Mewgenics is easily my favourite game of 2026 so far—in fact, I gave it 92% in our review. I love its emergent storytelling, its chaotic build-crafting, and its incredible depth. What I wouldn’t claim, however, is that it’s perfectly balanced.
It’s always been clear that certain classes are behind the curve while others are endlessly reliable. Equally, a handful of the random events you can discover during runs had an outsized impact, potentially derailing your adventure with one unlucky moment.
The good news is, the upcoming 1.1 patch is taking a very serious look at these pain points—with a much more dramatic suite of changes than I expected. Though a date isn’t set yet for when this update will go live on the main branch, it’s already available as a beta, and the developers have put out a full set of patch notes.
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It all looks like very welcome stuff to me. On the events side of things, the most problematic or unrewarding ones—such as those requiring you to sacrifice a cat for potentially no good outcome, and the one that doles out Blood Frenzy just when you least want it—have been substantially toned down.
The real meat of the update, though, is the class changes. The ever-reliable hunter has received a pretty substantial nerf, with less damage and scaling on key abilities, and the fighter’s Merciless passive now no longer triggers from actions that cost movement, kneecapping a whole range of infinite combos that I certainly didn’t exploit several times during the review process (ahem).
There’s a lot more buffs than nerfs, however, with the mage and tinkerer in particular coming out smelling of roses. Mages now have a substantial increase in the range of their basic attack, meaning your squishy glass cannons don’t have to rush up to the front lines anymore, and big improvements to the damage of a bunch of their spells. It’s good to see that that includes the Forbidden spells, which previously never felt worth their debilitating side effects (which have also now been toned down).
Tinkerers, meanwhile, can now throw their weapons without it costing an action, and can enjoy reduced mana costs, more ways to gain the tech buff, and an inherent resistance to explosive damage on the various bomb-based passives. That should all add up to much more consistent damage, easier build-crafting, and much better survivability.
Beyond that are some quality of life fixes, and a few bosses have received a boost in health—particularly the Coven fight, which should pose much more of a challenge now. Some changes have been made to breeding, too, preventing the abuse of the mutation stat to avoid birth defects from inbreeding, though I think only the most min-max focused home owners should notice much of a difference there.
Oh, and shout out to my new favourite patch note ever: “Hitler’s suicide can no longer miss.” Not only a top-tier sentence out of context, but the implications make me laugh too—I had no idea you could cause that attack to miss, and I’ve no idea what would even happen next if you did. A perfect testament to Mewgenics’ endless web of wildly overlapping systems.
The full patch notes are below, and you can also read them along with instructions for trying the beta branch on the game’s Steam page.
Breeding/House Changes
- Fixed some issues with high amounts of negative Stimulation.
- Fixed Stimulation treating birth defects on parents the same as positive mutations. Higher stimulation now decreases the chance of birth defects on parents being inherited.
- The effects of Stimulation are now reduced the more inbred a kitten is.
- The chances of inheriting a parent’s birth defect are significantly increased the more inbred the kitten is.
- “Mutation” stat will no longer reroll any existing mutations or birth defects.
- “Mutation” stat will now only roll simple mutations (+2/-1 stat ones) until >10 Mutation. More Mutation beyond this will increase the chance of rolling mutations with effects.
- Heads that have 1 eye/eyebrow/ear (ex. Cyclops) will no longer also count as the “Missing” birth defect for the other eye/eyebrow/ear.
- Chance of inheriting a voice from a parent is now 75% instead of 98%.
Events
- Baphomet: Removed bad outcomes from sacrifice and lose 10 HP options.
- Steven Fetus: Removed Deja Vu from bad event outcome and replaced with a new pool of disorders for it.
- Sacrificial Altar: Removed bad outcomes from sacrificing cats.
- Itchies or Wheezies: Itchies now also gives a forever flea familiar and Wheezies now also gives +2 LCK.
- Insatiable Rage tragedy no longer only gives Blood Frenzy.
- Infestation weather event: Units now only spawn charmed maggots when killed.
Disorders/Parasites
- Hypersomnia: fixed order Sleep applies so that passives/items affecting sleep can trigger correctly.
- Malaria: Now only reduces CON.
- Naegleria Fowleri: Become AI controlled instead of dead at 0 INT.
- Schrodinger’s Syndrome: +1 to all stats and gain an extra turn at the start of battle.
- Sociopathy: -5 CHA, +5 INT.
Cleric
- Cleanse: Is now single-target. Range increased to compensate. Upgrade changed to make it hit a large area.
- Open Wounds: Now deals magic damage.
Druid
- Plant Mushroom: -2 mana cost.
- Summon Caterpillar: -1 mana cost.
Fighter
- Merciless: No longer triggers during actions that cost movement points.
Hunter
- Ball Of Spiders: No longer scales damage with DEX.
- Egg Sac Trap: -1 mana cost.
- Flea Shot: No longer scales damage with DEX.
- Heavy shot: -2 damage, 50% miss chance, +1 mana cost.
- Hunter’s Boon: Now only triggers once per turn, but triggers off of any kill and not just enemies.
- Scattershot: +3 mana cost. Upgrade no longer exempts allies from its radius.
