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Video Game / Kittens Game

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"You are a kitten in a catnip forest."
— Opening log message

Kittens Game is a text-based Idle Game created by "bloodrizer", put online in 2014 and updated many times since. You start by harvesting catnip from the forest to start planting your own fields, and start building homes for other kittens to move into. The game quickly begins adding elements of city simulation games as you assign jobs to your growing population to bring in more resources, and research new technology and upgrades to build up your little village, to the point where your kittens will be exploring space, building moon bases, and even researching metaphysical stuff.


The "stable mainline" release of the game, updated nightly, can be found here. The "stable backup" version (which may lag behind by several months) can be found here. A wiki is available on the same site. Mobile versions for Android and iOS have also been released.

Kittens Game contains examples of:

  • 420, Blaze It: Having exactly 420 of any resource causes the number to flash rainbow colors.
  • Achievement Mockery: Any achievement which has a red-coloured border is essentially a Mark of Shame and is often achieved by doing something bad or foolish:
    • The "Winter is Coming" and "You Monster" Achievements are awarded to players who had 10 and 100 kittens starve to death respectively in one run, presumably as a form of Video Game Cruelty Punishment.
    • The "Super Unethical Climax" achievement is awarded to players who click the catnip-gathering button 2,500 consecutive times without 2.5 seconds ever passing between clicks — i.e, using an autoclicker.
    • The "System Shock" achievement is awarded for trying (and failing) to sell an AI core during the AI apocalypse — it's not going to let you out that easily!
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  • Adam Smith Hates Your Guts: Most buildings increase in price by 15% for every purchase - the first few purchases can be easy, but stacking them means prices quickly skyrocket. Some early buildings like Huts and Barns scale far far worse, which keeps your village from explosively growing until you research better alternatives.
  • A.I. Is a Crapshoot: The AI core gradually increases in level as it accumulates "gigaflops". While it initially helps giving a bonus to certain space structures, once it reaches AI Level 15 it becomes sentient and evil, periodically destroying a portion of your basic resources. Thankfully, you can reduce its level by overtaxing it and consuming more gigaflops than you make. Alternately, by enacting Transkittenism, you can merge with the AI and prevent the apocalypse entirely.
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  • Alternative Calendar: Four seasons of 100 days each. Amusingly, during the "Winter Has Come" challenge, there's still four seasons — Winter I, Winter II, Winter III, and Winter IV. After researching Astronomy, there's also a rotation of ten five-year "star cycles".
  • Anti-Frustration Features:
    • After building or mass-crafting, the game gives you 20 seconds to undo it, in case you misclicked. Buildings can be sold back (at a loss), but crafting can't be undone in any other way except this.
    • After researching Apocrypha, you can convert your worship (which doesn't carry over to New Game+) into epiphany (which does). If you forget to do this before resetting, it'll be converted anyway at a slight penalty.
  • Antimatter: Can be obtained much (much) later in the game when you start harvesting the local sun directly for more energy.
  • Anti Poop-Socking: While offline, the game accumulates temporal flux, which can be spent on the Tempus Fugit ability to accelerate resource collection and the passage of time. There are other ways to acquire temporal flux, but they're very late-game.
  • Are You Sure You Want to Do That?: If you attempt to refine all your catnip into wood while you have negative production (probably during winter), a dialogue box pops up to warn you that "Your kittens will DIE" and gives you a chance to change your mind.
  • The Artifact: Black Liquid Sorrow is measured in percentage points. It's not actually a percentage of anything now, but in older builds, having BLS would provide a production boost. This feature can be brought back by enacting the "Necrocracy" end-game policy.
  • Badass Adorable: Your kittens can eventually carry railguns to go hunting, while remaining adorable enough that lizards and spiders will give them extra resources.
  • Bad Future: Once you hit the year 40,000, whether naturally or more likely by fast-forwarding, the black hole at the center of the solar system starts having some interesting effects. While you can take advantage of this and adapt to get more energy and lots more storage, all the time shenanigans get progressively harder the further you go. It's been confirmed this is in place to prevent Time Travel for Fun and Profit being abused endlessly.
  • Blatant Lies:
    • The Metaphysics upgrade calls itself "absolutely useless". Naturally, it unlocks upgrades affecting the New Game+.
    • The description for AI Core says it's "absolutely harmless". Yeah, right.
