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Steam News1 April 20263mo ago

Spring Cleaning Update

We've made an update to Kitter for you, our fine feline friends, to enjoy. More than our usual hotfix/security updates, this is more... mundane! I hesitate to call it a major update, but it isn't a minor hotfix!

Full notes

Full Kitter update

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

What changed

2 fixes4 additions3 changes0 removals
  • Security
  • Gameplay
  • Fixes
fixedWe've made an update to Kitter for you, our fine feline friends, to enjoy. More than our usual hotfix/security updates, this is more... mundane! I hesitate to call it a major update, but it isn't a minor hotfix! We've fixed up some of the enemy spawns in earlier levels, where there was either too much, too little, in an effort to get our game closer to just right... We've also made some visual updates to areas of map that had some odd quirks, smoothing things over a little. We've adjusted transition visuals used when passing between areas of map, to make things less abrupt. We've fixed some phantom ledges and un-jumpable platforms that have been spotted in testing.
addedA lot of background work has happened preparing for new levels to be released in a future major content update... But it's all very unfinished as-of-yet, so stay tuned!
changedIncreased size and mass of lily pads in the park lake to make traversal less difficult
changedAdjusted enemy spawns in the city level and fixed some visual bugs.
changedAdjusted rat spawn locations in the dock level, added more rats (and rat accessories).
addedAdded better visuals for the transition when moving through a door or other "portal" to another area. Things are now less abrupt, to smooth out the movement.

We've made an update to Kitter for you, our fine feline friends, to enjoy. More than our usual hotfix/security updates, this is more... mundane! I hesitate to call it a major update, but it isn't a minor hotfix! We've fixed up some of the enemy spawns in earlier levels, where there was either too much, too little, in an effort to get our game closer to just right... We've also made some visual updates to areas of map that had some odd quirks, smoothing things over a little. We've adjusted transition visuals used when passing between areas of map, to make things less abrupt. We've fixed some phantom ledges and un-jumpable platforms that have been spotted in testing.

And we've worked to make some areas of unusually high difficulty at least a little more forgiving. Especially early on in the game.

A lot of background work has happened preparing for new levels to be released in a future major content update... But it's all very unfinished as-of-yet, so stay tuned!

  • Increased size and mass of lily pads in the park lake to make traversal less difficult

  • Adjusted enemy spawns in the city level and fixed some visual bugs.

  • Adjusted rat spawn locations in the dock level, added more rats (and rat accessories).

  • Added better visuals for the transition when moving through a door or other "portal" to another area. Things are now less abrupt, to smooth out the movement.

  • Added background data structures for multiple "Worlds" of levels to choose from (very original)

  • Added some bugfixes for timing-related problems created by the new transitions

  • Fixed visual bugs apparent in levels 1, 2 4, and 5.

Source

Steam News / 1 April 2026

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