These notes document real iterations from the current MewMallow build rather than serving as release marketing only.
Mobile MEW STACK contact and performance tuning
Desktop stacking had improved, but mobile scaling still created visible space between blocks. The contact calculation was adjusted for the non-uniform mobile scale, while repeated layout measurements were reduced to make longer runs lighter. Gameplay rules, score values, and timing were left unchanged.
Tutorial gacha now uses the real Gacha page
The tutorial was changed so the player is guided to the actual Gacha screen. The first tutorial pull is free and uses the real animation and result flow. The goal was to teach the live interface instead of presenting a separate tutorial-only imitation.
Tutorial spotlight and arrow targeting rebuilt
Early testing showed that arrows could point in an unintuitive direction and the dark overlay did not always focus tightly enough on the actual target. The targeting system was rebuilt to place the explanation panel around available space and point toward the real clickable element on both desktop and mobile.
Furniture set completed
Previously prepared furniture artwork was integrated across the shop and home café. Cozy Cat Bed and Dessert Display Cart were added alongside two premium Unicorn Dream furniture items. Home furniture selection now saves per slot, prevents duplicate use of the same item across both slots, and respects ownership.
Stripe premium purchase test completed
The Unicorn Dream Bundle completed an end-to-end sandbox test: Checkout opened, payment succeeded, the purchase entitlement was written to D1, the original game tab changed to Owned, and the restore code successfully reconnected the same entitlement in another browser.
US-facing marketing foundation
The game positioning was standardized around four ideas: collect cats, decorate the café, play bite-sized mini games, and keep the overall tone cozy and cute. Short-form video planning was organized around testable hooks instead of relying on a single trailer format.
MEW STACK prototype moved toward production
The stacking mini game was developed separately before integration into the larger café game. This made it possible to tune block behavior, perfect-drop feedback, scoring, mobile input, and visual contact without risking unrelated systems.
Gacha presentation direction finalized
The gacha sequence was separated into anticipation and reveal stages. Common, Rare, Epic, and Legendary outcomes share a consistent café setup while using different reveal lighting and effects. The sequence is designed to communicate rarity visually without changing the underlying probability after the pull begins.