  • Canary in a Coal Mine: the description for Deep Mining is Yummy Canaries!
  • Cash Gate: As with most idle games, progress is blocked by requiring ever-larger amounts of resources which can only be stocked in limited quantites (with storage costs also increasing at ridiculous rates). Thankfully, refined resources have no upper limit.
  • Casual Interstellar Travel: Zigzagged: while going to other planets takes a very long time (without upgrades, one of them takes 46 years- not in-game, real years, and a mere 7 months with all upgrades), extraterrestrial structures are built and resources sent back instantly. You can even have kittens living in high orbit two at a time who can be put to work the same as their Cath-based counterparts, and presumably have the best commute ever recorded in the history of working.
  • Challenge Run: The Adjustment Bureau metaphysics upgrade is all about these. note 
    • Iron Will: The oldest challenge mode, and the only one not locked behind the Adjustments Bureau, Iron Will revolves around progressing without any kittens. The game changes significantly to accommodate for this restriction, enabling some Anti-Frustration Features, unlocking some exclusive mechanics, and allowing you to recruit zebras instead of kittens. There's no direct reward, but if you buy certain metaphysics upgrades, a handful of zebras will stick around after Iron Will ends.
    • Winter Has Come: The seasonal cycle is replaced with four winters, making it much harder to produce enough catnip to feed your kittens — and just to be sure, paragon bonuses won't apply to catnip production. If you get to Helios under this challenge, you'll be rewarded with a higher chance of warm weather in future runs. Repeated runs have increasingly harsher weather, but increase the benefits of good weather during normal runs.
    • Anarchy: Kittens are lazy; they eat more catnip, you can't assign a leader, and only half of them will do a job at all. Building an AI core under this challenge makes kittens in future runs count double towards Karma. Repeated runs increase the percentage of lazy kittens during the challenge, but also increase the benefit of Master-rank skill during normal runs.
    • Energy: Everything that consumes energy consumes twice as much. Building one of every energy source under this challenge will halve the penalties for energy deficits in future runs. Repeated runs increase the energy cost during the challenge, but decrease energy costs in normal runs.
    • Atheism: The Order of the Sun and all its rewards are unavailable. Finishing this run with at least one working cryochamber will increase the effectiveness of Solar Revolution for each tier of Transcendence. Repeated runs enact an increasing penalty to culture, science, catpower, and happiness, but will continue to increase the boost to Solar Revolution.
    • 1000 Years: Time stops progressing normally once you reach year 500. Reaching year 1000 under this run will cause time crystals to produce half as much chronoheat when shattered. Repeated runs increase the cost to shatter time crystals during the challenge (including adding a whole new cost in void), but grant an increasing discount in time crystals to shattering in normal runs.
    • Black Sky: Astronomical events don't occur, preventing you from getting starcharts until very late game. Building a Space Beacon under this challenge causes elders to arrive early in future runs. Repeated runs require additional beacons to complete, but add an increasing bonus to Markers during normal runs.
  • The Computer Is a Lying Bastard: Exploring to find more races to trade with after the dragons gives the message "Maybe there are no more civilizations left?" even if you still have yet to find the leviathans. This bit of sleight of hand ends up making little difference, though, as the last race isn't found via the normal method anyway.
  • Cute Kitten: Since this is built around kittens, naturally, but the cuteness tends to be limited to some fun Flavor Text and the census that details your villagers. Lizards and Spiders also find your kittens cute and will give them extra resources every now and then when trading.
  • Did We Just Have Tea with Cthulhu?: The Leviathans are Elder Gods attracted to Black Pyramids and Markers. They are perfectly fine trading with your kittens to get Time Crystals, Black Liquid Sorrow, and Relics. Later on, you can even play their stock market that runs on their own eldritch Blackcoin currency.
  • Diminishing Returns for Balance: Many bonuses that boost almost everything will only go so far before hitting diminishing returns, worship and paragon bonuses in particular as they can be easy to build up and up once you know how. Other global bonuses (like most things electricity related) rely on escalating costs to curb them, or don't apply to anything that's space-related.
  • Early Game Hell:
    • Much of the early game is noticeably slower thanks to having few buildings that increase in price quickly, and slow resource production. Once you get more resources as well as Paragon (which increases production and storage) via New Game+, a lot of the production speeds up considerably.
