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Disorder! Disorder! DisooooOOOOOoooorder!

Last week we talked in-depth about death dying and the basic injuries that gimp your characters slightly as they progress... but there are many other ways your cats can change during their journey, and today we will go over a few!

[h3]Diseases, Disorders, Parasites oh my![/h3]
These permanent ailments will act as passive effects on your cats, each comes with it a major downside.. and minor upside that will totally change how you play! Lets dive into each one and see how they work!



[h2]Diseases![/h2]
There are a range of diseases your cats can acquire along their journey that will affect them in many many different ways. Diseases are usually acquired by physical contact with an enemy or npc or the ingestion of something contaminated or very very rotten.
One of my favorite diseases is Rabies, mainly because of this really fun run I had where my fighter (Rodney) got Rabies when attempting to loot a dead cat who was actually still alive! Rodney failed his dexterity check and the "dead cat" reared up and, with its last bit of energy, bit Rodney and gave him the rare disease Rabies!



Rabies comes with a straight forward passive effect, your attack becomes a melee attack ( must bite or claw when fighting ) and each time you complete combat that cat gains +1 str and -1 int.. slowly eating away at the cats brain while also making them more deadly as well. seems like a pretty good deal for a fighter who is already limited to melee combat and deals damage based off their str.. but fighters are also notoriously dumb and with rabies its not long before their int hits 0 and their brain turns to mush. so by the end of the 1st chapter my fighter had destroyed just about everything.. but hit 0 int at the start of the first boss fight. when a cat with rabies no longer has a brain not only does he fail to generate mana each turn, but he also fails to take commands.. he simply does whatever he wants.. and all he wants to do is kill! right off the bat Rodney started attacking our mage downing him and spreading rabies to him, I was able to throw Rodney towards the boss and just keep away from him, letting him do what he did best.. murder! by the end of the run Rodney had spread rabies to all of my cats and nearly all had their brains consumed by the disease, the final epic battle consisted of me watching as my cats auto played themselves, I was totally helpless, just watching as the cats would switch from attacking the boss and attacking each other, with the last few turns consisting of them killing one another while the boss destroyed what was left of Rodney... I had lost, but it was one of the coolest losses I've ever had in a video game.





[h2]Mental Disorders![/h2]
Mental disorders are acquired by mental trauma or passed down through genes, seeing the ghost of your mother or being mocked by your team for failing a basic task are a few examples of how you might gain one.

A good and common example of a mental disorder is depression. depression gives you all stats down... but it also gives you a depressive aura. anything adjacent to you also becomes temporarily depressed gaining -2 to all stats as long as they are adjacent to the cat with depression, further ostracizing the sad cat.. but also lowering the damage and slowing down any enemies around it. I've had more than a few runs where I had a healer with depression and holy shields who would just stand in the middle of a large group and tank their attacks while my squishy cats took turns stabbing them all in the back.. good times.





[h2]Physical Disorders![/h2]
These disorders are usually gained by physical trauma, getting your eyeball pulled out by an unseen force or falling down the stairs might causes these.

A good example would be Charred, a physical disorder that gives your cat +4 armor but also gives them bruise 1 ( take +1 damage each time you take damage).




[h2]Parasites![/h2]
Parasites are acquired many many different was in Mewgenics, but joining a cat orgy or eating a really big poop are great ways to acquire them.

Parasites take over one of your item slots, making you unable to use said slot. ( we will go over items and items slots in a future update )

A good example of a parasite would be Pin Worms. Pin worms infest your neck making you unable to wear items around it, give you -2 str and -2 con, but each time you take damage you spawn a maggot familiar that fights along side its mama!




[h2]Mutations![/h2]
Mutations are gained VERY rarely from breeding/strays you find in the wild, more commonly they are acquired by interactions with toxic waste, radiation, or in rare cases, furniture in your house.

Mutations will effect a random piece of your cats visual appearance changing it permanently and embedding itself in your cats DNA forever.

A good example of a Mutation would be something like Ram horns, your cats melee attack gains +1 knock back.



Mutations are the bread and butter of the long play of Mewgenics. Once acquired, mutations can be passed down through DNA to future generations, amassing many buffs and modifications over time.. but you need to be careful not to inbreed your cats because you just might get....



[h2]Birth Defects![/h2]
Birth Defects are very rare... unless you inbreed your cats! cats breeding with close relatives will have a high chance of giving their children birth defects.

A good example of a birth defect would be Webbed Toes, -2 speed but gain water walk ( moving through water tiles doesn't slow you down ).



Birth defects are essentially mutation disorders, usually having a major negative effect with a minor upside.. so you could use them to your advantage if you are creative.



