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Steam News2 June 20261mo ago

Patch v1.018

Meow meow meow meow OK, this patch will be the last of the daily updates. So, along with the new elevator 'empty stops' feature from yesterday, we've made sure that having one profile with game complete status will unlo

Full notes

Full Schrodinger's Cat Burglar update

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

What changed

2 fixes1 addition0 changes0 removals
  • Gameplay
  • UI and audio
addedMeow meow meow meowSo, along with the new elevator 'empty stops' feature from yesterday, we've made sure that having one profile with game complete status will unlock the post game settings (collectables tracker, speed run settings, disable popups) for all players.
fixedMeow meow meow meowCarried over from 1.017 Main Elevator now shows undiscovered elevator stops , to help with gauging what you still have left to explore. Reordered some levels in the elevator menu to make more sense (eg, West to the left of Central) Added safeguards for loading save files where the level info is missing but an elevator destination is found. Added safeguards for loading save files where if the cat position wasn’t stored, the cat will be moved to the main elevator. Made sound effects become silent when timescale drops to zero. Rebalanced bonus chest clearance levels so they’re accessible earlier in the game progression. Reworked a late game puzzle to make it cheese and soft lock proof. Baked lighting in DES Operations area Fixed a bug that meant one item of lore was never considered ‘read’ Removed books from the first ‘mouse pounce’ shelf for clarity. Made a room in Maintenance Hub West less annoying for level revisiting.
fixedMeow meow meow meow1.018 Fixed a section of ‘housing’ mesh that shouldn’t have had collision, which may have been causing an invisible wall in Observation Lab. Fixed a strange area in Maintenance where the cat can fall off an edge , by doing nothing at all. Must have been a bad build? I dunno. Fixed the elevator sometimes just not being there (hopefully). Made the ‘game complete’ check more robust , so extra settings will show for each profile if any of the others has a completed game. Reordered elevator stops to be a bit more sensible. Added a new level icon because of the new DES area level. Renamed Research Hub East to Research Hub North to better represent the level layout. Fixed a soft lock possibility in a late game level by putting a button outside the room. Remember to press every button you see! Made sure a particular robot has quantum materials . Fixed a small camera bug in Debriefing, and another in Dual Event Orientation. Lowered a shard that was a little annoyingly high. Moved a trigger earlier in a very late game sequence. Fixed a soft lock in Research Hub East. No, wait, North. Now I’m confused.

Schrodinger's Cat Burglar changes

addedSo, along with the new elevator 'empty stops' feature from yesterday, we've made sure that having one profile with game complete status will unlock the post game settings (collectables tracker, speed run settings, disable popups) for all players.
fixedCarried over from 1.017 Main Elevator now shows undiscovered elevator stops , to help with gauging what you still have left to explore. Reordered some levels in the elevator menu to make more sense (eg, West to the left of Central) Added safeguards for loading save files where the level info is missing but an elevator destination is found. Added safeguards for loading save files where if the cat position wasn’t stored, the cat will be moved to the main elevator. Made sound effects become silent when timescale drops to zero. Rebalanced bonus chest clearance levels so they’re accessible earlier in the game progression. Reworked a late game puzzle to make it cheese and soft lock proof. Baked lighting in DES Operations area Fixed a bug that meant one item of lore was never considered ‘read’ Removed books from the first ‘mouse pounce’ shelf for clarity. Made a room in Maintenance Hub West less annoying for level revisiting.
fixed1.018 Fixed a section of ‘housing’ mesh that shouldn’t have had collision, which may have been causing an invisible wall in Observation Lab. Fixed a strange area in Maintenance where the cat can fall off an edge , by doing nothing at all. Must have been a bad build? I dunno. Fixed the elevator sometimes just not being there (hopefully). Made the ‘game complete’ check more robust , so extra settings will show for each profile if any of the others has a completed game. Reordered elevator stops to be a bit more sensible. Added a new level icon because of the new DES area level. Renamed Research Hub East to Research Hub North to better represent the level layout. Fixed a soft lock possibility in a late game level by putting a button outside the room. Remember to press every button you see! Made sure a particular robot has quantum materials . Fixed a small camera bug in Debriefing, and another in Dual Event Orientation. Lowered a shard that was a little annoyingly high. Moved a trigger earlier in a very late game sequence. Fixed a soft lock in Research Hub East. No, wait, North. Now I’m confused.

Meow meow meow meow

OK, this patch will be the last of the daily updates.

So, along with the new elevator 'empty stops' feature from yesterday, we've made sure that having one profile with game complete status will unlock the post game settings (collectables tracker, speed run settings, disable popups) for all players.

Here are the patch notes :

  • Carried over from 1.017

    • Main Elevator now shows undiscovered elevator stops, to help with gauging what you still have left to explore.

    • Reordered some levels in the elevator menu to make more sense (eg, West to the left of Central)

    • Added safeguards for loading save files where the level info is missing but an elevator destination is found.

    • Added safeguards for loading save files where if the cat position wasn’t stored, the cat will be moved to the main elevator.

    • Made sound effects become silent when timescale drops to zero.

    • Rebalanced bonus chest clearance levels so they’re accessible earlier in the game progression.

    • Reworked a late game puzzle to make it cheese and soft lock proof.

    • Baked lighting in DES Operations area

    • Fixed a bug that meant one item of lore was never considered ‘read’

    • Removed books from the first ‘mouse pounce’ shelf for clarity.

    • Made a room in Maintenance Hub West less annoying for level revisiting.

  • 1.018

    • Fixed a section of ‘housing’ mesh that shouldn’t have had collision, which may have been causing an invisible wall in Observation Lab.

    • Fixed a strange area in Maintenance where the cat can fall off an edge, by doing nothing at all. Must have been a bad build? I dunno.

    • Fixed the elevator sometimes just not being there (hopefully).

    • Made the ‘game complete’ check more robust, so extra settings will show for each profile if any of the others has a completed game.

    • Reordered elevator stops to be a bit more sensible.

    • Added a new level icon because of the new DES area level.

    • Renamed Research Hub East to Research Hub North to better represent the level layout.

    • Fixed a soft lock possibility in a late game level by putting a button outside the room. Remember to press every button you see!

    • Made sure a particular robot has quantum materials.

    • Fixed a small camera bug in Debriefing, and another in Dual Event Orientation.

    • Lowered a shard that was a little annoyingly high.

    • Moved a trigger earlier in a very late game sequence.

    • Fixed a soft lock in Research Hub East. No, wait, North. Now I’m confused.

Thanks all!

Source

Steam News / 2 June 2026

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