    • The "Winter Has Come" challenge. In the early game, getting a sufficient catnip production is extremely difficult due to the permanent winter and subsequent catnip production cuts, as well as Paragon bonuses not applying to catnip production in the challenge. Once you research Aqueducts and better farming tools, all it will take are a few farmers (who are unaffected by the Catnip production penalty of winter) to outgrow the production from catnip fields and offset the catnip demand, pretty much defeating most of the difficulty altogether.
  • Early Installment Weirdness: The Iron Will challenge, being the first challenge ever added to the game, doesn't follow the pattern established by the other challenges — it's not locked behind the Adjustment Bureau, it doesn't have a defined completion point, and it doesn't give a well-defined reward.
  • Easter Egg: Having exactly 420, 666, 777, or 1337 of a resource will cause the number to glow in a different color.
  • Eldritch Abomination: Unlocking certain prestige upgrades will let you build structures to attract Leviathans, who accept trades of moon rocks for time-bending crystals, and will hang around if you feed them corrupted unicorns.
  • Endless Game: Like most idle games, there is no win condition. You can start from scratch with upgrades to make your next game run faster, or just keep building up as the years roll by.
  • Endless Winter: The "Winter Has Come" Challenge Run replaces the normal seasonal cycle with four winters.
  • Export Save: As an option under the options menu, a text version of the game state is provided to copy out, and a corresponding import option is available there as well.
  • Fantastic Racism: Zebras and Griffons have this towards the kittens, as they have a chance to "hate you for no reason" when you trade with them.
  • Flavor Text: Many buildings and technologies have little jokes in the bottom of their tooltip.
    • Catnip field: 'Nip as far as the eye can see.
    • Hut: The Nation of Two
    • Pasture: Take a pint o' milk, Sir!
    • Library: All in Catonese
    • Calendar: What day is it again?
    • Mining: Pickaxes are easier to hold with opposable thumbs.
    • Satellites: Spreading cat videos at the speed of light
  • Gameplay Automation:
    • An early upgrade for the Steamworks allows it to automatically convert wood and minerals into beams and slabs, once per year if you're near the storage cap. Another upgrade lets it also convert iron into plates, and a third one allows it to activate twice per year. At all stages of the game this is far slower than just clicking it yourself, but it lets you accumulate refined resources while idling.
    • Eventually you unlock the ability to build Factories, which can each support a single kitten Engineer working on a Refining Resources task. Again, they're significantly slower than just clicking, especially if they're working on a higher-end task, but they make idling easier.
  • Guide Dang It!: Unless you read through the wiki, or make it a point to explore obscure options on your own, there's plenty of things to miss:
    • The game only presents certain buildings as options once you have some of what's required to build it (so you won't be shown Barns until you have a fair amount of wood). Since no building ever seems to need "megaliths", many players never bother to craft one, and therefore never see that they can build Ziggurats, which are key to an entire new religion involving unicorns.
    • Getting titanium as a new resource can be frustrating. The Navigation tech clearly unlocks Harbors to build for more storage, but also unlocks the easy-to-miss Trade Ships to craft in the Workshop. Trade Ships are expensive and have no clear purpose. The only hint is an obscure message when sending explorers that to find more trading partners you need to reach another continent. Trade Ships let your explorers find Zebras, who offer iron and (rarely) titanium in trade. It's also not immediately clear that having more ships will get you more titanium, although there is at least a different upgrade that encourages shipbuilding.
    • Plenty of other late-game mechanics, prestige upgrades, and rare resources require a guide to understand and use effectively, since they involve resetting the game in some way. Getting karma and paragon is simple enough, but then there's metaphysics, cryptotheology, transcendence, an entire branch of time-manipulation tech...
    • Completing the Black Sky Challenge Run improves Markers by 10% — their corruption factor will increase from .00001% to .000011%, and they will increase leviathan energy cap by 5.5 instead of 5. Until a challenge overhaul in, this was explained precisely nowhere.
  • Idle Game: More complicated than most given the variety of resources to manage, but you still wait for resources come in and spend them on upgrades.
  • The Internet Is for Cats: The Satellites technology has "Spreading cat videos at the speed of light" as its Flavor Text.
  • Jerkass:
    • Some of the other races (especially the Zebras) you can trade with are flagged "hostile", and will randomly steal your trade caravan without paying anything back ("X hate you for no reason"). Having the Caravanserai upgrade along with enough trade posts will reduce this, as will having the Diplomacy upgrade.