[h2]Curses![/h2]
Curses can range from magical disorders to cursed items.. they can be acquired many different ways but are usually quite rare.

A good example of a cursed item would be A Childs Skull, your attack becomes a short range very low damage projectile called Tear, that you can use twice per turn. this cursed item attaches itself to your head like a helmet also giving you +1 armor.
Cursed items can't be removed.




As you can see, Mewgenics has a lot going on. one of the reasons why I'm slowly covering every major mechanic here is so I can lay the ground work so we can start telling more in-depth gameplay stories and eventually showing gameplay videos later this year and have things make sense. Much like Isaac, Mewgenics is a vast world of complex, but logical interactions. Our current goal is to spoon feed all this info to you as you play and the game unfolds as to not overwhelm the player. Each time I write a post I get more and more excited to show you random footage... we will get there eventually. but till then you can always get snippets of in-game content on my tiktok.

see you again in 2 weeks where we will be going over items! 100s and 100s of glorious items!

-Edmund

Death!

One of the most common questions we get asked when play testing Mewgenics is.. "but will my cats die permanently?"

yes, yes your cats will die, like everyone you know and will ever meet, your cats will eventually die.

This harsh reality may catch you off guard, but death is a very very important part of mew, maybe the most important because without that risk, there is no actual reward.. but how does death actually work in mewgenics? why let me show you!

This is April, a fresh young cat ready for adventure!



but sadly April was attacked by a group of kittens in an alley and was "downed".



When a cat is downed it suffers a minor injury to a random part of their body, this is shown visually and represented as a permanent stat down for the cat in question.



When a cat is downed, they fall to the ground writhing in pain and are inactive till the match ends or they are possibly revived by some act of god or cleric.

downed cats have "death armor", the number of times that cat's body can take damage till it's destroyed completely, dont worry though MOST enemies dont care too much about downed cats.. but you still gotta make sure your living cats dont accidently knock an allies body into a river or cactus.



If at any point in your adventure all of your cats become downed, they have failed their mission and are considered lost forever.If you make it through your adventure any remaining cats return home, forever changed by their experience!



Cats that have completed adventures are considered "old", old cats can no longer be taken on adventures and once an old cat arrives back home it triggers an unseen clock that starts counting down its remaining days, but dont worry you have options.

mewgenics is a game about legacy, not just in how you change the world as you play but also in what you do with your bloodlines. When 2 cats get busy, they make a kitten and that kitten shares the DNA of its mother and father. Not only will your kittens look/sound like their parents, but they may also inherit many other mechanical features.

Let's say you breed two basic strays, level 0 collarless cats ( no class ). When they have a kitten, that kitten has a chance to gain a starting collarless active from either parent or randomly roll into a totally new one... this concept also works for old cats who have survived long adventures. So even though your cats may be old and retired, they can still get busy and have a chance to give their offspring one of their many active and passive abilities.



That means there is potential here to have a fresh new cat with a Tank ability like Toss that you can then class into a mage and basically give access to something a mage can't ever have naturally.. you get what im laying down here? multiclassing brother!!

but in mewgenics most of the time when something survives an adventure it's not all sunshine and rainbows.. sometimes they come back quite different, they have seen and experienced some real shit, and with that may come a smorgasbord of mental and physical disorders, parasites and even curses that could potentially haunt your family for generations!

Of course every mental illness has a silver lining ! and we will go over all that in 2 weeks!

see ya
-Edmund

Passive Aggressive

Currently mewgenics has over 400 active and 200 passive abilities across the games many classes, with many more to come. lets go over a few and explain how they work.

[h3]Actives:[/h3] actives or spells as some may call them are unique abilities that can be used as many times as you want during your turn as long as you have the mana to activate them.
All cats (usually) start with one collarless active that they are born with and gain one class active when you assign them their class at the start of the adventure. cats will also gain access to another active ability when they reach level 2 and level 5. here are a few examples.

1. Toss: Toss is a fun tank ability that grabs something adjacent to you and throws it into an empty tile in the spells AOE. enemies can be tossed into glass, water or adjacent to the next cat in turn order.. you can even toss interactive objects in the level or if you want, you can toss your own team mates! just remember landing will cause a tiny bit of damage to whatever you throw.

2. Frost Blast: Frost blast is a mage ability that shoots a blast of icy air in a straight line up to 5 spaces away, freezing the 1st thing it hits solid. frozen things will lose their next turn, then thaw out. while frozen they become immune to all damage and will slide around when hit in the opposite direction. this spell also has a ice element tied to it.. but we will go over elements and how they effect things in a later post.

