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Mewgenics News

Lets play Mewgenics ( part 2 )

[p]It’s time for yet another Let’s Play Mewgenics, with your host Average Ed (a nickname a guy I used to call Cabbage gave me... before I realized he didn’t like being called Cabbage).[/p][previewyoutube][/previewyoutube][p]ONLY 4 MONTHS REMAIN BEFORE RELEASE! 132 days if you wanna get technical.[/p][p]HOLY SHIT! It’s happening! Time to do a little dev round-up to show you where we are.[/p][p][/p][p]- 5.5 cutscenes remain! (2 are animated but lack score/SFX)[/p][p][/p][p]- Everything else is in-game and functional! (woo-hoo!)[/p][p][/p][p]So what are we doing now, you ask?[/p][p][/p][p]- Testing: We’re starting the final batch of testing with other devs and trusted friends today! This will be our largest batch of testers, and they’ll be primarily focused on balance feedback and listing any missing art/animation/SFX we may have overlooked.[/p][p][/p][p]- Localization: We’ve partnered with Warlocs (the same team that did all the localization work for UFO 50). They will be localizing all 140,000+ words into Spanish, French, probably German and maybe more if we have time... either way im sure there will be some post launch as well.[/p][p][/p][p]- Gamepad/Steam Deck support: Tyler will be working on gamepad support to make sure we fully support the Steam Deck, as well as preparing the game for console ports next year![/p][p][/p][p]- Polish: This is the meat of what most of the team will be hyper-focused on for the last 4 months of dev: polishing animations, adding particle effects, and making sure every aspect of the game looks smooth, polished, and lush![/p][p][/p][p]- Balance: My current focus. The 3rd act of the game is a bit too difficult; with feedback from the new testers I’ll do my best to make sure average players can finish the game without a ton of issues, while still keeping it deep and challenging enough for skilled players to enjoy.[/p][p][/p][p]And that’s it! Tune in next month when Tyler takes on the internet in his first-ever public stream of Mewgenics, where he asks fans to choose his actions! Will he survive all the bad advice? Maybe! Who knows, really... Anyway, I’ll leave you with this.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]If you’re interested in hearing more tracks with lyrics, be sure to check out Ridiculon’s
channel
, where they’ve been uploading a butt-ton of lyric videos![/p][p]Bye-bye[/p][p]- Edmund[/p]

Mewgenics from the dev of The Binding of Isaac gets a long gameplay video and will be Steam Deck supported at release

Mewgenics looks to be very interesting from the creators of The Binding of Isaac, Super Meat Boy and The End is Nigh.

Read the full article here: https://www.gamingonlinux.com/2025/09/mewgenics-from-the-dev-of-the-binding-of-isaac-gets-a-long-gameplay-video-and-will-be-steam-deck-supported-at-release/

Edmund McMillen says the "big important bits" of Mewgenics are done, shows off 50 minutes of weird cat roguelikery

Edmund McMillen and Tyler Glaiel's funky cat breeder Mewgenics has meandered back into the kitchen and emitted the first in a series of informative meows that'll build up to its release next year. McMillen has revealed that "all the big important bits" are now sorted, and to celebrate, has released a 50 minute-long video playthrough.


Mewgenics has been in development for a while, but efforts to finally have it emerge from the carrier have really begun to click into place this year. There have been a couple of trailers and the decision to push the release date back to February 10th, 2026, allowing Binding of Isaac developer McMillen and Glaiel more time to polish their strange fur baby.


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GAMEPLAY REVEAL VIDEO!