    • A very downplayed example are the Dragons. While they're not hostile and are a neutral race, there's a 5% chance that they don't give any Uranium to your kittens in return. Having the Caravanserai and Diplomacy upgrades along with a lot of tradeposts will not reduce this at all.
  • Jerk with a Heart of Gold: Despite the Zebras being utter jerkasses when it comes to trading, if you play an Iron Will mode, they will come to your aid and act as hunters who can also find gold for you.
  • L33t L1ng0: Having exactly 1337 of any resource causes the number to change to a different font and display as green on a black background, a look associated with Hollywood Hacking.
  • Live Item: Unicorns and Alicorns are resources in the game. Interestingly enough, it's possible to have a decimal amount of them just like any other resource — presumably, any decimal value means it's one that's not fully grown yet.
  • Lost Food Grievance: If you attempt to feed the Elders without any Necrocorns in stock, they get displeased and immediately depart.
  • Lucky Seven: Having exactly 777 of any resource causes the number to flash gold.
  • Magikarp Power:
    • The Steamworks. As its description suggests, it initially significantly reduces coal production and doesn't do anything by default. However, upgrades allow it to perform Manuscript Conversion, produce energy, perform Gameplay Automation by converting resources up to twice a year, and even boost the production effect of Magnetos.
      Tooltip Description: When active, significantly reduces your Coal production. Does nothing by default, but can do a lot of cool stuff once upgraded.
    • Faith Bonuses via Solar Revolution. At first, getting worship is a hassle and it doesn't even provide much of a boost. However, when you convert your worship to epiphany, it provides an "Apocrypha" boost that increases the amount of worship per point put in (a 200% apocrypha boost makes each point of faith praised give 3 worship), eventually getting to larger percentages. Then once you use Transcendence, it sacrifices some of your current epiphany to make said it grow even further from fewer worship sacrifices. With this, you can gain worship very quickly, eventually allowing the boost to surpass that of Magnetos and Reactors (it stacks with them too!), and best of all this apocrypha and transcendence boosts carry over from resets. It does take a good bit of time to do this, and it has been Nerfed such that your maximum worship production bonus is capped at 1000%.
    • Trade Ships are made with scaffolding, plates and starcharts. The first two are refined from wood and iron which can be put to better use elsewhere while starcharts are only automated a long way into the techtree, so why get them at all? Because while only one ship is needed to get access to zebras (and therefore titanium), the amount of titanium traded increases with the amount of ships. Zebras randomly refusing to give you titanium is a lot less important when you can get several hundred with a single successful trade (as opposed to the one or two at the beginning). Add in one upgrade makes them boost storage limits and the fact that they can be manufactured automatically...
  • Mutually Exclusive Powerups: Policies come in sets, and you can only enact one from each set — either "Liberty" or "Tradition", but not both, then exactly one of "Monarchy" or "Autocracy" or "Republic", and so on. This is marked by the policies in a set having the same numeric cost.
  • New Game+:
    • Resetting the game once you're over a certain population will get you karma, which makes your kittens happier, and paragon, which speeds up the game and eases some of the resource caps (and every thousand years reached on a single run gives paragon useable during that run).
    • The Metaphysics tech unlocks an entire new tech tree of upgrades that let you spend paragon to add bonuses, reduce prices, or even add new mechanics, all of which carry over to the next run.
    • Chronophysics even lets you start with some of your resources from the previous game, letting you quickly slap up the first buildings and skip past the early build up.
  • Nintendo Hard:
    • It's one of the tougher Idle Games out there, and it's even likened as "a Dark Souls of incremental gaming".
    • Then there's Iron Will mode, which requires that you build a Library without building a Hut, and that you cannot gain any extra kittens (meaning no Huts or residential buildings) or else the "mode" ends, and most buildings that increase job outputs are utterly useless. The only way to get Minerals is via meteors that drop from the sky. You do get Zebras (yes, those Zebras who hate you for no reason) to help you out with hunting and gold, but the run is still excruciatingly slow even with all this. In fact, the game doesn't give you the "Super Unethical Climax" 'achievement' if you use an Autoclicker in this mode.
  • No Fair Cheating: The "Super Unethical Climax" "Achievement" is obtained if you clearly used an autoclicker to click on the "Gather Catnip" button and have had at least one kitten joining.
  • Number of the Beast: Having exactly 666 of any resource causes the number to flash red.
