players flexible ways to enjoy the game despite the obstacles they might face. We expanded our accessibility features to support a wider range of players.[/p][h3]
Colour Settings[/h3][p]By default, Schrödinger’s Cat Burglar uses orange and blue to indicate each of Mittens’ superpositions. For players with colourblindness, these colours can be adjusted in the settings, along with other environmental colours, so you can tweak the visuals to what works best for you.[/p][h3]
Motion Sickness Begone![/h3][p]We know how frustrating motion sickness can be, so we added a maximum camera transition speed setting to help reduce sudden movement. This prevents the camera from swinging too quickly during cutscenes or dialogue moments.[/p][h3]
Full Controller Remapping[/h3][p]All of us have preferences with our controller buttons, and this option gives you the freedom to choose whatever buttons you wish! If you’re using specialist hardware to cater to any disabilities, you can set up the buttons exactly how you like. [/p][h3]
Tap, or Hold?[/h3][p]There will be moments where players are required to hold a button for the cats to fuse together, or when you’re spamming a button to hack a computer (which, by default, slowly ticks up). You’ll be able to change these to your preference so you’re more comfortable![/p][p]
Of course, those aren’t the only accessibility options for you. We’re constantly gathering feedback from the community and working to adapt to cater to as many players as possible. If you have suggestions, let us know, below!  [/p][p]

[/p][p][/p][h2]Development Update From Mittens’ HQ[/h2][p]New year, new art![/p][p][/p][p]Yep! We’re pleased to reveal our shiny new keyart which Tom has been working slavishly to create. We have been fortunate enough in recent months to see some of our social media posts go viral, however this new visibility also brought our attention to an important issue - many commenters loved the game, but suspected our art was generated by AI.

[/p][p]We get it. AI is everywhere and we all need to have our guard up about what is real work from a talented artist, and what is indecorously rendered by a couple of simple prompts. For the record, none of our art - nor any other part of the game or its marketing - have been generated through AI. Unfortunately however, our previous artstyle did share some similarities with common tropes utilised by the technology, so we decided to take the opportunity to update the art and tease some new elements of the game!

[/p][p]We’ll share more about this decision in our next blogpost but until then we welcome your views on the decision, and on the new art itself! 

[/p][p][/p][p]In other news, our lead developer Martin has recently been busy planning out game levels. We want SCB to be challenging, but not so much that it overwhelms players. Flow and player understanding are vital in puzzle games and we’re working hard to ensure difficulty caters to all playstyles with optional advanced puzzles for the more zealous quantum-enthusiast. Martin and Ziggy have been knee-deep in making sure each zone loads resources efficiently, helping the game run more smoothly.

[/p][p]Take a look at some screenshots of what’s been going on in our minds:[/p][p]
Ziggy’s been hot on the case of level flow… or maybe that’s just a hot air flow vent?[/p][p]
What feels like one seamless level is truly separate levels connected by airlocks.

[/p][p]On top of development work, we’ve also been busy sending Schrodinger’s Cat Burglar to various digital showcases and festivals, and we’re thrilled to share that we were recently included in several of them! Did you catch us?[/p]
  • [p]The Frosty Fest (Australia/New Zealand)[/p]
  • [p]The Games Exchange in Birmingham and Sydney[/p]
  • [p]Steam Animal Fest[/p]
[p]We’ll be in more events soon, so stay tuned for future announcements![/p][p][/p][p]

[/p][h2]What’s Next?[/h2][p]Right now we’re taking time to refine the game’s story to ensure the narrative lands as strongly as intended. We’ve kept the narrative on the down-low for now and we know many of you are curious about Mittens’ story. We promise to reveal more in the near future! For now, enjoy this excerpt on quantum phenomena by Dr. Elvir Schränkung:[/p][p]
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[/p][p]That’s a wrap for this month’s devlog! Stay tuned for future blogs; Mittens, Lazy Susan and the team have plenty more in store! Let us know what you’d like to hear about next? Narrative, puzzles design, even just cute cat costumes!

[/p][p]As always, be cute and do crimes!😼[/p][p]Happy New Year! 

[/p][p]Play Schrodinger’s Cat Burglar demo NOW and don’t forget to wishlist!

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The Wild Bug-Hunt – A Surprising Story of How One Comma Broke Quantum Physics.

