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Steam News15 January 20265mo ago

Camera Rework, Movement Options and more

Hey there, first of all I want to welcome all the new players, followers and others who have found the game over the past few days.

Full notes

Full Catharage update

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Repeated intro

Hey there,

What changed

1 fix8 additions3 changes1 removal
  • Gameplay
  • Balance
  • Fixes
addedfirst of all I want to welcome all the new players, followers and others who have found the game over the past few days. Most of you will likely come from Splattercat, who did a fantastic showcase of the game:
addedOnto the new changes, some of which are direct results of suggestions and feedback:
removedInternal Camera Rework : I've spent the majority of the past two days reworking the camera code to make it more streamlined, more performant and easier to modify and play around with. This has resulted in some changes to specific aspects of some of the modes, although these should not be disruptive. Users of the non-horizon orbit camera (default for advanced preset) will find that their camera no longer accumulates rotational error over time. This will make the movement of this camera more predictable and stable. Toggling on the horizon for this camera no longer replaces it with an entirely different camera but simply enables the horizon plane and puts angular limits on vertical rotation so it's not possible to turn it on its head. Chase cam is essentially unchanged and will work as before.
addedPause menu camera and movement settings have been reordered into a new submenu that also includes descriptions and new options:
changedRecentering is now an integer instead of a toggle, allowing players to choose the duration before recentering moves the camera. Setting this to 0 (the default) will disable recentering.
addedModifier orbit behaviour can now be set to toggle instead of the default hold. This will enable players to press their look modifier (default RMB) and switch between either moving the camera but not selecting targets and not moving the camera but selecting targets.

Catharage changes

addedfirst of all I want to welcome all the new players, followers and others who have found the game over the past few days. Most of you will likely come from Splattercat, who did a fantastic showcase of the game:
addedOnto the new changes, some of which are direct results of suggestions and feedback:
removedInternal Camera Rework : I've spent the majority of the past two days reworking the camera code to make it more streamlined, more performant and easier to modify and play around with. This has resulted in some changes to specific aspects of some of the modes, although these should not be disruptive. Users of the non-horizon orbit camera (default for advanced preset) will find that their camera no longer accumulates rotational error over time. This will make the movement of this camera more predictable and stable. Toggling on the horizon for this camera no longer replaces it with an entirely different camera but simply enables the horizon plane and puts angular limits on vertical rotation so it's not possible to turn it on its head. Chase cam is essentially unchanged and will work as before.
addedPause menu camera and movement settings have been reordered into a new submenu that also includes descriptions and new options:
changedRecentering is now an integer instead of a toggle, allowing players to choose the duration before recentering moves the camera. Setting this to 0 (the default) will disable recentering.

first of all I want to welcome all the new players, followers and others who have found the game over the past few days. Most of you will likely come from Splattercat, who did a fantastic showcase of the game:

The outpour of support, feedback and engagement has been wonderful and I hope you all enjoy the game!

Onto the new changes, some of which are direct results of suggestions and feedback:

  • Internal Camera Rework: I've spent the majority of the past two days reworking the camera code to make it more streamlined, more performant and easier to modify and play around with. This has resulted in some changes to specific aspects of some of the modes, although these should not be disruptive. Users of the non-horizon orbit camera (default for advanced preset) will find that their camera no longer accumulates rotational error over time. This will make the movement of this camera more predictable and stable. Toggling on the horizon for this camera no longer replaces it with an entirely different camera but simply enables the horizon plane and puts angular limits on vertical rotation so it's not possible to turn it on its head. Chase cam is essentially unchanged and will work as before.

  • Pause menu camera and movement settings have been reordered into a new submenu that also includes descriptions and new options:

  • Recentering is now an integer instead of a toggle, allowing players to choose the duration before recentering moves the camera. Setting this to 0 (the default) will disable recentering.

  • Modifier orbit behaviour can now be set to toggle instead of the default hold. This will enable players to press their look modifier (default RMB) and switch between either moving the camera but not selecting targets and not moving the camera but selecting targets.

  • Click-to-align can now be enabled for advanced control mode.

  • Modern control mode has been updated so that both Yaw and Roll inputs trigger its perceptual yaw motion, making it easier to use both modes in a hybrid configuration.

  • Icons have been added to the overview representation of all loot and currency items, making them more visible from afar. These may get updated in the future to show more detail.

  • An issue where the click-to-align target would be misplaced when the camera was too far away from the ship has been fixed.

  • Reduced the health values of the Leviathan freighter ship.

  • Added a pause menu option to lower the current system's ambient brightness.

I've also decided to delay the demo rework/update somewhat so the large number of new demo players aren't immediately save wiped just after starting!

That's all for now, as always, please let me know how you feel about these changes and if you encounter any issues.

Source

Steam News / 15 January 2026

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