Changes, Development

Digestion & Rollover Damage

In the immortal words of Taylor Swift, “Once upon a time, a few missed snakes ago… ” Sure, we didn’t get everything right the first time – but that doesn’t mean that we give up! And we have now made some major updates to two fundamental game mechanics – Digestion […]

Development, Progress

Big Bobbular Update

Greetings my serpentine fellows – greetings from the dark abyss of the Cave (aka the Development Process). We emerge bleary-eyed and bereft of the better part of our wits to bring you a smallish onslaught of updates. Have you ever seen an Apple and you’re like, dude, I’m long enough […]

Development, Progress

Cavernous Content

This version of Snakelike, unlike its predecessor, features changes as splendiferous as they are tangible. You can find the version notes at the bottom if you’re curious. But here are a few of them: As prophesied there are some new inhabitants – flashes of Zippalopes whizzing by, Floomphs and Geebles […]

Development, Progress

To Build A Dungeon

We at PlacateTheCattin pride ourselves on being eco-conscious – always opting for reuse and recycling whenever possible. But faced with the bothersome task of working the new Templated Cave into our old dungeon generation algorithm we decided to junk all those hippy sentiments, recycle nothing and rebuild the entire dungeon […]


Father and Snake

Despite the simple controls and friendly colorful graphics, Snakelike adheres to the roguelike tradition of being somewhat obtuse. It’s not quite a standard roguelike, with its multi-segmented nature and pattern-based spell system. Nor is it a snake clone, featuring turn-based movement and an array of monsters to combat. So, in […]

Planned Features


If it’s not a boulder falling on your head, it’s a spray of some noxious gas. Traps are an integral element of dungeon construction. They provide a sense of uncertainty and danger: every step could be your last. They add a little extra suspense to each encounter and are yet […]

Planned Monsters


So, as always, the acid test for a new monster is whether or not it interfaces with this game’s unique systems. I wanted a spider enemy. I’ve been playing a lot of Spelunky (classic) and those abominable spiders who drop horrifically from the ceiling… they’re just repulsive in a wonderful […]

Planned Monsters


Allow me to introduce you to my dear friend, the GeebleFloomph. Well, alright technically these are two friends – the Geeble and the Floomph. But they come as a set. Okay, so the Geeble is quick and lithe. Much faster than you. The Floomph is a slow and steady sort. […]

Planned Features

The Orbelisk

As the launch of our Kickstarter campaign draws nigh, we want to delve deeper into some of the specific additions we have planned. But first, let’s talk about fountains. Ah, fountains. How many times have I stopped for a quaff only to end up surrounded by snakes? Water moccasins are […]

Planned Features

How to Snakecessorize

The addition of demi-bosses to defeat and puzzles to decipher presents a new question to the world of Snakelike. What do you get for overcoming such trials? As a snake, you have no experience bar, no stat points to distribute or skills to unlock. So what do you get? The […]