[p]Quantum science tells us that small things can make a big difference - and that’s exactly what happened when one tiny comma turned Schrodinger’s Cat Burglar on its tail. [/p][p]
For those of you who are not familiar with Schrodinger’s Cat Burglar, the game focuses around the quantum premise that Mittens can split into two quantum superpositions to solve puzzles and cause chaos. In accordance with Heisenberg’s Uncertainty Principle, when one of her positions is observed - the other becomes ‘theoretical’, giving her the ability to pass through doors (that theoretically could have opened) or evade security.[/p][p]
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In the game, being ‘observed’ is usually stepping straight into view of a security camera, triggering the conversion from two plausible positions, to separate ‘known’ and ‘theoretical’ positions.[/p][p][/p][p]
But for some players, it didn’t work.[/p][p][/p][p]
Players would meander into full view of the camera, but the game wouldn’t make the cats change state. More confusing still, the dev team had never had this happen and none of our playtesters had seen it either. So, like true scientists, we aimed to explore the variables. [/p][p][/p][p]
We dived into the data. Hardware, resolution, system settings. We found some correlation - all the players seemed to be using AMD CPUs… was this the issue? We explored further but found others using the exact same hardware who couldn’t replicate the issue. The CPU track was a red herring. We then started to notice something stranger still. Some players reported that if they sat in view of the camera for a long period, minutes at a time, eventually it would suddenly ‘see’ Mittens and trigger the switch. We checked it with the other sufferers and sure enough, this was replicated across the board. Why were each of these players experiencing such a delay?[/p][p]
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We’ve had our fair share of bugs during development, as every studio does! Fortunately we’ve been able to find and resolve each of them in turn, and will be conducting some scrupulous QA in the run up to launch. That hasn’t stopped us from enjoying some of the more hilarious glitches that have popped up throughout our journey. Here are a few of our favourites! [/p][p]
[/p][h3]Chair Launcher[/h3][p]Thanks to PGComai[/p][h3][/h3][p]
[/p][h3]Surprised Mittens[/h3][p][/p][p]
[/p][h3]No Skin? No Problem![/h3][p][/p][p]
[/p][h3]WE NEED TO GO WIDER[/h3][p][/p][p]
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So back to our lazy camera glitch! What on earth could be causing such strange behavior? When we noticed how each player was experiencing the same delay, it became apparent that the issue was a matter of timing, rather than activation itself. From the feedback we gathered with each of the players, we noted another common thread - everyone was based in Europe.[/p][p]
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[/p][p]This screenshot is from our ‘settingsOptions’ file and shows how frequently cameras update their raycasts. It was built years ago in case players ever needed to reduce the frequency if they were playing on slower systems. Notice the highlighted line. This tells the camera to check again every 0.0333 seconds. [/p][p]
[/p][p]So with all the information at hand, can you figure out this particular puzzle? It certainly took us some time.[/p][p]
[/p][p]Unlike the rest of the world, Europe typically uses a comma to indicate a decimal point, rather than a full-stop/period. When reading this file, European computers were checking to see if there was a cat in front of the camera every three-hundred and thirty-three seconds (five and a half minutes), not every third of a second, as intended!!![/p][p]
[/p][p]To fix the problem, and avoid these sorts of sneaky glitches from popping up again, we set in place a ‘Culture.InvariantCulture’ checkpoint - basically a fancy way to say the game seeks to ignore local preferences and run the game without them. Lesson learned. More European playtesters, please! [/p][p]
[/p][p]Want to be a Schrodinger’s Cat Burglar playtester? Register your interest on our Discord.[/p][p]
[/p][h2]So What Else Have We Been Working On? [/h2][p]We had a grand time at PAX Australia in Melbourne and Supanova in Brisbane! Did you get the chance to come see us at either show? Attendees went hands-on with a never-before-seen special demo that borrows from the early-game.[/p][p]
[/p][p][/p][p]The team at PAX in Melbourne! [/p][p]
[/p][p][/p][p]Watch the PAX Demo Dev Deep Dive on YouTube[/p][p]
[/p][p]We’ve been super busy firming up the art and running a final pass over the story. Just a little more to go there. Tom’s been busy with character portraits. Who is this motley lot?![/p][p]
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[/p][h2]And What’s Next? [/h2][p]It’s going to be a busy period![/p][p]Tomorrow, we’re appearing in Pirate Software’s INDIE’cember Games Show. You can watch the stream at 03:00 PST / 11:00 GMT / 21:00 AEST over at:
[dynamiclink][/dynamiclink][/p][p]They will be playing the Steam demo and then running a QA with lead developer, Martin.[/p][p]
[/p][p]Aside from the stream, Martin will be hard at work refining gameplay flow and making minor story tweaks over the coming weeks. We’re aiming to finalise our script soon so we have the final version aligned with all story sequences and cutscenes. [/p][p]
[/p][p]Ziggy will be getting in touch with his creative side, art-passing all the levels that haven’t yet had his magic touch. What do you think of these visuals? [/p][p]
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[/p][p]And as for the wider team, Jas will be producing art props for a few of the lore-focused characters in the story. Much more on this soon! Our producer Mei-Li is helping with UI improvements and Tom will be revising our key art. Oli will be finishing up the last few bits of music, Supertonic will be working on more game audio, Emily will be running QA across the full game, and I (George) will be writing more blogposts like this one and creating more gameplay videos which you can go watch over on Instagram and TikTok! [/p][p]
If you haven’t already, please wishlist the game on Steam and remember - tell a friend! Just like that, one wishlist becomes two. It’s quantum magic![/p][p]
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Festive costume items added to the demo!

Ho Ho Ho and so forth!
[p][/p][p]Seeing as it's nearly Christmas, we thought it would be fun to add a few festive costume items to the demo.[/p][p][/p][p]If you play the demo between today and December 31st, you can find the Christmas Hat, Candy Cane Pendant and Green Skin for free in the Customisation Booths![/p][p][/p][p][/p][p]There are also a few extra bug fixes in there - nothing major, but we did make the 'loading' indicator a bit more swish.[/p][p][/p]
Have fun, everyone!