My wife’s playtest feedback pushed the controls further than the two-thumb layout in my last note. I have moved steering and jumping into one bottom gesture area. Swipe sideways to move, swipe up to jump, then lift and swipe up again for the extra jump. A fresh still hold beside a scratching post or hanging mouse lets the cat grab; lifting lets go.
Those controls now support more of the tower’s toys. You can climb posts, swing from mice, bounce from floating mushrooms and steer out of a pond towards a dry perch. Dogs, a spray bottle, a vacuum and a startling cucumber create different reactions, with immediate air steering so a frightened leap still leaves you a chance to recover. A separate, replayable practice tutorial pauses to explain each move before you try it, and saved climbs resume safely from a stable perch.
The wardrobe now follows the full concept collection: ten cats and thirty wearables that fit through climbing, jumping and landing. I have refined clothing around the face and paws, lightened the glasses, and given the cats more individual poses and a proper grooming sequence. The tower furniture also changes with the height zone, from warm timber and moss to rope cradles and slate-edged perches.
I sent beta build 10 to both testing groups on 10 October, for iPhone, iPad and Apple TV. I’m still working out how it plays in the hand, how quickly treats should unlock the collection, and which parts of a climb feel inviting enough to try again.