You can try the beta of the 1.1 update now.

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Mewgenics is easily my favourite game of 2026 so far—in fact, I gave it 92% in our review. I love its emergent storytelling, its chaotic build-crafting, and its incredible depth. What I wouldn't claim, however, is that it's perfectly balanced.

It's always been clear that certain classes are behind the curve while others are endlessly reliable. Equally, a handful of the random events you can discover during runs had an outsized impact, potentially derailing your adventure with one unlucky moment.

The good news is, the upcoming 1.1 patch is taking a very serious look at these pain points—with a much more dramatic suite of changes than I expected. Though a date isn't set yet for when this update will go live on the main branch, it's already available as a beta, and the developers have put out a full set of patch notes.

It all looks like very welcome stuff to me. On the events side of things, the most problematic or unrewarding ones—such as those requiring you to sacrifice a cat for potentially no good outcome, and the one that doles out Blood Frenzy just when you least want it—have been substantially toned down.

The real meat of the update, though, is the class changes. The ever-reliable hunter has received a pretty substantial nerf, with less damage and scaling on key abilities, and the fighter's Merciless passive now no longer triggers from actions that cost movement, kneecapping a whole range of infinite combos that I certainly didn't exploit several times during the review process (ahem).

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There's a lot more buffs than nerfs, however, with the mage and tinkerer in particular coming out smelling of roses. Mages now have a substantial increase in the range of their basic attack, meaning your squishy glass cannons don't have to rush up to the front lines anymore, and big improvements to the damage of a bunch of their spells. It's good to see that that includes the Forbidden spells, which previously never felt worth their debilitating side effects (which have also now been toned down).

Tinkerers, meanwhile, can now throw their weapons without it costing an action, and can enjoy reduced mana costs, more ways to gain the tech buff, and an inherent resistance to explosive damage on the various bomb-based passives. That should all add up to much more consistent damage, easier build-crafting, and much better survivability.

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Beyond that are some quality of life fixes, and a few bosses have received a boost in health—particularly the Coven fight, which should pose much more of a challenge now. Some changes have been made to breeding, too, preventing the abuse of the mutation stat to avoid birth defects from inbreeding, though I think only the most min-max focused home owners should notice much of a difference there.

Oh, and shout out to my new favourite patch note ever: "Hitler's suicide can no longer miss." Not only a top-tier sentence out of context, but the implications make me laugh too—I had no idea you could cause that attack to miss, and I've no idea what would even happen next if you did. A perfect testament to Mewgenics' endless web of wildly overlapping systems.

The full patch notes are below, and you can also read them along with instructions for trying the beta branch on the game's Steam page.

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Formerly the editor of PC Gamer magazine (and the dearly departed GamesMaster), Robin combines years of experience in games journalism with a lifelong love of PC gaming. First hypnotised by the light of the monitor as he muddled through Simon the Sorcerer on his uncle’s machine, he’s been a devotee ever since, devouring any RPG, strategy game, or roguelike to stumble into his path. Now he's channelling that devotion into filling this lovely website with features, news, reviews, and ...Read more: Full article on www.pcgamer.com

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