  • Obvious Rule Patch:
    • To prevent the player from earing massive amounts of Unobtainium from boosts like Magnetos or Solar Revolution, it is one of the few resources unaffected by Magnetos, Reactors, Solar Revolution, or Paragon. Only Space Production bonuses will affect it.
    • The Relic Station upgrade costs 5000 antimatter. Since antimatter storage is a massive energy sink, one might be tempted, after building the Relic Station, to disable your containment chambers and get that energy back. To discourage this, having less than 5000 antimatter storage linearly reduces the efficiency of the Relic Station.
    • The Transkittenism policy, which prevents the AI Apocalypse, cannot be enacted if the apocalypse has already begun. The apocalypse also prevents you from selling off AI cores — instead, you get an achievement.
    • During the "Winter Has Come" Challenge Run, paragon production bonuses don't apply to catnip, since the entire point of the challenge is to suffer through the reduced catnip production of a permanent winter.
    • During the "Black Sky" challenge, the normal method of acquiring titanium for the first time — trading with zebras — is impossible until much later in the game than a normal run. So your first Calciner costs no titanium. Similarly, since starcharts are unavailable until you launch a Satellite, the Orbital Launch and first Satellite cost no star charts. However, in exchange, these things all cost 11 times more of their other resources than they do in normal runs.
  • Our Dragons Are Different: Dragons are one of the races your kittens can trade with, taking in a good amount of Titanium in exchange with giving you a small bit of Uranium. There's a small chance where they don't return anything, however.
  • Our Gryphons Are Different: One of the races that your kittens can trade with are the Griffins, and unfortunately, they're jerkasses hostile to kittens and may refuse to trade their part. Having a Caravanserai, a few Tradeposts, and the Diplomacy upgrade will make them more generous to the kittens.
  • Our Time Travel Is Different: The easiest and most common use of rare time crystals is to build Chronospheres, that fling your existing resources into the past for use in your next New Game+, speeding up the early game considerably. Kittens can be sent back too, although that's much more difficult.
  • Planet Destroyer: The USS Mining Vessels Hissmeowra, appropriately called a "Planet Cracker" is stated to be capable of, well, cracking an entire planet to obtain its Uranium. One of the upgrades for them is even called "Planet Busters".
  • Player Nudge: Once the tech tree starts requiring manuscripts, the way the tooltip expands crafted materials can make it look like you need an impossibly high amount of culture — so the first few of these helpfully point out that you don't need it all at once.
  • Refining Resources: Basic resources such as catnip, wood, minerals, and furs can be refined (some slowly but automatically and others slightly faster but manually) into more complex resources at ridiculously low rates (it takes 175 furs to make a single page of parchment, 25 parchment to make a manuscript, 50 manuscripts to make a compendium, 25 compendiums to make a blueprint) which can thankfully be improved with more Workshops and Factories (and in the case of Manuscripts, Compendiums and Blueprints, their codex metaphysics upgrades). Fortunately, most refined resources have no cap, and later on you can assign kittens to craft them over time.
  • Religion of Evil: Zig-Zagged with the Ziggurats, which let you sacrifice unicorns in order to build structures out of their tears, which in turn... summons even more unicorns. Furthermore, it's explicitly stated that the unicorns aren't killed when sacrificed, but just sent back to their dimension. Once you get the Megalomania upgrade for Metaphysics and its associated buildings/upgrades, it starts becoming far more evil, with corrupted "necrocorns", black pyramids, and an Eldritch Abomination.
  • Reptiles Are Abhorrent: Inverted. Lizards are one of the races who can trade with you and they even find your kittens cute, giving them extra resources sometimes.
  • Saintly Church: In contrast to the unicorn madness, there's the Order of the Sun, which produces faith, helps all your kittens do more, and contains enough of its own upgrade mechanics to turn initially useless Temples into a Disc-One Nuke.
  • Sequence Breaking: The intended method of getting into nuclear production is to trade titanium to the Dragons for enough uranium to build your first Accelerators. However, it's also possible — and, on later runs and especially during the Black Sky challenge, far more effective — to hold out for the Orbital Geodesy upgrade that allows you to get it from Quarries. If you're feeling very silly, it's also possible to get to Dune and build Planet Crackers, thereby getting your first uranium from space.