Mage
- Mage Basic attack: +2 range.
- Blizzard: Reworked to deal very high damage with 100% Freeze (and no Slow).
- Bolt: +2 range.
- Burning Paws: +1 Burn. (upgrade +2 Burn.)
- Fire Blast: +2 range.
- Firebolt: +2 range, +1 damage.
- Five: Trigger is now exactly 5 Mana or HP.
- Forbidden Spells: Now have 2 separate disorder pools, a basic pool (90% chance) and a crippling pool (10% chance). Psychosis is in the crippling pool. Luck affects which pool is chosen.
- Forbidden Flame: Burn increased.
- Forbidden Flood: Damage increased.
- Forbidden Frost: Damage/heal increased.
- Forbidden Fulmination: Damage increased.
- Four: Trigger is now exactly 4 Mana or HP.
- Freezerburn: +1 attack radius
- Ice Paws: +2 Slow, +5% freeze chance. You can damage frozen units. (upgrade +3 Slow.)
- Icicle Zapper: +1 damage.
- Jolt: +2 range.
- Inferno: Now deals 8 damage, 8 Burn (upgrade 12 damage 10 Burn).
- Lightning Paws: +1 damage, +5% Stun chance. (upgrade +2 damage, +7% Stun chance.)
- Light up the Stage: +1 sparkle per turn. (upgrade +3 sparkles per turn)
- Long Cast: +2 range. (upgrade +5 range, +1 magic damage.)
- Overload: +2 damage. (upgrade +4 damage.)
- Shatter: -1 mana cost.
- Thunderburst: Now deals 12 damage, 50% Stun (upgrade 16 damage, 100% Stun)
- Tri-Attack: +2 range +1 damage.
Monk
- Fist of Fate+: repeat must hit different targets each time.
- Stance Switch: ai control now attempts to use this if it’s out of other actions.
Necromancer
- Evil Incarnate: -3 mana cost.
- Flesh Golem: -3 hp cost per cat to cast.
Psychic
- Shatter the Sky: -2 mana cost.
Tank
- Ass Blast: -1 mana cost, +2 Knockback.
- Clap: -1 mana cost.
Thief
- Caltrops: +1 movement. (upgrade +5 movement.)
- Nail Flurry+: Multi-hit amount is now locked in when the ability is cast instead of updating mid-ability if DEX is gained or lost.
- Poison Gas: +1 poison. (upgrade +2 poison)
Tinkerer
- Tinkerer Basic Craft/Throw: AI is slightly better at sequencing these now. (prefers to craft without wasting move first, prefers to use weapon before throwing it)
- Added “Blast Resistance” status effect. Blast resistance is added onto EMP, Mr. Mega, Napalm, and Demo Man tinkerer passives.
- Throw Weapon: no longer costs an action to use.
- Bombchu: -2 mana cost.
- Build Nuke: -2 mana cost.
- Conductor: now makes your weapon inflict electric damage if you are wearing metal.
- Electrolyze: -2 mana cost.
- EMP: +1 explosion damage. (upgrade +2 explosion damage.)
- Firecrackers: -2 mana cost.
- Lightning Rod: now grants Tech instead of Charge. Upgrade now grants Energized.
- Math!: now deals electric damage + stuns on prime numbers. Upgrade now gives you Tech on prime number instead of refunding mana.
- Mr. Mega: +1 blast radius, +2 explosion damage. (upgrade +4 explosion damage.)
- Napalm: +2 Burn. (upgrade +4 Burn.)
- Rocket Ride: -2 mana cost.
Misc
- Hitler’s suicide can no longer miss. Increased the shield amount on his explosive phase.
- Added +4 HP to Führerfötuses.
- Final Boss & his Cat Clones are banned from rolling Depressing elite buff.
- Soahc’s form change now ignores combat speed setting.
- Added +50 HP to The Coven and Tormentor.
- Added +50 HP to Dreadnoughtus’ head and +2 damage to its legs.
- Cursed Items and Parasites are no longer excluded from item degradation.
- Head mutation that gives you a bonus turn now has -2 speed.
- Spewer: HP nerfed to 100
- Stacy: base HP buffed to 125
Other Changes/Fixes
- Inventory “Slot” sort order now matches the order shown above the cat.
- Jester collar will always appear at the end of the class list, even if unlocked before Monk.
- Inventory/Furniture “Alphabetical” sort lists now use locales for sorting (change needed for some future language support).
- Backpack button added to shop screens.
- The tooltip for items with active abilities now shows the ability button in the tooltip.
- Added element indicators to item buttons.
- Misc tooltip fixes (Half-Rat, Robotic Arm).
- Misc localization fixes.
- Misc typos fixed.
- Fixed incorrect tiles in one level in The Rift.
- Fixed Rare Cat Tree C’s art not matching collision.
- Loot cutscenes now all show a fallback cat for moral support if you loot with only one cat in the party.
- New cat vocal sound sets added.
- Fixed Champion Katzebot portrait not properly showing.
- Added tooltip icon for Temporary Item.
- Gave RiftKitten tooltip text.
- Added fallback behavior for another type of save file corruption
- Some random rolls with 0% or 100% odds will no longer advance the RNG.
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