If you were building a Mount Rushmore of rougelike games, you’d have to by law put The Binding of Isaac up there. While the genre itself isn’t called ‘Isaaclikes’, you can still feel ripple effects of its influence in roguelikes years later. With that high of a standard set, I had really high hopes for Mewgenics, the next roguelike from the creator of The Binding of Isaac. Now that a few of us at Palette Swap have played quite a bit of it, I think we can agree that those expectations have absolutely been met.
I remember back when Mewgenics was first announced, and reading Game Informer talking about the upcoming new project and getting relatively excited for it. The initial version of the game still operated under the same concept: you would breed cats, trying to build up a collection of high stats and circumstances to create the best cat army you could. It wasn’t until development restarted around 2018 that the game shifted into the tile-tactics roguelike it is today.
I was given an opportunity to send a few questions to Edmund McMillen and Tyler Glaiel, the developers of Mewgenics. I wanted to find out more about the route Mewgenics has taken through its development, what outside influences have altered the path of Mewgenics since its inception, and whether or not they’ll tell me any crazy unlock conditions for additional content (spoiler: they did not spill the beans on this one).

Q: I want to talk about the sort of twisting development path Mewgenics has had. It was announced initially back in 2012 then put on ice for a while, then brought back with the change over to the turn-based system we see in the final game. How does it feel finally being at the end of that road with the game coming out imminently?
Ed: Very very exciting… The last few weeks have been a serious hype ride.
Tyler: Yeah I’m starting to feel the excitement but I still gotta be chill about it so I can finish the last few bits and pieces.
Q: In 2013 (on the Mewgenics blog), you talked about how Mewgenics was “feature creep: the game”. You mention something similar in the NoClip mini doc about how chock full of stuff Mewgenics is. What was your way to balance that feature creep into cohesive systems that all worked together?
Ed: I mean once we had the systems locked into place and knew stuff was going to work, the more we could add to each one the better. I think we just came up with realistic and doable numbers for each system and just made it happen. We knew the meat and potatoes lied in the class abilities so we locked down 75 for each early on, originally we hoped to have 100 events and 400 items and ended with 200 events and 950 items. I think feature creep for a game like this is fine as long as you can get what you can in by release!
Tyler: Yeah when you divide content up by classes and areas, the amount of stuff feels more manageable and it gives a good template for adding new stuff in a way that adds to the game instead of muddling things up.

Q: Were there any outside influences since its inception that altered the direction of the final version of Mewgenics?
Ed: yeah board games. The last 10 years of my life has been heavily focused on table top RPGs and board games, I just love their systems a ton and traditional video games just haven’t been scratching that itch for me, I think the board game influence is obvious in [Mewgenics]. Magic the gathering, Dnd, DCC, Kingdom Death, Blood Bowl, Warhammer.. The list goes on.
Tyler: Ed should probably also mention how him being a parent shifted a bunch of the themes from just cats to parenthood and legacy as well, especially when we started adding the Disorders to the game.
Q: There were a lot of different side-games originally planned for Mewgenics: cat races, pageants, Pokémon style fights. Is there a chance we could see any of these come back in the form of DLC down the line, or are those ideas staying behind with the old idea for the game?
Ed: Yeah I mean we had a few prototyped when we restarted [development] 6 years ago, I have a feeling a DLC could bring them back to the surface, once everything else we want to do is in.
Tyler: It’s possible. But adding those back in in DLC would come at the expense of “other stuff”. Since each minigame would probably take around a month of work total to polish completely.

Q: The Binding of Isaac has some absolutely ridiculous unlock paths for some of its content (The Forgotten is a good example, I’m 200 hours in and still don’t have that dude). Does Mewgenics have any similar insane steps for unlocking aspects of the game? Do you think there’s things the community will go years not noticing?
Ed: I’m not answering that! I will say there are so many very rare aspects to this game you could play for 1000s of hours and only see something once, or not at all.
Tyler: I will say though we do try to be clear with what you need to do for general progression through the game.
Q: Is there any way to memorialize your favorites in-game, or do you just have to go off the memories you had with them (and maybe a screenshot or two)?
A: Oh yes, your family tree will live inside each cat’s DNA, as long as you keep a blood line going the family tree visual will be there as a reminder of your past runs.
Q: In one random encounter, I ran into a reference to Junji Ito’s The Enigma of Amigara Fault, which isn’t something I was expecting in a million years, and I was in stitches when I ended up with a cat that looked like a stretched out nightmare. When crafting the random encounters, was there a philosophy you had for what would work and what wouldn’t?
Ed: Events are a fun dice roll to an otherwise very very structured game, they add chaos/fun/excitement to runs in ways most people won’t fully appreciate till they play the game, outside of using them for lore/world building and introducing very rare disorders and items the only rule we had was we never fully kill a cat within one… Well unless you critically fail that one even you mentioned. But that’s a fate worse than death.
Tyler: Generally the events here are meant to flavor the adventure, give you some unexpected problems to overcome or deal with from fight to fight or just to help these cats make their adventures their own.

Q: Just to give an example of how out there the cat synergies can get, what is the most game-breaking combination of cats you’ve seen?
Ed: There is a passive that lets you place bear traps where you attack.. And a crown that makes your basic attack deal 1 damage to every tile on the playfield… 
Q: I ran into Steven. Am I a bad person?
Ed: The fact that you have talked to Steven doesn’t make you a bad person, it just proves you are a person.
Tyler: Who’s Steven?
Mewgenics has been a blast to get through so far; every new run has felt fresh and exciting, and every success (or failure) has the juice to make you want to instantly run it back as soon as you finish. The average time to get the true ending is 200 hours, which sounds shocking, but I can easily see those numbers racking up extremely fast, and I’m looking forward to seeing where Mewgenics can go next.
Mewgenics is available on Steam today.
The post The ‘Mewgenics’ Team on Inspirations, Feature Creep, and Whether or Not I’m a Bad Person appeared first on Palette Swap.

