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The Technicolor Hellscape

Whenever we post a screenshot or gif of Mewgenics someone is bound to ask "is this the final look of the game" or "why does it look so bled out color wise?", So I think it's time to tackle these questions and show off some newer screen shots for the store page and even a high rez video of the game.

So why are the colors so desaturated? A few reasons, the first being to set a mood, Mewgenics is intended to feel drab, dark, old and dreary. It's very important to me that the game has these visual themes, so the bleached out Technicolor visuals of the game are there to set this tone. Second, and most importantly, the game looks this way to say to the viewer "this isn't like other games" this isn't your average game, this game is weird, this game is mildly off putting and this game is meant to go against the grain of what you'd expect from a game about cute cats. Much like the themes in Isaac, I think its important for people to instantly see that this games goal isn't trying to be a bright and shiny traditional video game experience, its trying to immerse you in this a unique world where something is very very off. 



Another huge reason why Mewgenics has the visuals it does is because when I started prototyping the original idea of mew I really wanted to make it in the style of a 1930s-40s cartoon.. keep in mind this was back in 2012, long before the reign of Cuphead.



When we restarted development on Mewgenics nearly 5 years ago I was torn on if we should go for the whole old cartoon look, there was no way we could do it as well as Cuphead, but if we didn't commit to the intended style we run the risk of the visual theme falling flat. So we have been working hard on effects and filters to nail down that style. Anyway here is the nearly final version of the Mewgenics visual style in all its film grain glory!

[previewyoutube][/previewyoutube]

pretty neat right?
NOW ON TO THE SPOILER IMAGES!































xoxo
-Edmund

WMEW 99.9 lives, comin at ya!

So after many years of development and a butt ton of dev blog posts, I think its time to pull back the curtain a bit and talk about launch and the current state of the game.

As of the time of this post we are roughly 11 months away from being content complete, most would assume that means we launch around new year but that probably won't be the case.

Some of you were there for the launch of Bumbo as well as Afterbirth+, Two of my worst launches and both launches went wrong because we locked a release date too early then crunched too hard to hit it. Mewgenics is special, easily the game I'm most proud of and a joy to work on... I DONT WANT TO FUCK IT UP! So once we are content complete we will nail down a reasonable launch date in early 2025 and announce it, but till then we will continue this song and dance to lay the groundwork on what this game is all about, and give some behind the scenes info on the development process.

now on to the content! ...

Remember the radio? You know that thing that still kind of exists that we no longer use? Well Mewgenics has its own radio station, WMEW 99.9. This station plays out while you are in your house hub, tending to your cats, expanding your house, and placing your furniture. Much like Mewgenics gameplay, the radio is also randomly generated featuring tons of musical tracks introduced by a voice you all know and love: Matthias Bossi (narrator for The Binding of Isaac). in this clip we also dive into another amazing addition to WMEW, Jimmy "The Hammer" Valentine ( voiced/created by Carl Edge of Fishmasters ). there are tons of bits done by Carl, Matthias and many others to really create that illusion of a free form radio show beamed in directly to your game!



We often get asked what the hell is the Mewgenics story about? and my honest response is that mewgenics is less about telling a story and more about allowing the player to live in this mewgenics world of boon county and letting their actions in the world and interactions with NPCs slowly form a story... but more on that later.

enjoy!

[previewyoutube][/previewyoutube]

Collarless Cats

Last post we finished up our main class intros when we went over the Fighter class. But there's still one more "class" left to cover, and that is Collarless!



Collarless is not a class in the same sense as the other classes we've shown off, but represents "Unclassed" cats and a large set of common abilities that are available to every class. Strays and kittens are all born with one random collarless active ability by default, and either a basic melee attack or a basic short-ranged attack. If you want a fancier basic attack, give them a collar! Their starting abilities are kept when you assign a class collar however, so their starting ability is a pretty good way to inform your class choice, if you are unsure.

When a cat levels up, if abilities or passives are offered, some of them will be collarless abilities and some of them will be class abilities, depending on your Luck stat (higher Luck = more chance for class abilities to show up instead of collarless). Collarless abilities are *usually* worse than class abilities, but many of them are designed to fill gaps to round out your cat, or even be very strong in very specific situations, so sometimes that collarless ability might just be exactly what you need.



If you depart on an adventure without giving a collar to a cat, it will learn one random collarless active and one random collarless passive upon depart, (the same way a classed cat learns a random class active and passive), but it will remain purely collarless the whole adventure, and does not receive any innate bonus stats the way classed cats do. Only collarless abilities will be offered on level up. It's uh, not a good strategy, but there for those looking for a challenge. Please put collars on your cats!

Anyway, lets go over a few Collarless abilities now.

