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Kitty Survivors: Rogues of Catmere News

Kitty Survivors 1.0 coming on December 20th!

Kitty Survivors will get its full release on December 20th!

The 1.0 update will bring more characters, weapons, evolutions, a new stage and much more!

Thank you all for your support and have a great week!

Join my Discord

Update 0.9.5: New Features, Character and Bullet Heaven Fest!

[h3]Hey, to celebrate our participation in the Bullet Heaven Fest, which starts today, I'm bringing you a new update![/h3]

New features, a new character and achievements!

[h3]New Features:[/h3]
  • Perk Evolution: all active perks can now be evolved by combining them with specific passive perks. Combine them to unlock their ultimate version! There are 18 evolutions!
  • Stage Difficulty: you can now play on Normal, Hard and Cat-astrophe modes. You need to beat the previous mode to unlock the next one. The harder it gets, the better the rewards!


[h3]New Character:[/h3]
  • Play with Pancake, the fourth member of the guild! Use her unique ability to slow down every enemy on screen.


[h3]More:[/h3]
  • Added 10 new achievements!
  • Increased the attack range of the Kitten (In Heat perk)
  • Added the option to disable the shortcuts text that is displayed in the bottom of the screen.
  • Fixed a bug when dragging items in the Forge screen.
  • Other minor bugs fixed.


I've been working on more exciting content for the game and soon I'll have some news for you!

Have fun and enjoy the 20% OFF.
Angelo

Early Access 0.9.21 HOTFIX

Bug fixes based on "cookies for everyone!" and "dinksmallwood1985" bug reports!
  • Fixed a bug that prevented the Banish button to be interacted with before rerolling first.
  • Changed the damage priority of critical hits to trigger before checking if a target is under Cold effect. It should be critting correctly now.
  • Zeus perk and other perk elements are now causing the correct effect. (Some were mixed up)
  • Icy Boy's snowball attack is now dealing the correct amount of damage. There was a bug that made it hit the same enemy multiple times.


If you are experiencing any other issues, please let me know!

Thank you all!

EA 0.9.2 & SHMUP FEST!

Hey guys, it's been a while!

[h3]We're participating in the Steam's SHMUP Fest, so if you don't have the game yet, this a great time to get it with a discount![/h3]

Now let's talk about what's new. This is a big patch and I think you will enjoy! A lot of QOL work, bug fixes and reworks.

[h3]Patch Notes:[/h3]
  • Improved sound effects and music. (New music for each stage and changed almost all sound effects)
  • Now screens open in a queue. For example, if you level up at the same time as you loot a chest, the second screen will open after you close the first one.
  • Auto fire is now the default option. Can still be toggled off on Settings / shortcut.
  • Destructibles and power ups added to the Dungeon stage.
  • You can now check how many enemies you defeated / are required to obtain new eggs.
  • Status Effect rework: it now has a chance to trigger the effect directly when hitting an enemy. No need to combine two different elements.
  • Craft rework: now there is a random range of damage and effect chance when crafting weapons. Even two weapons crafted with the same materials, can have different stats.
  • Item rarity added. You can now see the rarity of your items by their slot color (brown = common, blue = rare, purple = epic)
  • Elite monsters now have a health bar above their heads.
  • Added some effects and changed a few UI elements / texts to juice things up.
  • Changed the player's hit color to red.
  • Added a "Give Feedback" button to the Main Menu and Pause screen


[h3]Game Balance:[/h3]
  • The Wise perk buffed (xp gain)
  • Magnetic Eyes perk buffed (pickup range)
  • Catnip time decreased to 10 seconds. It was too OP against bosses.


[h3]Bug fixes:[/h3]
  • Fixed a bug that prevented from obtaining eggs after completing the condition. If you already met the condition, just defeat one more enemy of said condition and it will give you the egg.
  • Fixed a bug that displayed the text level incorrectly.
  • Fixed a bug that the character got slowed down for the rest of the run when stepping in consecutive holes (Snowland stage)
  • Fixed a visual glitch when using the Tail Tornado perk.
  • Fixed a visual glitch when enemies got defeated and had an effect icon above their heads.


[h3]Status Effects & Elements rework:[/h3]
Back then when I designed the elements, I thought it would be cool if they combined with each other and had elemental reactions. But it didn't work the way I intended. In this kind of game, too many things happen at the same time, making it difficult to combine attacks and elements strategically.
There were also some perks that would apply those effects directly, going against the first concept of elemental combinations. I decided to make it simpler, when an enemy gets hit, it has a chance of triggering the effect. By making it simpler, It will be easier to implement new effects and elements in the future, like poison and blood (lifesteal).

[h3]Craft & Item rarity:[/h3]
Rarity affects the stats of an item. The higher the quality, the higher the damage and apply effect chance. In a future update, rarity will also affect the perks that can be randomized when creating weapons.

As always I'm open to feedback and suggestions, so drop them in the comments, Discord or through the game by tapping the "Give Feedback" button!

Thank you for your time and I hope you have fun!
Angelo

Patch Notes 0.9.05

Hey everyone, just a quick update.

[h3]0.9.05:[/h3]
  • Now the Pet Zone displays the drop condition of every egg in the game.
  • You can now see the portraits of every pet (silhouettes if still locked).
  • The crafting achievements should be working now.
  • Added a check to prevent bugs when trying to unlock achievements and Steam isn't connected yet. Hopefully it will fix other issues.
  • Minor bug fixes.


Next week I'll start working in the crafting system. I'll be reworking some things and adding perks to some crafting materials. I'm still trying to figure it all out, but it will probably work like this: the higher the crafting material tier, the higher the chance of a perk being added to the weapon when crafting it. There are a few things I'm not sure yet, if each material will have its own list of possible perks or if its the same list for all of them, just the crafting rate being influenced by the material. In higher tiers, I'm thinking about increasing the odds of adding perks and also the perk level it will be created. Higher materials would be able to craft perks up to level 5-6.

The perk added to your equipped weapon will probably be removed from the perk pool and you won't be able to level it further in the current run, but they won't take any slots, so it will be like an extra perk. This way, you will be encouraged to craft more frequently, to acquire weapons with better stats and perks. (If I take this route, I'll probably decrease the price of crafting, so players can do it more often).

What do you guys think? Do you have any suggestions regarding the crafting system and adding perks to weapons? Let me know in the comments!

Thank you and have a great weekend!
Angelo