3. Zealot: Zealot is a cleric ability that allows the caster to imbue themselves with a holy shield. much like the holy mantle in isaac, holy shield will absorb an attack no matter how much damage is done.

4. Marked: this ability is a hunter support all star, marking an enemy allows all other cats attacking it a 100% chance of landing a critical attack against it. ( critical attacks deal x2 damage, they can be done naturally as well but their chances are very low and tied to your luck stat )


[h3]Passives: [/h3]passives are abilities your cat has that dont need to be activated, they are simply always on. you (usually) gain your first passive when your cat is assigned a class and again when it reaches level 3.

1. Gravity Falls: this hunter passive, rewards your hunter for attacking stuff as far away as possible, comboing well with abilities that give you more range or reposition you easily.

2. Thunder Thighs: this tank passive grants your tubby lil cat the ability to "trample". things that have trample can pass through other cats or enemies that are blocking them, dealing damage to anything they walk over or land on, also displacing them in the process. this passive combos well with abilities that raise your movement, dash you forward and also things that give your cat contact type status effects like thorns ( thorns = things that make physical contact with you take damage equal to your thorns )

3. Undercat: this fighter passive gives them +2 str ( more melee damage ) and +1 brace (brace reduces physical damage taken by a flat amount) for each adjacent enemy around it. this ability combos well with positional abilities that get you close to multiple enemies, like jumping or being thrown... it also works perfect with melee aoe attacks that hit all targets around you at once.

4. Tutor: this mage passive teaches the last spell you cast each turn to the rest of your cats, allowing you to temporarily multiclass your team into mages! this one combos with a lot and allows for some pretty cool planning ahead for some possible minor game breaking combos.. if you play your cards right.

Upgrades!
But wait, theres more! at level 6 you will be able to upgrade one of your actives, you can upgrade a passive at level 7 and an additional active or passive at level 9 ( if you make it that far ).
yes thats right, all 600+ abilities we have in game right now can be upgraded to gain unique effects that buff each one.. here are 4 examples.. i dont wanna spoil too much because upgrading late game and exploring what each upgraded ability does is pretty damn cool.

Marked+: Marking an enemy will also mark all other enemies of the same type ( ie. cat, bug, turd, etc)

Toss+: You can toss stuff onto objects and enemies, dealing high damage to both things

Thunder Thighs+: Your trample damage is increased significantly, also gain +2 con.

Tutor+: Your teammates learn the upgraded version of the abilities you teach them (the students become the masters!)

and that about sums up the basics of actives and passives. i touched a bit on leveling up but ill do another post explaining that in more detail since we dont really do it like other games do.

but enough about how the game functions, lets move on to whos making it function!


[h3]MEET THE TEAM! ( or at least some of them)[/h3]

In the past ive been known to have a strangle hold on everything in my games. outside of programming and music, id just do everything myself, period.. but im all old now! having 2 kids and not being able to work as much as i used to has forced me into this gross thing called "working with others"... turns out it makes your life easier and your games better! over the past few years of dev we have had many different and amazing artist come in to help, today ill go over the 3 illustrators actively working on the game and show you why im so glad i could loosen up my anus and just let other people who are better illustrators than me work on the game.


[h3]Sony-Shock:[/h3]
Sony is an amazing artist who i was first introduced to when making four souls, his isaac fan art always made my jaw drop so i knew i had to have him do some promo cards for us. you may also know his work from one of the early Unboxing of isaac Tshirts ( and one of the most successful ).



When i hired Sony to work on Mew i knew i had to have someone with a very different style than my own, i put him on background and non interactive objects because his painterly style against my thick chunky cartoon outlines would clash in a way that would make it obvious what things you can and cant interact with. also that juxtaposition on style reminded me a lot of backgrounds in old cartoons from the 40s where the backgrounds were painted or even sculpted to look more realistic so the cartoons would stand out even more on top of them.





[h3]Vivian Voss:[/h3]
Vivian Voss ( Aka HamBerry ) was another prominent artist for Four souls who did a ton of work for the latest expansion Requiem.



Vivian has a very bold cartoon style that worked perfectly for establishing shots for game chapters as well as non-combat backgrounds. She really worked perfectly within that flintstones/jetsons atomic cartoon background style we had been referencing and has been churning out tons of art for the many many chapters of this monster.





[h3]Tikara:[/h3]
Tikara is yet another very familiar face in the isaac art community, she has worked with me on many projects and was the artist for the binding of isaac tarot cards and creator of nearly every loot card in Four Souls.