Active Abilities

Active abilities cost mana to use, but you can keep using them as many times as you want during your turn as long as you have the mana to cast them. Here's a few examples of collarless active abilities you might get offered when your cats level up. There are over 100 collarless actives that can show up on level up, and cats of any class can get offered them instead of class abilities.

[h2]Roll[/h2]
Roll is a simple movement ability that lets you roll up to 3 tiles away in a straight line, even through obstacles and enemies.



[h2]Butt Scoot[/h2]
Butt Scoot lets you move 1 tile in any direction and leave behind a maggot familiar when you do. Check out the Hunter post if you want a reminder of how familiars work!



[h2]Spit[/h2]
Spit is an infinite range, 1-damage projectile attack with water element. Check out the Mage post if you want a reminder of how elements work!



[h2]Play Dead[/h2]
When you use play dead, you immediately down yourself, but do not get injured. Normally when you get downed, you get an injury that is a permanent stat debuff. This ability is significantly more useful than you'd think at first!



[h2]Copy Cat[/h2]
Copy Cat is always a copy of the last ability an ally cat used. Pay attention to that turn order in the top right!



[h2]Burst[/h2]
Burst is a high damage infinite range magical attack with a reasonable mana cost, however you can only cast it once per battle.



[h2]Ponder[/h2]
Increase your intelligence by 1 (for the duration of the battle). Costs 4 mana to use, and as a reminder intelligence increases your mana regen by 1. Math out if its worth it, nerds!



[h2]Metronome[/h2]
Upon use, casts a random cat ability (any ability cats can learn, classed or collarless). The cat will automatically target the ability it chooses (and its only gonna select abilities that have reasonable targets). Is it fun? Oh hell yes. Is it good? Uh...



Passive Abilities

Passive abilities do not cost mana and don't need to be "used". As long as your cat has the passive, it just constantly effects them in some way. Here's a few examples of passive abilities you might get offered when your cats level up. There are over 50 collarless passives that can show up on level up, and cats of any class can get offered them instead of class passives.

[h2]Might of the Meek[/h2]
Any damage you deal that is 2 or less is always a critical hit.



[h2]Mini Me[/h2]
At the start of the battle spawn a half sized familiar version of yourself with half of your stats. Your mini-me has all of the same abilities and passives and items that you do, but is AI controlled (you better hope he does what you want!)



[h2]Dirty Claws[/h2]
If you attack a poisoned or bleeding enemy with any physical attack or ability, Dirty Claws causes that enemy to gain an extra stack of Poison and/or Bleed. Amplify those debuffs! Check out the Thief post if you want a reminder of how Poison works!



[h2]Skill Share[/h2]
Skill Share is a passive that duplicates your other passive onto all of your other cats (during battle only). If you're wondering if that has the potential to be extremely broken... well... it absolutely does.



And with that, we are done with class intros. We have covered all the classes and there definitely aren't any other secret classes in the game. nope. no way. So I'm handing the blog posts back over to Edmund for the next one, maybe he'll write about poop or something! See you then!

- Tyler

Me punch you good!

Well it's time for the final class intro blog post! Lets get to know the Fighter better!



Fighter is a melee attacker with high strength and reduced intelligence. He punch good! There is nothing special about his basic attack, it's just a simple melee attack, but Fighter has a ton of ways to gain Strength, so that simple basic attack can do a whole ton of damage. Just hit hard! It's not that hard!



Active Abilities

Active abilities cost mana to use, but you can keep using them as many times as you want during your turn as long as you have the mana to cast them. Here's a few examples of active abilities you might get offered when your Fighter levels up. Each class has 50 active abilities in its arsenal, so this is just a small sample of all of the possibilities available.

[h2]Bull Rush[/h2]
It's a dash attack, you run forward in a straight line as far as you can go and then do a melee attack with knockback. A good way to close the gap and get in fightin' range.



[h2]Exert[/h2]
Normally you can only use your basic movement and basic attack once per turn. But if you've already used them up, you can cast Exert to re-enable them, letting you attack and move again!. You will, however, fall asleep at the end of the turn, which usually means you're skipping your next turn. Unless something wakes you up...



[h2]Spin[/h2]
Spin attack hits everything adjacent to you multiple times.



[h2]Think Too Hard[/h2]
Think Too Hard is a very low mana cost ability that makes you take damage equal to your intelligence, then the next spell you cast is free! See, you don't need to be smart to use abilities! Punch good all you need!



[h2]One-Two Punch[/h2]
One-Two Punch is a high mana cost ability that hits twice, and each hit applies Bruise. Bruise causes things to take increased damage from physical attacks, one extra damage for each stack of bruise.



[h2]Gravity Slam[/h2]
Gravity Slam has you jump to an empty tile then pulls all enemies in a large range towards you. You want a fight you'll have a fight!



