In this update4
Full notes
Full The Last Experiment: A Memetric Story update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- Workshop
- UI and audio
- Balance
- Performance
The Last Experiment: A Memetric Story changes
Steam post image The CloudCage team and Echo Station wish everyone a very Merry Christmas!
Although many of the changes introduced recently were already beta-tested, and some of you may have encountered parts of them before, this release still brings a huge amount of new content for everyone: our biggest patch to date — the Mutations Patch.
It includes nearly 70 new content additions and also fixes numerous previously existing bugs.
Enjoy! 🎄✨
Most Noticeable Changes
M07-12 creature added to the game with improved functionality
New enemy species: Green Fleshvine
New enemy types: Tier 3 and Tier 2
Difficulty setting options added
Steam post image New Content & Improvements
Difficulty panel introduced in the Workshop
New Hologram tools to make placement easier
Player movement is restricted while HUD interfaces are open (e.g. Difficulty, Tool Selector, Console)
Mold Fog system fully reworked:
New visual indicators on the HUD
Jumping disabled inside the fog
Health drain above certain toxicity levels
New chimney mechanic:
Mold fog is produced by separate chimneys
Activation depends on time of day and territory control
The Sprint bar has been replaced by a toxicity level meter
Helper script and HS script fully reworked
Wall animations now indicate when a tool is repairable
Visual improvement: helpers and plants emit smoke upon destruction
The editor interface now displays tool names, values (HP, Range, Damage), and combined prices
New game can be started without the Tutorial
Save system and progression separated from dialogues
Box Respawn mechanic introduced
Creature selector reworked: maximum population depends on unlocked types
Embryos and panel fragments can now be dropped
Functional Teleport Gates implemented (full integration coming later)
New “Small Mold Mace” mechanic (spawns Tier 0 enemies)
New starting option: players may carry coins from the bank (¼, ½, or none)
Helper AI (e.g. architect) refined:
Return to base after work
Move more actively when tasks are available
Background walls replaced by energy distribution units to mark territories
Flashvines now follow the player
New font for the Tool Selector and general text cleanup
Workshop visual tuning:
Smoke effects
Shadows
New lights and decorations
- Audio expansion4 new music tracks
More varied error messages when players forget to bring creatures (multi-language support)
Clone Assembler and Helper Developer are now chapter-locked (Tutorial & Research Chapter)
New embryo icons on droppers and posters
New defensive structures (small B-6 black walls) and slightly modified level layout
Limited number of electric fences for visual clarity
Save slots:
Can be deleted
Save states are visible
Renaming option considered
Direct access to Workshop from the game field (no death or main menu required)
Partial controller support implemented (playable without external software)
New mold damage system:
Separate wall damage and unit damage
Enables new tactical options
Multiple trigger types (story-based, wave-based) for spawning level elements
Embryo Dropper limited:
One new creature per round (16 coins)
Decorative plants are destructible, visually indicating territory state
Immune plant types added (M06-11, M09-212)
New statistical summaries in the Workshop panel and Tool Configurator
Tier 2 enemies now display health bars
Visual update:
Hills received a yellow gradient
Units now move inside hills instead of above them
Mold Life Counter color changed
Tier 2 enemies received a new retreat animation (burrowing underground)
Optimized Enemy Pool system for more stable performance (fewer FPS drops)
Gradual instantiation for tool groups to reduce lag
Platform transition from mobile to PC (platform-specific changes); mobile version coming soon
New enemy types:
Steelhead Tier 3 (wall-breaking ability)
Green Mold (Tier 1–2)
Slime puddle mechanic
Dialogue, save, and loading systems replaced at the engine level
Player gains short invincibility time after taking damage, with refreshed heart animations
Intro sequences can be skipped faster (Space key)
Emergency alerts added in mold environments and for underground enemies
Passive abilities’ visuals redesigned to clearly distinguish them from active ones
Completely reworked level layout:
Different enemy bases
New placements across the map
Enemy waves fundamentally redesigned at a gameplay level
Visual danger indicators added to less visible hazards to prevent accidental collisions
Bug Fixes
Infinite smoke effects bug fixed (or significantly reduced)
Fixed an issue where Tier 2 enemies overran the Blue Panel; they now properly retreat or turn back
Removed a bug that caused coins to appear incorrectly when repairing walls
Fixed the display of carried money when entering the game field
Corrected the position of the “Escape” label in the intro (now visible in 1:2 aspect ratio)
Mold fog damage corrected: now only damages in designated areas
Ambient sound generation adjusted, improving environmental audio clarity
Fixed a visual bug where picked-up coins sometimes didn’t appear
Camera movement reworked:
Smoother transitions
Centered view
Removed visual glitches during fast direction changes
Coin trajectory rendering rewritten, resolving previous issues
Save system fixed for the Bank Chapter; mission completion now saves correctly
Object Pool bug fixed: Tier 1 enemies no longer incorrectly sink underground
Fixed Tier 2 enemy health handling and reproduction logic
Green card unlocking bug permanently resolved
Fixed animation issues for enemies spawning from the mold mace
Fixed Credits and Outro loading process
Text loadout errors fixed
Dropper overlays fixed so plants no longer obscure them
Reduced the chance of enemies getting stuck in attack animations
HS (tank tool) movement after firing reviewed and fixed
Fixed the M07-12 spawn bug
Source
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