Tikara was one of our first artist on mew, she started out doing simple UI backgrounds and eventually moved onto class icons and status effect icons. She also did quite a few enemy portraits.





but this isnt everyone, we also have been working with some seriously amazing animators as well, but ill save them for another day...

in 2 weeks we will finally address the elephant in the room, death, dying and the afterlife ( or lack there of )
see ya

-Edmund

This Game Has Class(es)!

So in Mewgenics when a cat is born its considered "Collarless". collarless cats only gain their inborn abilities from the collarless ability pool, a broad and slightly higher costed group of active and passive abilities, but when you decide to take 4 cats out on an adventure, its probably best to assign them a class.

each class in mewgenics has strengths and weaknesses, unique basic attacks and large active / passive ability pools with many unique archetypes that you will draft from as you level up. here is the breakdown of each. there are many different draft archetypes and ways to play per class but in this post I'm going to break down some of the more common ones you'll notice right off the bat.

( Note: please check my previous post to see a breakdown of what each stat does! )




Fighter:
Stat mods: +2 str, +1 spd, -1 int
Basic Attack: Fighters are close combat melee fighters who are the hardest hitters in the game.



[h3]Common Archetypes for Fighter:[/h3]
One Punch Man: these abilities push the fighter into dealing huge damage with a single blow or multiple hits to a single target, best for taking down bosses and larger enemies.

Army in a Can: these abilities will go wide hitting multiple enemies with one attack, best for taking down mobs.

Risky: these abilities will give big bonuses but also come with costs that go beyond their mana you need to activate them.

Avenger: these abilities will buff your fighter, or become stronger if/when your other cats are downed... and maybe sometimes he can help in downing them...


----------------------------------------------------------------------


Mage:
Stat mods: +2 int, +2 cha, -1 str, -1 con
Basic Attack: Mages have a medium ranged attack that requires line of sight.



[h3]Common Archetypes for Mage:[/h3]
Elementalist: these abilities utilize the many major elements found in mewgenics with a focus on Fire and Ice.

Spells Matter: these abilities give you special bonuses when cast multiple times in a turn.

Mana Engine: these abilities fuel your mana regen and also give it to other cats on your team.

Defensive Maneuvers: these abilities help your mage avoid combat, withstand attacks, and slow/hinder enemies.


----------------------------------------------------------------------


Cleric:
Stat mods: +2 con, +2 cha, -1 dex, -1 spd
Basic Attack: Clerics have a multi-purpose melee attack that hurts enemies but heals allies.



[h3]Common Archetypes for Cleric:[/h3]
Wet Nurse: these abilities are focused on healing, cleansing, and protecting your team.

Combat Medic: these abilities put your Cleric straight into combat with an array of attacks and defensive options.

Morale Support: these abilities aid your allies in battle by allowing bonus attacks or boons that affect your whole team.

Back for More: these abilities will rise your fallen comrades from death's door and get them back into battle.


----------------------------------------------------------------------


Tank:
Stat mods: +4 con, -1 dex, -1 int
Basic Attack: Tanks throw their weight around in battle with a melee attack that dashes them 1 tile forward and then knocks the target back 1 space.



[h3]Common Archetypes for Tank:[/h3]
Stay Back: these abilities are themed around knock back, a mechanic that knocks things around the map causing collision damage.

Thicc: these abilities allow the tank to do what he does best, take a beating and survive.

Protector: these abilities allow your tank to get between your glass cannons and the enemy, or move allies / enemies around the map with ease.

Rocks: these abilities create / utilize rocks. ( rocks are objects on the battlefield you can attack to knock back into things )


----------------------------------------------------------------------


Hunter:
Stat mods: +3 dex, +2 lck, -2 spd, -1 con
Basic Attack: Hunters are the masters of ranged attacks and have the longest attack range of all classes, but cant attack anything close to them. hunters also have a lobbed attack, meaning their range wont be hindered by objects/allies in their line of sight.



[h3]Common Archetypes for Hunter:[/h3]
Tricky Traps: these abilities place trap like tiles that will cause a range of negative effects to whoever triggers them.

Vermin: these abilities summon flies, maggots and fleas to fight along side your party!

Eagle Eye: these abilities will raise your range or spot enemies so other team mates gain advantage against them.

Scatter Shot: these abilities will target all tiles in a line or aoe and / or hit multiple times.


----------------------------------------------------------------------


Thief:
Stat mods: +4 spd, +1 lck, -1 str
Basic Attack: Thieves has a semi short ranged attack that can hit anything in a straight line from them up to 3 tiles away.



[h3]Common Archetypes for Thief:[/h3]
Backstabber: these abilities add bonuses to your ability to backstab ( attacking an enemy from directly behind counts as a backstab and yields bonus damage )

Money = Power: these abilities focus on gaining coins and gaining a range of bonuses for doing so. ( coins are used to purchase things from shops or pay off assailants )

Mr. Gone: these abilities help your brittle thief survive combat by dodging, backflipping, and even vanishing from the battlefield.

