Key Takeaways from the Mewgenics Update
- DLC is officially in the works for the million-selling strategy roguelike, though don't expect it tomorrow.
- A new patch has dropped, delivering much-needed bug fixes and quality-of-life improvements.
- Developers Edmund McMillen and Tyler Glaiel are cautiously approaching community calls for more in-game clarity and detail.
- Programmer Tyler Glaiel teases "at least two" expansions for Mewgenics over its lifespan.
- Mewgenics continues to exceed expectations, racing past one million sales.
Well, fellow gamers, it's official: "Mewgenics" isn't just a runaway success; it's a long-term commitment. The dynamic duo behind this feline-filled tactical masterpiece, Edmund McMillen and Tyler Glaiel, are already charting the course for its first major expansion, and we here at In Game News are positively buzzing.
DLC on the Horizon: Patience, Young Roguelike!
After a staggering 14 years from announcement to launch, the base game's success has clearly spurred the developers into action, much like their prolific work on "The Binding of Isaac." Programmer Tyler Glaiel has confirmed that planning for DLC 1 is underway, tweeting, "Edmund and I have been discussing and mapping out what we want to do for DLC 1 and I've got to say I'm getting a little bit excited about it."
However, let's pump the brakes on the hype train just a smidge. Glaiel cautions against immediate expectations, hinting at an "end of next year maybe" timeframe for what he describes as a "small" first DLC. Our take? Given the base game's extensive development cycle, this kind of timeline isn't surprising. Glaiel clarifies, "I probably need a couple of months to just focus on bugfixes and support for the base game, and deal with, like, accounting nonsense and house hunting and stuff, before we can really get into work on a DLC. But the planning begins now at least." The good news? He's confident he has "at least two" Mewgenics expansions in him, which is fantastic news for the game's longevity.
Patch Notes Incoming: Smooth Sailing for Feisty Felines
Before we look too far ahead, let's talk about the present. A fresh "Mewgenics" update just dropped, focusing on "major bug fixes and 'easy' changes that are unlikely to cause secondary issues." And frankly, it delivers some much-needed quality-of-life adjustments that veterans will immediately appreciate.
Key Quality-of-Life Improvements:
- Backpack Access: Animations no longer prevent you from opening your backpack mid-action – a small but mighty improvement for tactical fluidity.
- Tactical Transparency: "Tall" tiles now turn semi-transparent in tactical view, reducing visual clutter and improving situational awareness.
- Item Sorting Fix: The frustrating issue with items sorting incorrectly upon returning from an adventure has been squashed.
- Framerate Control: Players can now manually cap their framerate, a welcome option for optimizing performance on various rigs.
These are solid, fundamental fixes that demonstrate a commitment to polishing the core experience. While not meta-shaking, they smooth out some of the rough edges we've encountered.
The Clarity Conundrum: Information Overload vs. Opaque Design
One of the most heated debates within the "Mewgenics" community revolves around the game's notorious lack of explicit information. Skills often offer only vague descriptions, key numerical values are missing, boss mechanics are unexplained, and there's no easy way to view comprehensive cat stats or toggle all health bars.
As veteran gamers, we understand that "discovery" is inherent to the roguelike genre. However, the longer runs and deeper strategic layers of "Mewgenics" often make this opaque design more frustrating than fun, especially for newcomers. We saw a similar dynamic with "The Binding of Isaac," where players often relied on wikis for years before an advanced stats menu was finally integrated. Our take? While we appreciate the reluctance to overload players, an *option* for advanced info would be a game-changer.
When pressed on the issue, Glaiel responded cautiously, "We're going to be pretty careful about stuff like that because a lot of the requests are people not understanding the tradeoffs we had to make during development regarding complexity." He did, however, offer a glimmer of hope: "Some stuff is in the works, though." This suggests the developers are listening, even if they're treading carefully. We at In Game News always advocate for advanced settings that let us see the numbers; whether it's item stats in an ARPG or buffs in "Zenless Zone Zero," more information empowers players to min-max and truly master the game. Here's hoping "Mewgenics" eventually follows suit and gives us the toggle we crave.