[h2]Berserk[/h2]
Berserk causes you to go berserk, gaining 5 Strength and 5 Bruise, then that ability transforms into Berserker Dash for the rest of the fight. Berserker Dash is a half range version of Dash with no knockback and a really cheap mana cost, however it does physical damage to yourself when you use it. Just be careful about when you use that, since that 5 Bruise will make you very fragile!



Passive Abilities

Passive abilities do not cost mana and don't need to be "used". As long as your cat has the passive, it just constantly effects them in some way. Here's a few examples of passive abilities you might get offered when your Fighter levels up. Each class has 25 passive abilities available to them, so again this is just a small sample.

[h2]Dumb Muscle[/h2]
Every time you take damage, you lose 1 intelligence (just for the fight). While you have 4 or less intelligence, you get +2 strength and your basic attack inflicts Bruise. If your intelligence is 0 (or less...), you have +100% critical hit chance. No think! Only punch!



[h2]Undercat[/h2]
You have +2 Strength and +1 Brace (damage reduction) for every adjacent enemy. 1v4? So it's a fair fight then...



[h2]Hit Me[/h2]
Every time you take damage from an ally, you automatically use your basic attack in the direction you're facing. Damage from allies is reduced to 1.



Fighter is a great class for those who just want to punch things to death. Maybe support him a bit so he doesn't get himself into too much trouble though.


Well that's it for class intros! Oh Wait... there's still Collarless. Well... see you again in 2 weeks to cover more about how Collarless cats and abilities work!

- Tyler

Let the hunt begin!

It's 2024! And another Mewgenics Monday! This time, you voted for the Hunter class, so let the hunt begin!



Hunter is a long range physical attacker. Hunters can attack things from very far away, but are basically incapable of hitting things that get close to you. Hunters have the highest Dexterity in the game and increased Luck, at the expense of Constitution and Speed. With that amount of range you don't really need to move that much anyway.

Hunter's basic attack is a lobbed projectile that has very high range, but cannot target tiles close to you. Lobbed attacks can go over things when you shoot them and don't have a line of sight restriction like the other ranged attacks do, and since it's a ranged attack, it scales its damage with Dexterity. Basic Attacks can be used once a turn for free, even if you cast other spells or used items.



Active Abilities

Active abilities cost mana to use, but you can keep using them as many times as you want during your turn as long as you have the mana to cast them. Here's a few examples of active abilities you might get offered when your Hunter levels up. Each class has 50 active abilities in its arsenal, so this is just a small sample of all of the possibilities available.

[h2]Marked[/h2]
Marked lets you mark something. Marked causes physical attacks against whatever you mark to never miss, always crit, and pierce past shields, always damaging health instead. Marked lasts until the thing you marked takes its turn, so it benefits the rest of your team as well.



[h2]Bramble Shot[/h2]
Bramble shot fires a ball of brambles that does small damage in an AOE and causes brambles to grow on the affected tiles. Brambles slow movement and damage things that move through them.



[h2]Needle Shot[/h2]
Needle Shot is a very cheap projectile attack that deals 1 damage and applies 1 Thorn to what it hits. See the Tank post for a reminder about what Thorns does. Needle shot is also piercing, meaning if an enemy is protected by shields or holy shield, it will ignore that and damage health directly.



[h2]Bear Trap[/h2]
Places a Bear Trap on the map. If anything moves over the bear trap, it immobilizes and damages what it catches.



[h2]Ball Of Spiders[/h2]
Throw a ball of spiders at something! This deals small damage if you hit something with it, but also spawns 3 spider familiars on adjacent tiles as well. Spiders are fast, low-damage familiars that infest what they attack. When an infested character dies, the spiders re-emerge from the body, destroying the corpse automatically.



[h2]Collect Pelt[/h2]
Destroy a corpse (melee range) and equip its skin! (if you have empty armor slots for it to go into)



[h2]Pheromones[/h2]
Charm an enemy. It takes an extra turn immediately. Charmed enemies will attack other enemies.



Passive Abilities

Passive abilities do not cost mana and don't need to be "used". As long as your cat has the passive, it just constantly effects them in some way. Here's a few examples of passive abilities you might get offered when your Hunter levels up. Each class has 25 passive abilities available to them, so again this is just a small sample.

[h2]Brood Mother[/h2]
Brood Mother causes familiars you spawn to have increased damage and health. This also applies to enemies you charm.



[h2]Quiver[/h2]
Quiver lets the hunter save up unused basic attacks for future turns. Simple but extremely versatile.



[h2]Rubber Arrows[/h2]
Rubber Arrows causes all of your projectiles to bounce to a nearby enemy after they hit their primary target.



Hunter is a great long range damage dealer and support class, just don't let anything get near him and he'll be a huge asset to any team!

The last class to show off is Fighter, so see you in 2 weeks to show off that thick skulled mf.

- Tyler