More DOTS!: these abilities add damage over time ( DOTs ) effects to your attacks, like poison and bleed.




Join us in 2 weeks for a quick post about active / passive abilities and we will introduce you to our team!

till then i leave you with this amazing track from ridiculon, "Eatin Rats" is the Boss music from the alley, the very 1st chapter you guys will be playing when the game releases next year!

[previewyoutube][/previewyoutube]

See ya
-Edmund

CAT FIGHT!

so at this point you should know that in mewgenics you:
  1. breed stray cats in your house by spending food to pass the days.
  2. send your cats out on adventures in search of food so you can continue to make progress in your breeding, without your cats starving.
  3. adventures are composed of turn based combat matches and random events.




so now its time to break down the meat and potatoes of mew, the combat!
first lets go over the UI. 

1) Cat info hud.
this shows the active cat or enemies...
  1. Class icon
  2. Name
  3. Face 
  4. Hit points ( how much life it has before it's downed )
  5. Mana ( how much current mana that can be used to activate abilities )
  6. Coins ( how many coins your party currently has )


2) Action hud. 
  1. End Turn ( this will pass the current cats turn to the next in turn order )
  2. Move ( how many tiles this cat will move when this is activated )
  3. Basic Attack ( your class's unique basic attack )
  4. Collarless Ability ( the ability your cat is born with, this ability costs 5 mana to use )
  5. Starting Class Ability ( the ability your cat is given when you choose its class, this ability costs 4 mana to use )


3) Turn Order.
this area of the screen shows the turn order of every cat and enemy in combat, mousing over this hud will show what character each tab is tied to.
  1. the active cat.
  2. next in turn order.
  3. last in turn order. 


4) Passive Hud / Extended hud.
this is where your cats passive abilities will go, passive abilities are always active and dont require mana. more abilities will also appear on this side of the hud as your cat grows in power.


    5) Info Hud. this hud shows the active cats stats, stats are established at birth and can be bred into future generations, if all goes well. A cats stats affect A LOT lets break them down real quick at their most basic level.

  1. Strength: how much damage this cat will deal with their melee attacks and abilities, also affects acts of strength in events like pulling out something's eye or opening a rusted toilet.
  2. Dexterity: how much damage this cat will deal with their ranged attacks and abilities, also affects acts of dexterity in events like avoiding a mouse trap or climbing a fence. 
  3. Constitution: how much max hp you can have and how much you can regenerate between battles, also affects acts of constitution in events like surviving being poisoned or eating a really big poop.
  4. Intelligence: how much mana this cat will regenerate at the end of its turn, also effects acts of intelligence in events like reading a book and solving a puzzle box.
  5. Speed: how many tiles this cat can move on its turn as well as when this cat will take its turn in turn order, also affects acts of speed in events like running from something and... running from something else!
  6. Charisma: how much max mana you can have, how much mana you start each combat with and how skilled you are at breeding, also affects acts of Charisma in events like charming a monster or being really good in bed.
  7. Luck: how lucky you are at doing anything that has odds as well as how much loot/coins you find after battle, also affects acts of luck in events like surviving an impossible battle and randomly winning the lottery. 


and now that that's all out of the way let me break down a basic turn for you. 

At the start of each cat's turn they may make 1 movement action as well as 1 attack action in any order. they may also activate any abilities that they have enough mana to use and as many times as they have mana to use them. Once the active cat has finished its turn I click end turn, regen mana (based on my int stat) and pass to the next in turn order.

Example of a turn. 



Its Suda's turn ( our fiery water mage! ) he starts his turn walking into range of a small fly.
he selects his basic ranged attack.




Suda lucks out and lands a critical attack dealing 10 damage erasing the fly from existence!




Suda has 7 mana left and decides to spend it on the ability surf.




Surf is a ranged attack with an area of effect (aoe) that deals small water damage to all inside as well as knocking them backwards. 




Surf deals 3 damage to both pooter flys knocking them around the map and totally destroys that poop!




Suda has moved, used his basic attack and also used up all his mana. he can't do anything else so he ends his turn, allowing the next character in turn order go ( the small flys ).


Mewgenics is a BEAST of a game, and im going to break down every core element as the months pass so once we start showing off gameplay runs it all makes more sense.

anyway ill see you in 2 weeks when ill break down cats classes and what that all means!

till then take a listen to this spooky halloween track we spoiled on twitter in oct. 

see ya!
-Edmund

[previewyoutube][/previewyoutube]