Image 1 — The new title has been decided!
Image 2 — The new title has been decided!
Image 3 — The new title has been decided!

The new title has been decided!

The new title has been decided!
First of all, thank you to everyone who shared suggestions and feedback on my previous post.
I went through all of your comments and seriously considered a lot of different name ideas.

There were several great candidates that were hard to let go of, but in the end I decided to choose the name that is the most straightforward while still preserving the identity of the Catgirl series.

The new title is:

Catgirl Rage: Claws of Fury

Thankfully, Steam has approved the name change, so we’ll be updating the store page soon.

Thanks again to everyone who took the time to help. Your feedback genuinely influenced this decision.

u/Ok-Pineapple8301 — 9 days ago

I’m seriously thinking about trying to rename our game.

I’m seriously thinking about trying to rename our game.

Its current title is:

Cat Girl Survivor 2: Beyond The Veil

I originally chose that name because the protagonists from the first game cross dimensions and fight in a new world, in a new way.

But the more I think about it, the more I feel the title may be working against the game.

It still uses “Survivor” even though this is no longer a survivor-like, and while it features the same protagonists, their past story and relationships are not actually very important here. So I’ve started to wonder if it really needs to be “2” at all.

I know there’s no guarantee Steam will approve a title change, but I still want to try.

Because I’m not a native English speaker, it’s very hard for me to judge what sounds natural, strong, or memorable in English. So I’ve been thinking about these options based on earlier suggestions:

- Catgirl Strayed: Spell Brawl

- Catgirl Rage: Claw of Fury

- Catgirl Spell Brawl: Claw of Fury

- Cat Girl Brawler: Claw of Fury

I’m also attaching some recent screenshots in case they help show the game’s direction better.

I’d really appreciate honest opinions:

Which one sounds best?

Which one sounds awkward?

And if none of them feel right, I’d be very grateful for better suggestions.

Thank you again for helping me with this.

u/Ok-Pineapple8301 — 12 days ago

A co-op update for Cat Girl Survivor 2 after all the feedback from here

A small co-op update for Cat Girl Survivor 2: Beyond The Veil A lot of people gave me feedback on my earlier posts, and I’ve been taking it seriously.

We’ve already changed a number of things because of it, and we’re still improving the game little by little.

So this time I wanted to share a 2-player clip. What we’re trying to make is a beat ’em up where you can blow through huge crowds with combos and magic.
In some ways it leans toward that musou-style crowd-clearing feeling, but I still want it to keep the combo depth, character identity, and fighting-game-like expression that make beat ’em ups satisfying.

It’s not there yet, but it’s getting closer.

Steam page: https://store.steampowered.com/app/3756910/Cat\_Girl\_Survivor\_2\_\_Beyond\_The\_Veil/

If it looks interesting to you, I’d really appreciate a wishlist. And thank you again for helping me improve it.

u/Ok-Pineapple8301 — 13 days ago

A publishing mistake cost our small indie game its Steam Next Fest visibility

Hi everyone.

I’m the developer of Slime Tempest, a small incremental clicker game made by a 3-person indie team over the course of one year.
I want to share a mistake I made, partly as a warning to other developers, and partly because I still want to do everything I can for my team’s game.

We were planning to participate in Steam Next Fest with a playable demo. However, because of my mistake as the studio representative, we released the full game and the demo at the same time.

Because of that, we lost the chance to properly introduce Slime Tempest through Steam Next Fest.
It may sound like a simple publishing mistake, but for a small indie team, this kind of visibility can mean a lot. My team worked on this game for a year, and I feel deeply sorry that my decision caused us to miss an important opportunity.

The game itself is already available on Steam, and there is also a free demo. I still believe the game is worth showing to more people.

Slime Tempest is an incremental clicker game where you unlock mercenaries, use their special skills, drop cannonballs, and wipe out huge waves of slimes. There are also defense battles where you protect your castle from boss slimes.

If you enjoy incremental games, I would be grateful if you could try the demo and share your feedback.
Even if we missed our proper Steam Next Fest moment, every comment, review, or bit of feedback still helps us improve the game.

