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Steam News24 December 20256mo ago

🐈‍⬛Fatal Claw's Feedback Review Time! Part 2

Hello, Explorers! Since our first feedback review, we’ve received a ton of thoughtful suggestions through Discord, the Steam Community, reviews, and more.

In this update3

Full notes

Full Fatal Claw update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello, Explorers!

What changed

4 fixes10 additions19 changes0 removals
  • Balance
  • Fixes
  • Gameplay
  • Performance
  • UI and audio
  • Events
fixed✅ Already fixed and applied (v0.9.121 – v0.9.150)Based on your reports, we quickly addressed issues that were hindering a smooth gameplay experience. This time, we also made major adjustments to the core balance of combat and exploration.
changed✅ Already fixed and applied (v0.9.121 – v0.9.150)Pogo (Downward Attack) bounce improvements (v0.9.121)
changed✅ Already fixed and applied (v0.9.121 – v0.9.150)We reviewed feedback that the pogo bounce, one of the key mechanics for both combat and movement, felt unstable.
fixed✅ Already fixed and applied (v0.9.121 – v0.9.150)We've addressed this issue by correcting the reduced height when repeatedly stomping enemies and adjusting the timing to sync correctly, making pogo bounces more stable and consistent.
changed✅ Already fixed and applied (v0.9.121 – v0.9.150)🗣️ Feedback from: RaphaelT, 斯基, Luca, kuvrilkhem, AU, and Creako
changed✅ Already fixed and applied (v0.9.121 – v0.9.150)Combat and dodge balance adjustments (Blink invincibility / now provided by default) (v0.9.150)

Fatal Claw changes

fixedBased on your reports, we quickly addressed issues that were hindering a smooth gameplay experience. This time, we also made major adjustments to the core balance of combat and exploration.
changedPogo (Downward Attack) bounce improvements (v0.9.121)
changedWe reviewed feedback that the pogo bounce, one of the key mechanics for both combat and movement, felt unstable.
fixedWe've addressed this issue by correcting the reduced height when repeatedly stomping enemies and adjusting the timing to sync correctly, making pogo bounces more stable and consistent.
changed🗣️ Feedback from: RaphaelT, 斯基, Luca, kuvrilkhem, AU, and Creako

Since our first feedback review, we’ve received a ton of thoughtful suggestions through Discord, the Steam Community, reviews, and more. Thanks to your passionate support, Fatal Claw is evolving into a better game day by day.

Today, we’d like to share how your voices shaped the recent v0.9.121 and v0.9.150 updates, and what we’re planning next.

Check out the changes we’re making together! 🛠️

✅ Already fixed and applied (v0.9.121 – v0.9.150)

Based on your reports, we quickly addressed issues that were hindering a smooth gameplay experience. This time, we also made major adjustments to the core balance of combat and exploration.

  1. Pogo (Downward Attack) bounce improvements (v0.9.121)

We reviewed feedback that the pogo bounce, one of the key mechanics for both combat and movement, felt unstable.

  • We've addressed this issue by correcting the reduced height when repeatedly stomping enemies and adjusting the timing to sync correctly, making pogo bounces more stable and consistent.

🗣️ Feedback from: RaphaelT, 斯基, Luca, kuvrilkhem, AU, and Creako

  1. Combat and dodge balance adjustments (Blink invincibility / now provided by default) (v0.9.150)

We implemented many requests regarding dodge performance (invincibility frames).

  • We'll now provide the Silver Protection ability (brief invincibility after Blink) by default, which previously required skill tree investment.

You can now weave through incoming attacks and dodge strategically from the early game.

🗣️ Feedback from: andyvanh, Luca, Demajen, RaphaelT, and Y.C.

  1. Save point (Stone of Immortality) placement improvements (v0.9.150)

We addressed feedback that long gaps between save points made exploration feel too punishing.

  • Added more Stones in Ashen Valley, a high-difficulty area, and moved poorly visible Stones to more noticeable locations to reduce exploration fatigue.

🗣️ Feedback from: andyvanh, ssysu0307, Y.C., and 杰克霜精花茶

  1. Difficulty balance tuning and new options (v0.9.150)

  • Reduced monster density and detection range in high-fatality sections, including Ashen Valley.

  • Added a difficulty option that lets you explore without taking trap damage, so you can focus on traversal with less stress.

🗣️ Feedback from: kuvrilkhem, Батя твоего бати, Drakoniid, and jiggilowjow

  1. Physics and quality-of-life improvements (v0.9.121 / v0.9.150)

  • PhysicsReduced the bouncing distance of Gems. (Vrei)
  • Text/GuidanceExtended the on-screen duration of dialogue during Vanrion’s Sanctuary scenes (AquaCatt), and added skill key guides (GAMICK).
  • Economy/TravelLowered item prices and simplified Stone of Immortality travel controls. (Drakoniid)
  • UIAdded a confirmation window for Vanrion's Gate upgrades. (Yadilie)
  1. Bug fixes (v0.9.121)

  • Fixed issues such as taking damage from spears embedded in walls during the Ortrinde boss fight.

🗣️ Feedback from: Drakoniid and MrPenguin

🛠️ Planned improvements and ongoing work

These are features and upgrades we’re actively developing for upcoming updates, based on your suggestions.

  1. Sub-quest (Exploration Quest) system

We’ve seen a lot of requests for more things to do beyond the main story.

In response, we’re planning an exploration quest (sub-quest) system. This will clearly display existing hidden events through a dedicated quest UI and add more world-building stories to the exploration journal to deepen lore and context without affecting the ending.

🗣️ Feedback from: RockGod333 and Drakoniid

  1. Skill crafting (improving skill usefulness)

We’re addressing feedback that some skills (like barriers, Carbo’s Fangs, etc.) are underused.

We’re working on a skill crafting feature where you can combine or enhance skills to create new abilities. This should open up more playstyles and reduce “dead” skills.

🗣️ Feedback from: Drakoniid and Y.C.

  1. Platforming difficulty relief tools

For difficult platforming sections like the Giant Guardian Chase, we’ve added additional checkpoints to allow difficulty tuning.

That said, we’re also considering extra pop-up or alert features when repeated failures occur, including options to skip or receive assistance.

🗣️ Feedback from: RockGod333

🤔 Topics for deep consideration

These are areas we’re discussing carefully to find the best solution without harming the game’s core fun or balance.

  1. Character costume system

We’ve seen requests for customization options, such as changing Kisha’s cloak color.

Even in Early Access, you can already swap into alternate outfits (cloaks) through the costume feature.

Going forward, we’re considering adding a wider variety of costumes so you can adventure as your own uniquely styled Kisha.

🗣️ Feedback from: Luca and MithrilRathalos

We're reading every piece of feedback you send, discussing it seriously, and considering it for implementation.

Whether it’s a sharp critique or warm encouragement, it all becomes fuel that helps us shape Fatal Claw into the best version it can be.

Please keep sharing your thoughts with us through Discord and the Steam Community.

Thank you.

Source

Steam News / 24 December 2025

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