Between the large list of diseases and a meta revolving around inbred cats, it's hard to talk about Mewgenics without sounding absurd
It's hard to form any sentences about Mewgenics that could objectively be called normal. Even so, a recent overhaul of the turn-based strategy game where cats constantly die features patch notes that sound absurd even if you have the full context of what they mean.
Like, what do you mean the Tank move "Ass Blast" was strengthened to ensure your tush fumes have a larger blast radius? Here's a funny one: The boss of Mewgenics' Future region, Hitler 2, will no longer be able to miss the player with his suicide move. But since building nukes in the game now costs less mana, maybe you don't have to worry about Hitler's schemes?
I'm sorry to share the bad news, but it's no longer easier to make a house full of inbred cats with no birth defects. Mewgenics players must live with their crimes against God. Unless you're a corpse-desecrating Necromancer: becoming Evil Incarnate is now easier.
In Mewgenics, your cats can contract a surprisingly large number of diseases that affect everything from their stats and movepool to their mortality. And there's no way to tweak those mechanics without sounding like the world's weirdest episode of The Pitt. For instance, from those new patch notes:
- 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.
- Itchies or Wheezies: Itchies now also gives a forever flea familiar and Wheezies now also gives +2 LCK.
Existing players might be thrilled to know that Mewgenics has finally buffed its worst class, Tinkerer. A good thing, too. Tinkerer is one of those ideas that sound cool on paper: a tech-based class capable of building mechs and other weapons. But in practice, producing a strong Tinkerer involved too many random variables. Now, Tinkerer actually sounds viable:
- 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.
Mage players are also on the rise with the latest Mewgenics patch, as a massive number of its abilities have been tweaked to have wider ranges and higher damage output. The Mage was already a decent class, so the changes could very well make it overpowered. Hunters, however, are about to pour out a cold one: Scattershot costs more mana and won't spare your allies.
Everyone should be happy about the quality-of-life changes in the recent patch, though. Inventory and furniture can now be sorted alphabetically, and players can check their backpack while in a shops instead of having to leave first.
You can read the full list of ridiculous patch notes here, but the gist is this: It's a great time to return to Mewgenics.
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