Steam:
https://store.steampowered.com/app/4228920/\_/

GenAI disclosure:
Slime Tempest does not use GenAI in its game content, art, music, writing, code, or gameplay systems. All artwork was hand-drawn by our team.
GenAI was only used to translate and polish this Reddit post, as I am not a native English speaker.
Thank you for reading.

u/Ok-Pineapple8301 — 17 days ago

Slime Tempest - A small 3-person team spent a year making an incremental game, with a free demo available

Title: Slime Tempest - A small 3-person team spent a year making an incremental game, with a free demo available

Hi everyone!

I’m one of the developers of Slime Tempest, an incremental game made by a small 3-person indie team.

I personally had a lot of fun playing Keep on Mining, and that experience made me want to create my own incremental game. After about a year of development, we finally released Slime Tempest.

The game is built around gradually getting stronger, unlocking skill trees, and defending your castle from waves of slime bosses. We tried to focus on the simple, satisfying loop of upgrading, progressing, getting stronger, and pushing a little further.

There is also a free playable demo available on Steam, so if you enjoy incremental games, I’d really appreciate it if you could try it and share your feedback.

Even short comments about balance, pacing, UI, progression, or what feels fun would help us a lot.

Steam:
https://store.steampowered.com/app/4228920/_/

AI disclosure:
No generative AI was used in the game’s art, music, writing, or code. All artwork was hand-drawn by our team.

Thank you for reading. We’re a small team, so feedback from this community would mean a lot to us.

u/Ok-Pineapple8301 — 21 days ago
▲ 21 r/BeatEmUps+1 crossposts

Cat Girl Survivor 2: Beyond The Veil — small update from the developer ( demo open )

Thank you again to everyone who commented on my previous post. A lot of people encouraged me, but just as importantly, a lot of people gave me very useful feedback. I’ve been taking that seriously, and I wanted to show that I’m not just reading comments and moving on — I’m actually changing things because of them.

For reference, here was my previous post

Based on the feedback here, I’ve already started making changes:
enemy HP bars are hidden for now
I plan to add them back as a toggle option later
I reduced the damage font size
old AI dummy images have been removed
everything currently shown is human-made
I’m also improving the skill system
A lot of people were right about readability. Our game throws a lot of enemies at the player, and the combat is built around combos, juggling, magic, and clearing large groups quickly, so screen clutter becomes a bigger problem for us than usual.
Our new illustrator is also working very hard on redrawing the game’s illustrations, so the whole project is improving little by little.
Right now we’re at around 5,500 wishlists. To be honest, that’s still a small number for the kind of game we’re trying to make. Beat ’em ups are a very niche genre, so wishlist growth is slow, but from this point on we’re going to start pushing much harder.

Here is the Steam page

If the game looks interesting to you, I’d really appreciate a wishlist.
Thank you again for all the support, feedback, and encouragement. I’m going to keep improving it.

You can play cgs2 demo here

u/Ok-Pineapple8301 — 1 month ago

Cat Girl Survivor 2: Beyond The Veil — quick dev update

First, thank you again to everyone here.

A lot of people gave me encouragement on my last post, but just as importantly, a lot of people gave me really useful feedback too. I’ve been taking that seriously, and I’ve already started changing a few things because of it.

For reference, here was my previous post:
https://www.reddit.com/r/BeatEmUps/comments/1sqkiv2/comment/ojt20sx/?context=3

One of the first changes was adding an option to turn enemy HP bars off. I also made the damage font smaller for now. The current font is still temporary, and I’m not fully happy with it yet, but people were absolutely right that it was covering too much of the screen.

Because our game throws a lot of enemies at the player, and the combat is built around combos, juggling, magic, and clearing large groups quickly, readability matters even more for us.

The character in this clip is Lea, an onmyoji. Every time she attacks, paint drops onto the ground, and she can use that paint to trigger extra attacks on enemies. I was so focused on continuing the combo in this clip that I didn’t even show some of her other magic — I actually could have extended the combo a bit more.

Our new illustrator is also working really hard on redrawing the game’s illustrations, so I wanted to make another post to show that the game is actively improving, and that the feedback people gave here is genuinely affecting development.

Steam page:
https://store.steampowered.com/app/3756910/Cat_Girl_Survivor_2__Beyond_The_Veil/

If the game looks interesting to you, I’d really appreciate a wishlist.

As everyone here probably already knows, beat ’em ups are a very niche genre, so wishlist growth is honestly slow. We’re still only at around 4,000.

Still, I’m going to keep improving it and keep fighting for it.

Thank you again for all the support, feedback, and encouragement.

u/Ok-Pineapple8301 — 2 months ago