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Steam News30 January 20265mo ago

Building For Two - Version 8303

we have a ton of improvements to the demo today! we're also making changes to ensure the fastest runs feature teamwork and routing diversity.

Full notes

Full Whisk update

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

What changed

11 fixes7 additions14 changes3 removals
  • Gameplay
  • Fixes
  • UI and audio
  • Maps
  • Events
  • Security
changedwe have a ton of improvements to the demo today! we're also making changes to ensure the fastest runs feature teamwork and routing diversity. please keep sharing feedback so we can make this your favorite game to play and speedrun. ːtabbycatː
addedrun improvements and new mechanics
addedholding anything in a crystal ball, like cats, now has ~10% max air speed penalty. (reducing the viability of solo runs beating teamwork runs sorry not sorry)
addedthrowing objects now has knockback when airborne. upwards knockback is ~50% effective. (we're reducing the viability of solo runs beating teamwork runs, while also adding additional tech into the game)
changedwe’re making changes to reduce the dominance of bunnyhopping while keeping it valuable as skill to learn. we’re also improving and refining how it interacts with the movement abilities.
changedoverall max air speed and air strafing speed acceleration has reduced meaningfully. with optimal hops, speed builds up to roughly ~3x running speed

we have a ton of improvements to the demo today! we're also making changes to ensure the fastest runs feature teamwork and routing diversity. please keep sharing feedback so we can make this your favorite game to play and speedrun. ːtabbycatː

run improvements and new mechanics

  • the environment changes from discovering lost cats are permanent, even after you save them. (we want the routing to be consistent long term for everyone)

  • holding anything in a crystal ball, like cats, now has ~10% max air speed penalty. (reducing the viability of solo runs beating teamwork runs sorry not sorry)

  • throwing objects now has knockback when airborne. upwards knockback is ~50% effective. (we're reducing the viability of solo runs beating teamwork runs, while also adding additional tech into the game)

bunnyhopping changes

we’re making changes to reduce the dominance of bunnyhopping while keeping it valuable as skill to learn. we’re also improving and refining how it interacts with the movement abilities.

  • overall max air speed and air strafing speed acceleration has reduced meaningfully. with optimal hops, speed builds up to roughly ~3x running speed

  • fixed dashes destroying momentum when air strafing at the same time

  • dashes now help you build permanent momentum when bunnyhopping. more at low speed and down to zero at high speed

luna changes

  • Luna’s air strafing accelerates 10% faster than Foam, so she can build momentum faster

  • Luna dash strength reduced by 14% (she'll still be able to cross the same distances, but we're taking a bit of excess speed to bring her in line with Foam's kit)

foam changes

  • Foam has a 14% higher max air speed compared to Luna, so he has a higher top speed when air strafing

  • Foam's double jump now is only fireable forward or backwards, similar to dashing. double jumping while moving sideways will send you forward, so bunnyhopping is easier

  • Foam's gains 10% air acceleration when double jumping, removed upon landing

  • Foam's dash strength increased by 14%

  • Foam’s basketball shooting animation is now left-handed to match his preference

quality of life

  • added a speed display for the HUD, you can turn it on in the graphics settings and customize its vertical offset

  • increased max horizontal and vertical sensitivity for controller settings

  • the game now warns you if one player is out of date, when you attempt to join

  • the game now warns you if you click the invite friends button with the steam overlay disabled

  • ace badges are now not counted in 100% completion for the game

  • we now have a speedrun.com leaderboard

  • checkpoints now spawn the characters and dreamcat directly on the ground

stage changes

  • [c]ring ring[/c]'s lost cat Teto is now a bit easier to reach. this shouldn't affect any speedy runs, but should help first time explorers have a good time

  • [c]call to action[/c]'s initial hole area has been simplified and rock moved to make starting runs easier

  • moved the sign in [c]overhang[/c] to be a bit more out of the way

  • [c]overhang[/c] swingies are adjusted to minimize waiting for cycles (let me know if I missed something)

  • [c]forest vista[/c] silver, gold, platinum times adjusted to be slightly easier

  • [c]lost cavern[/c] added +0.5s to the ring challenge and added an extra platform at the end to make throwing it in at the end easier

  • adjusted the grass to the left of spawn in [c]here kitty kitty[/c] to be a bit easier to climb and also not be in the way of throws

  • lotus flowers now have updated watercolor visuals

  • crystal cube cracks now crack more .. crackily and better (idk just play and see)

exploit fixes

  • when you are being pushed, you no longer can have someone stand on your head

  • fixed an exploit where you could leave the checkpoint without starting the timer

  • fixed an exploit where the timer would freeze instead of continuing

  • fixed an exploit where you could place the cat inside your character and get sent flying

bugs

  • fixed issue where jump input got stuck while attempting a double jump

  • fixed menu music getting a volume bump when going back to menu

  • fixed lost cat portals missing some sound magic

  • fixed small bugs with Russian and Portuguese translations

  • fixed reset request sound playing twice in splitscreen

  • fixed wishlist button clickable area being small

  • fixed swingies not reseting properly for the guest player

Source

Steam News / 30 January 2026

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