[p]It's finally time to show this game off! So dust off that office chair, adjust your crotch, and watch the 1st 50 minutes of Mewgenics![/p][p][/p][previewyoutube][/previewyoutube][p]This is one video in a series of 4 that I'll be uploading every month! And that's not all! Tyler will also be doing a video series! [/p][p][/p][p]You: BUT ISN'T THAT SPOILING TOO MUCH!? THAT'S LIKE 5 hours of gameplay times 2! [/p][p][/p][p]Me: That's just it, it's not spoiling much at all! We think these streams will not only explain the gameplay and its depth, but also showcase just how unique each run and save can be![/p][p][/p][p]I'll keep this post short so you can dive into the video! But I'll leave you with this...[/p][p][/p][h3]DO YOU WANT YOUR CAT'S NAME IN MEWGENICS?! [/h3][p]How about your own name? Or the name of someone you hate!?[/p][p][/p][p]Well, now you can have it added officially! With our handy-dandy name submission form![/p][p]https://docs.google.com/forms/d/e/1FAIpQLSeeqIeqbnGzg_UjP8hTlc7SFKcYVKeRV9OZf_ZBbYm2AhsU0Q/viewform?usp=dialog[/p][p][/p][p]Go drop us some names! And you just might run into your submission when the game releases on Feb 10th![/p][p][/p][hr][/hr][p]DEV UPDATE:[/p][p]EVERYTHING IS DONE! Well, all the big important bits anyway. At this point, Tyler is getting text ready for localization and finishing up keyword tooltip pop-ups, but for the next 5 months we will be...[/p][p]-Polishing the whole game: adding spice to animations, particle effects, and SFX, smoothing out transitions, and making things slightly prettier.[/p][p]-Adding cutscenes: we have 7 more major cutscenes to animate and score, and they are all storyboarded.[/p][p]-General Balancing: smoothing out the last 3rd of the game, difficulty-wise, rebalancing some late-game quests, and making sure the final bosses feel epic but not impossible. [/p][p]-Playtesting: we will be doing a final round of heavy playtesting starting Oct. This is internal testing with friends/devs (no public testing, sorry!).[/p][p]-Fluffing!: Fluffing is a term I use that means to thicken the game's thinner areas, minor content padding, basically. [/p][p]Example: last week we finalized all the birds in the game and gave them some uncommon item drops that felt on theme... but I realized that the rarer birds could really use some equally rare drops that are also on theme. Like, imagine killing a raven and finding a raven feather with magical properties! That ended up being so neat I went ahead and designed a series of unique, rare, and very rare items just for the birds! I really enjoy doing this, so I have a feeling the game will get some considerable fluff before release.[/p][p][/p][p]Anyway, I gotta get back to work.[/p][p]See you next month![/p][p]-Edmund[/p]

