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Steam News18 August 202510mo ago

Unified Camera Mode, Launcher Buffs and Tutorial Tweaks

Hello! I've updated the demo to address camera handling, launcher performance and the tutorial: Unified Camera Modes: Instead of the previous distinction between "normal" operation and the "fighter mode", the camera now

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Full Catharage update

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Hello!

What changed

0 fixes0 additions4 changes1 removal
  • Performance
  • Gameplay
  • Balance
  • UI and audio
changedI've updated the demo to address camera handling, launcher performance and the tutorial:
changedUnified Camera Modes : Instead of the previous distinction between "normal" operation and the "fighter mode", the camera now has two separate modes of operation: Ship-aligned (the new default) and horizon-aligned (the old default). In ship-aligned mode, the camera rotation follows the player ship, and as a result, steering inputs are relative to the camera. In horizon-aligned mode, camera rotation is independent from the ship's rotation. The key previously used to switch to fighter cam (standard bind C) can now be used to toggle between these modes. Unlike before, Overview is available in ship-aligned mode and will similarly rotate with the ship. This mode preference is persistent across sessions. To account for these changes, the tutorial will no longer swap between reference frames and remain entirely in ship-aligned mode unless players choose to change modes.
changedMissile Launcher Buff : Missile launchers have occupied a weird niche in the combat sandbox of Catharage, being significantly less effective against most targets than both cannons and lasers, and being insufficiently specialized to fill their own role in a clear and understandable manner. While launchers already had a higher range stat than other weapons, this did not make up for their comparative lack of utility. I've increased both the base damage and the scaling damage components of the missile launcher loot equation, meaning launchers will now start with higher damage numbers and gain more damage as difficulty increases compared to lasers and cannons. This should help them solidify a role as hard-hitting long range options against larger targets.
removedTutorial Tweaks : In addition to the camera-related change detailed above, the tutorial has been adjusted to show less information early on. To avoid overloading and distracting players, several UI elements are disabled until certain milestones in the tutorial flow are reached. The training drones that usually loiter in the staging area have been disabled as well.
changedUI Layering Tweak : The sensor contact display has been moved to a UI layer behind the rest of the interface. Previously, opening loot, displaying tutorial messages and the general interactive HUD were overlapped by targeting icons, which lead to text readability issues and could even disrupt the timestop behaviour of several windows. Sensor contacts have now been moved to a lower UI layer, meaning all standard UI elements draw above them. While this is a temporary solution that presents its own issues, it should alleviate text problems especially during the tutorial and item handling. I will work to develop a more sophisticated system for handling UI layering for the final release.

Catharage changes

changedI've updated the demo to address camera handling, launcher performance and the tutorial:
changedUnified Camera Modes : Instead of the previous distinction between "normal" operation and the "fighter mode", the camera now has two separate modes of operation: Ship-aligned (the new default) and horizon-aligned (the old default). In ship-aligned mode, the camera rotation follows the player ship, and as a result, steering inputs are relative to the camera. In horizon-aligned mode, camera rotation is independent from the ship's rotation. The key previously used to switch to fighter cam (standard bind C) can now be used to toggle between these modes. Unlike before, Overview is available in ship-aligned mode and will similarly rotate with the ship. This mode preference is persistent across sessions. To account for these changes, the tutorial will no longer swap between reference frames and remain entirely in ship-aligned mode unless players choose to change modes.
changedMissile Launcher Buff : Missile launchers have occupied a weird niche in the combat sandbox of Catharage, being significantly less effective against most targets than both cannons and lasers, and being insufficiently specialized to fill their own role in a clear and understandable manner. While launchers already had a higher range stat than other weapons, this did not make up for their comparative lack of utility. I've increased both the base damage and the scaling damage components of the missile launcher loot equation, meaning launchers will now start with higher damage numbers and gain more damage as difficulty increases compared to lasers and cannons. This should help them solidify a role as hard-hitting long range options against larger targets.
removedTutorial Tweaks : In addition to the camera-related change detailed above, the tutorial has been adjusted to show less information early on. To avoid overloading and distracting players, several UI elements are disabled until certain milestones in the tutorial flow are reached. The training drones that usually loiter in the staging area have been disabled as well.
changedUI Layering Tweak : The sensor contact display has been moved to a UI layer behind the rest of the interface. Previously, opening loot, displaying tutorial messages and the general interactive HUD were overlapped by targeting icons, which lead to text readability issues and could even disrupt the timestop behaviour of several windows. Sensor contacts have now been moved to a lower UI layer, meaning all standard UI elements draw above them. While this is a temporary solution that presents its own issues, it should alleviate text problems especially during the tutorial and item handling. I will work to develop a more sophisticated system for handling UI layering for the final release.

I've updated the demo to address camera handling, launcher performance and the tutorial:

  • Unified Camera ModesInstead of the previous distinction between "normal" operation and the "fighter mode", the camera now has two separate modes of operation: Ship-aligned (the new default) and horizon-aligned (the old default). In ship-aligned mode, the camera rotation follows the player ship, and as a result, steering inputs are relative to the camera. In horizon-aligned mode, camera rotation is independent from the ship's rotation. The key previously used to switch to fighter cam (standard bind C) can now be used to toggle between these modes. Unlike before, Overview is available in ship-aligned mode and will similarly rotate with the ship. This mode preference is persistent across sessions. To account for these changes, the tutorial will no longer swap between reference frames and remain entirely in ship-aligned mode unless players choose to change modes.
  • Missile Launcher BuffMissile launchers have occupied a weird niche in the combat sandbox of Catharage, being significantly less effective against most targets than both cannons and lasers, and being insufficiently specialized to fill their own role in a clear and understandable manner. While launchers already had a higher range stat than other weapons, this did not make up for their comparative lack of utility. I've increased both the base damage and the scaling damage components of the missile launcher loot equation, meaning launchers will now start with higher damage numbers and gain more damage as difficulty increases compared to lasers and cannons. This should help them solidify a role as hard-hitting long range options against larger targets.
  • Tutorial TweaksIn addition to the camera-related change detailed above, the tutorial has been adjusted to show less information early on. To avoid overloading and distracting players, several UI elements are disabled until certain milestones in the tutorial flow are reached. The training drones that usually loiter in the staging area have been disabled as well.
  • UI Layering Tweak: The sensor contact display has been moved to a UI layer behind the rest of the interface. Previously, opening loot, displaying tutorial messages and the general interactive HUD were overlapped by targeting icons, which lead to text readability issues and could even disrupt the timestop behaviour of several windows. Sensor contacts have now been moved to a lower UI layer, meaning all standard UI elements draw above them. While this is a temporary solution that presents its own issues, it should alleviate text problems especially during the tutorial and item handling. I will work to develop a more sophisticated system for handling UI layering for the final release.

I hope you like these changes! As always, please leave any feedback you have on the steam discussion forums or the discord, and go shoot some missiles!

Source

Steam News / 18 August 2025

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