  • Shout-Out:
  • Slow Transformation: Once you have built Markers, it will gradually corrupt Alicorns into Necrocorns that can be used to feed Elders or build higher-tier religion buildings. The catch? This process is agonizingly slow, even with dozens of Markers and several relevant upgrades. And if you already have at least one Necrocorn, the speed is cut down to a quarter.
  • Snake People: Nagas are one of the races that you can trade with. They're neither friendly nor hostile, and they sell minerals in exchange for Ivory. In order to discover them, you'll need enough current Culture when sending explorers.
  • Speed Run Reward: Completing the first space mission within a single year gets you the Jupiter Ascending achievement.
  • Spiders Are Scary: Inverted. Spiders are one of the races who can trade with your kittens and they even find your kittens cute, giving them extra resources sometimes.
  • Static Electricity: Alluded to in the description for Electricity:
    Who knew running around on the carpet could generate such power?
  • Stock Animal Diet: The kittens start the game feeding exclusively on catnip. Pastures add milk to the table.
  • Take That!: The "Socialism" policy has no effect.
  • Tech Tree: An almost Civilization-worthy example that starts at inventing the calendar and farming, and ends with space exploration, time manipulation, and antimatter.
  • Temporal Paradox: Once you start tinkering with the past, time will begin to stutter and drop you into a paradox. Your kittens are frozen until your calendar ticks out of the "negative days" and back into normal time. Naturally, yet another rare resource - void, a kind of dimensional energy - starts to wash into your Chronospheres, and more advanced and expensive tech will let you widen the paradox and farm void more reliably.
  • Time Dilation: Shattering a time crystal in a Chronoforge fast forwards the calendar to the next year. Initially this appears near useless, since nothing in your city actually works for that skipped time, until you notice that one very slow resource that builds per year just got much faster. Yet again, more advanced and seriously expensive tech lets you also pull in all your other resources from the year that never was.
  • Time Travel for Fun and Profit: Investing seriously in three facets of the endgame - the Time Dilation tech, space infrastructure to mine Unobtanium, and the religion that summons the trading Eldritch Abomination - lets you set up a loop of shattering a time crystal, generating enough unobtanium from the skip, and trading that to the Leviathans to end up with more time crystals than you started with. It takes a fairly large stockpile of crystals just to set up the tech however.
  • Transhuman: A late-game policy called "Transkittenism" has your kittens "give up kittenhood and merge with the AI". The exact details are left unclear, but it doubles the benefits of AI cores and prevents the AI apocalypse.
  • Unicorn: An actual "resource" that can be obtained from hunting. You can use them to make pastures which will increase your food and unicorn generation, and they can also be used in a sacrificial religion for more bonuses.
  • Unit Confusion: Resource tabs tell you how much real time you need to wait to have all required materials (which can reach several days, as it doesn't take trading or engineer manufacturing into account), while space missions ETA is given in in-game days, which are usually several years long.
  • Unobtanium: Mining the moon provides a new resource called exactly this, while later space upgrades allow you to craft an alloy of the stuff now called Eludium.
  • Vegetarian Carnivore: The kittens seem to feed exclusively on catnip at first. Later upgrades add unspecified animals in pastures - for their milk - to lower the demand for food.
  • Video Game Caring Potential: You get an achievement for having 50 kittens without any dying in the current game.
  • Video Game Cruelty Potential: You get an achievement for having 10 kittens die on you and another for letting 100 kittens die on you.
  • Video Game Cruelty Punishment: The two achievements for letting 10 and 100 kittens die on you are bordered in red, essentially acting as an Achievement Mockery and a Mark of Shame.
  • Video Game Time: It takes about 13 minutes for a year (made up of 400 days) to pass in-game.
  • Winged Unicorn: Alicorns are unlocked by higher-tier religious buildings, and are sent back to their dimension in exchange for crystals that boost your New Game+. You also can corrupt them via Markers into Necrocorns, which can be used to feed the Leviathans.
  • Wizard Needs Food Badly: All kittens require a source of catnip in order to survive. If the player runs out of catnip and there's a deficit in production, they will start dying one by one.
  • Worker Unit: Your entire kitten city population serves as workers, bringing in particular resources depending on the job they are assigned, whether that's building materials like wood and minerals, or mental resources like science and faith.
  • You Require More Vespene Gas: There are well over 20 different kinds of resources to hoard and use, whether obtained by workers, hunts, buildings, or trade. And that's leaving out the crafted resources...


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