6 Months remain!

[h3]“After a very small and fun sample of what's apparently a 200-hour game, I'm inclined to trust McMillen's judgment when he says that Mewgenics is his best yet.“ -PC Gamer[/h3][p][/p][p]SEE! I TOLD YOU! Go check out this PC Gamer Preview now![/p][p][/p][p](Fun fact: Tyler only has 3 fingers on his right hand apparently.)[/p][p]The PC Gamer article touched a bit on IRL disorders that we are bringing into the game, and autism was a big one that people seemed to love seeing represented. But the article also touched on dyslexia as well.[/p][p][/p][p][/p][p]By far the most common disorder we get asked about is ADHD, one everyone in my household is VERY familiar with... it took a bit to get the perfect design for it and it's just too fun not to share.[/p][p][/p][p][/p][p]Faster, smarter, very easily distracted... here is a little video of ADHD in action![/p][p][/p][previewyoutube][/previewyoutube][p]Don't worry, we will add your disorder by the end of dev![/p][p][/p][h2]DEV BLOG UPDATE![/h2][p]The game releases Feb 10th, that means roughly 6 more months of dev![/p][p][/p][p]- The final boss of the game is fully animated and being implemented this week. All other bosses are done, but 5 bosses still need to be balanced and polished.[/p][p][/p][p]- All the game's NPC dialogue is complete but still needs to be edited.[/p][p][/p][p]- All the game's ability tooltips are complete and half edited; we still need to do a pass over items once they are all in.[/p][p][/p][p]- There are 6 to 8 more cutscenes to animate (depending on how the timeline is looking), but the majority are finished, scored, and ready to roll![/p][p][/p][p]What have we been focusing on this month?[/p][p][/p][h2]Item Rarity![/h2][p][/p][p]In testing, we noticed people struggling with what items to keep or toss when their inventory was full after returning home from an adventure. We also noticed our current rarity icons made no sense to people and were too subtle, so this month we fixed that.[/p][p][/p][p][/p][p]Now I think rarity is obvious, but I’ll break it down for ya.[/p][p][/p][p]No icon – Common[/p][p]Grey circle – Uncommon[/p][p]Yellow diamond – Rare[/p][p]Red triangle – Very rare[/p][p][/p][p]There are also icons for other item types.[/p][p][/p][p]Blue square – Story items[/p][p]Green square – Quest items[/p][p]Purple splat – Cursed items[/p][p][/p][p]Also, for those wondering, the tiny icons at the top of each item inform the player on what item slot this will fit into.[/p][p][/p][p][/p][p]Sword – Weapon[/p][p]Hat – Head Armor[/p][p]Necklace – Neck Armor[/p][p]Glasses – Face Armor[/p][p]Flask/Ring – Consumable / Trinket (these occupy the same slot)[/p][p][/p][p]Once we locked in the new rarity system, we realized that the pools were unbalanced and we needed 30 or so more common items...[/p][p]So we added those. I won’t say what the exact item count is right now... but I will say at this point it’s bigger than the current number of items in Isaac.[/p][p][/p][p]The next big milestone for us is Halloween. Our goal is to have all the game's text finished by then so we can start localization Nov. 1st. That means all items, events, NPC text, abilities, etc. need to be 100% done, edited, and ready to roll by then. So basically, content complete for everything that involves text.[/p][p]After that, we will just be polishing, tuning, adding cutscenes, and coming up with ways to push this game to people while the localization folks do their thing.[/p][p]Oh, speaking of pushing the game to people, check this out: The Mewgenics comic version 2.0![/p][p][/p][p](Full front and back cover by the amazing Sony_Shock!)[/p][p][/p][p]So for those out of the loop: 13 years ago I started working on a prototype for this game, and I loved the vibe so much I decided to make a comic about it (well, a comic/activity book hybrid anyway). We handed them out at PAX that year, and then the game was canceled alongside another project of mine, Camdrome (that also premiered that year at PAX). Shortly after the canning of the projects, my soul left my body, and a few years later my body followed it, leaving Team Meat and taking my IPs with me.[/p][p][/p][p][/p][p]But I LOVED this comic. And what's more fun than promoting your dream project with an art project? So, 2 months ago I remade the old comic, now in full color and with tons of special guest artists like Jhonen Vasquez (Invader Zim), Tom Bunk (Garbage Pail Kids and MAD), Rich Werner (Plants vs. Zombies), Alex Pardee, and a few others I’ll keep secret. It was a lot of fun to make.[/p][p]We will be giving them away at the cons we demo Four Souls at later this year and sending them to the press (hit me up on Twitter!). But for those who can’t make it to cons, we will also be selling the press pack to fans. It comes with a ton of cool shit. More details later this year. But if you happen to somehow be at Gen Con right now as I type this, YOU CAN GET THE COMIC TODAY AT BOOTH 1109! (With purchase.)[/p][p][/p][p][/p][p]Sept. is the month we start gameplay videos! So stay tuned for that. But till then, I leave you with a little Q&A with questions from my Twitter followers.[/p][p][/p][p]Q: Do you plan on every Mewgenics run being winnable if you play well enough, or will there be some unavoidable run-enders if you're super unlucky?[/p][p]A: I put the RNG of Mew on par with Isaac. You can get unlucky and bad things can happen in events, but never enough to totally throw a run. We try and make sure anything really bad that could be so debilitating you lose a run is tied to a choice you make.[/p][p][/p][p]Q: Would there be Mewgenics cards for Four Souls sometime after release?[/p][p]A: Yes! We are actually making a promo pack for the merch drop mentioned above![/p][p][/p][p]Q: How many mutations can a cat accumulate?[/p][p]A: There are 9 core body parts that can be mutated, so usually the most you may see is 9. But there are very rare cases of asymmetry, so it is possible to have 15 mutations at max. I personally haven't had more than 6 or 7 mutations on a cat at one time.[/p][p][/p][p]Q: Will the game have multiple save files and a cool thing for 100% all of them like Isaac?[/p][p]A: There will be 3 saves, like Isaac. We currently don’t have anything cool for 100% on all of them. It takes 200 hours to beat the game’s story, so we have a while before anyone does all 3 ;).[/p][p][/p][p]Q: Will the pathing be similar to Isaac where you can take different paths in order to fight different bosses like the Beast and Mother fights?[/p][p]A: Yes, each zone splits and ends with a unique final boss. Beating said boss will get you a “check mark on your Post-it note” for each class that has beaten said final boss. Unlocks are given out similarly to Isaac, but in Mewgenics, when you unlock an item, it gives you the item then.[/p][p][/p][p]Q: Just how replayable IS the game—does every run feel more or less unique than it can in The Binding of Isaac?[/p][p]A: The game is designed to be replayed and is far more infinite in terms of unique runs compared to Isaac. Example: Isaac features 700 items and each run you gain a small number of these at random. Mewgenics also features 700+ items, but the main focus of each run isn’t these items, it’s the abilities you draft. Mew features totally unique abilities and each one of these has an upgraded version. Just based on those numbers, you can see how much more unique each run can actually get. But shit gets really bonkers when you factor in multiclassing abilities via breeding and saving items for future runs. It gets into this really neat always-different, yet you-have-some-control-over-the-starting-build system that feels pretty unique. I have 165 hours in my current save and I'm discovering new combos in literally almost every run I do.[/p][p][/p][p]Q: Will the cats be gay?[/p][p]A: One of the many behind-the-scenes stats of each cat is “Gay Factor.” When a Gay Factor is mid, the cat will be categorized as bisexual, and when it’s high, it will be flagged as gay. But you won’t know this till you unlock Gaydar. Well, you’ll have an idea by what your cats do at night, but it won’t be spelled out for you till Gaydar is unlocked.[/p][p][/p][p]Q: Wait, so straight cats might have gay sex?![/p][p]A: Two other stats we track are libido and charisma. So it’s theoretically possible for a totally straight cat that is extremely horny to be charmed by an extremely charismatic gay cat. Hell, if you lock two straight cats in a room that are both horned up and high charisma, with enough time, you never know what will happen.[/p][p][/p][p]Q: Wait... am I gay?[/p][p]A: Yes.[/p][p][/p][p]See you next month![/p][p]-Edmund[/p]