Hello Planetary Architects ✨,
It's us! We have been busy preparing a functionality update for Nekokami! Chapter 4 won't be arriving yet - this update is about some essential polish needed for our eventual 1.0 release early next year. Some improvements that we promised our Early Access players will also be included.
First of all, we have a Discord now! 🍵 Come join us at A Tiny Corner of the Milky Way:

As we approach 1.0 we believe we need an extra means to connect with our players. It won't really be a busy place but do come and drop by!
One of the major changes in the upcoming update is that The Dream Garden🌱 will now be folded into the main campaign. Paperbag Monk, our third (actually second in proper appearing order) Holy Cat with his Artifact, will now await our Planetary Architect recruits in the Paperbag Point. Hm... hello?

Another major functionality is the Nekokami Company Intranet! 💻 It's something you can truly get your hands on now. It comes with video messages from colleagues, your TODO list, and tracking towards your completion of the game!

And, that's not all! We have shops! We are testing a total of EIGHT cute cosmetic upgrades that you can purchase with your Reputation! 👻 You heard me right, you can finally squander your hard-earned Reputation on totally silly cat stuffs.

The update will arrive sometime next week and we will be joining Steam's Animal Fest 🐈🐇🐕 around the same time. Once the update arrives, please pay our esteemed Paperbag Monk a visit. Who's not curious what's under the bag?

Rocket-in-Bottle Team 🚀
This time around introduces a new player mechanic + an adjustment to another to use going forward.
Added additional logging to help find further issues with inconsistent animations.
Additional art for level 6-1 + changed above ground lights to a purple tint.
FIX player being unable to move on level 5-1 (Deceleration was greated than acceleration).
Some minor performence tweaks
Added slippy slope mechanic.
Increased pixel snap on the player to allow them to stick to the floor when moving/slipping fast down a hill.
Updated Keybinds UI menu
Added Middle Mouse Button icon
Modified LMB and RMB icons
Fixed door moving burglar at start of round
Fixed Task List over-exposure during ambush
Version 1.1.0 includes the following:
A complete saving system has been added including 4 autosave points
Raised player running speed from 5 → 5.5
You can now “jog” with your backpack on, giving you a running speed of 3.0 (replaces the boosted walking speed mentioned in an earlier announcement)
Your flashlight is no longer tied to your backpack. Instead, Amanda just carries it with both hands, so you can’t pick up items without it.
After catching the player, the Lurker will now spend significantly more time in the vents and will only begin making noise once it begins hunting for you once again. This aims to prevent how tedious the AI can become, allowing the player more time to safely navigate throughout the school
Reworked the fuse puzzle. Fuses can now be found around the map rather than just within the room
Fuse puzzle room has been redecorated
Fuse box interact text has been changed from “Use” to “Place Fuse”
Removed performance mode (will rework this & improve the base game’s performance)
Increased the player respawn cutscene’s animation speed from 100% → 120%
Rearranged final log positions to make the order a little bit more obvious
Added interact indicators for pullable & climbable objects
Removed some unneeded post processing options
Fixed an issue where some UI button graphics were displaying incorrectly
Fixed an issue where a log would play itself a second time if it was started after the enemy was already targeting the player
Improved some log interactable collisions
Minor performance improvements
Adjusted final cutscene to prevent a lag spike
Journal pages now require the backpack to be held in order to pick them up
Loading screens will now automatically transition into the next scene without user input
Loading priority has been decreased to increase performance at the cost of (slightly) longer loading times
Amanda now comes equipped with podcasting equipment to justify her heavy backpack (you’re welcome)
Changed the position of one shortcut key to ease progression
AI max detection radius & vent detection radius increased from 25 → 30
Updated the calculation system for the Lurker entering the vent if they player is out of range (25% less chance to enter & 7 → 8 second delay between calculations)
If the Lurker is in the vents and the player begins listening to a voice log, the Lurker will no longer exit the vents until after the voice log ends
Decreased the distance the Lurker will chase the player for
Added a hint to guide the player on how to climb obstacles
Added an interact indicator for the garage door lever
Flashlight visual quality has been improved
Smoothed out some cutscenes & fixed clipping issues
Added new dev tools
Please report any issues found. This is a large update and issues are bound to occur.
Cooking up progress! 🍳💰🎨
This week’s focus has been on revamping the finance module, it’s now much clearer, more flexible, and ready to support your growing restaurant!
At the same time, we’ve been improving the game’s visuals, from updated art to refined 3D models that make your restaurant look better than ever. The kitchen’s getting a serious glow-up! ✨👨🍳
Because of these deep changes, the trailer is taking a bit longer than planned, but trust me, it’ll be worth the wait!
📌 Don’t forget to wishlist the game
See you soon, Chef! 👋
Small update that makes the guillotines in the 3rd phase of the Devermon Boss easier to dodge.
(New updates coming soon...)
Added player take/grab animation
Added fallen trees can turn into logs
Added Sail boat build object for story
Added Ancient Sap item
Added Plumpy skin/hide item
Added more enemy spawners
Added game progress %
Added end credits
Added ocean SFX
Added water splash VFX
Added mortar and pestle item
Added screen resolution settings
Added Bandage item
Added T button press for quick access to Task manager
Added Launcher build item work in progress/testing
Updated Tex logic & SFX
Updated weapon decals
Updated ragdoll FX for animals and enemies
Updated main cave
Updated wolf SFX
Updated hide found on more animals
Updated fish to scurry away
Updated no enemies spawn on Peaceful
Updated loading screens/hints
Updated look at hit box size increased
Updated cave lighting and SFX
Updated crafted torch & hammer to auto equip
Updated UI
Fixed underwater VFX issue
Fixed arrows floating
Fixed stairs
Fixed zipline SFX
Fixed server ping bug
Fixed a critical soft lock issue in Level 5 as the key cards, carpets and key card readers were not spawning until a secondary level restart. If it happens again, the game will restart the level by itself as a small TEMPORARY fix.
Fixed another critical problem in the Level Selector as Level 4 and 5 were not showing up as unlocked in certain instances.
Small typo fix in Level 5's phone subtitles.