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Version 24 Notes - New extra gameplay modes, balancing, and guidance adjustments

MeowGun: Hell Denizen · Community Announcements · March 18, 2026

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MeowGun's version 24 update features some balance & level adjustments based on user feedback, as well as some silly extra gameplay modes you can challenge yourselves with.



Some of the bigger things are tweaks to the weapons: The Railgun couldn't quite match up to the Plasma Rifle, so we boosted its primary firerate. Also! The Railgun's alt-fire got an overhaul to have better synergy with the gun's primary function. The shock bomb stuns enemies even more effectively now and _doesn't_ scatter them everywhere, so you'll have more opportunities to line up really good multi-hit shots with the primary fire. You can combo the shock bomb with other weapons too of course if you really want to make excellent use of it.


The Vampire Sword "Murhamasa" got a hefty buff this time around too! First of all for clarity, we swapped the primary- and alt-fire modes on this thing. Second, the now primary melee swings are considerably faster, meaning you'll get a lot more hits in with them and lots of health back to use for the alt-fire energy shockwaves. And finally, we like when one can deflect things with swords in video games, so now the Vampire Sword can deflect certain projectiles back at the enemies with good timing. You do have to face those projectiles though and just holding the attack button won't guarantee deflections, so there's a little skill involved.



But hey, since we added more things for the sword, and people seemed to like it before already, how about a whole extra gameplay mode for it? When starting a new game using the Custom skill setting, you can choose "Vampire Mode" as a special mode to play the game with only the Vampire Sword, no other weapons besides limited support grenades, with slowly regenerating health, and most pickups replaced with armor items. It's pretty intense.


There are also similar challenge modes for using Cat Claws and lots of Grenades only, and for the Ripper Blade. Oh, and a "Sicko Mode" - You can go see for yourselves what it does, it's pretty stupid (fun).



We and many others felt the bosses in MeowGun went down pretty quickly, so we gave them better difficulty-based health scaling and some resistances to Fusion and Explosive weapons. They don't resist the big guns so much as to make them obsolete, but enough that they can't be _melted_ before they can finish their intro lines.


Finally, a lot of the levels got some balance adjustments with items, some gentle sequence break-proofing (we do want there to still be ways for that), and some cosmetic tweaks to better guide players, especially in some of the larger non-linear levels. Oh, also fixed the infamous floating grate in E1L2 which many of you noticed. Tee-hee.



Here's the full changelog:


LEVELS:



MONSTERS:



PLAYER:



WEAPONS:



MEOWPEDIA & SETTINGS:



GAMEPLAY MODIFIERS:



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