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Hide and Luig
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Meccha Hunt
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Fruit Ninja
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Toaster Dash
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Meccha Chameleon 3
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Meccha Chameleon 2
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Water Color Sort
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Stickman Chameleon
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Paint to Hide!
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Paint&Seek Online
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Meccha Obby
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Paint or Seek: Chameleon Hide Online
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Hide ‘N Seek!
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Paint Strike
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Meccha Chameleon Mobile
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A Little to the Left
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Among Us
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Stickman Hook
Meccha Chameleon Update Roundup: Every Patch Since Update 4.0.0
Meccha Chameleon, the paint-to-hide multiplayer game from solo developer lemorion_1224, has kept up a remarkably fast update pace since launch, and the run of patches from Update 4.0.0 through Update 4.1.0 is a good snapshot of that habit: eight days, five separate releases, and a steady mix of new content, hotfixes, and network tuning. Here’s every patch in that stretch, in order, based on the game’s official Steam news feed, along with enough background on what came before to understand how the game got here.
Why the Version Numbers Climbed So Fast
Players who only recently picked the game back up are often surprised to see it sitting at version 4.1.0 barely three months after launch. The explanation is simply pace: lemorion_1224 has shipped new numbered updates and hotfixes at a rate few solo-developed games manage, often multiple times a week. Early on, changes shipped as small point releases in the 1.x range while the developer worked through matchmaking and server stability. As the player base exploded into the tens of millions, patches grew larger and more frequent, pushing the version number through 2.x and 3.x within about two months before crossing into 4.x in late August.
Update 4.0.0 — August 20
The version that kicked off the current 4.x line focused on a single new feature alongside a short list of fixes.
- Added the “Petit Chameleon” body size option (x0.5 scale), which can only be used if the host allows it
- Fixed an issue where players were floating slightly off the ground
- Fixed a rare issue where Hunters could not be eliminated while crouching
- Fixed several locations where players could get stuck in the environment
Petit Chameleon continued a pattern the game had already established with earlier body-size options: giving hiders more ways to physically fit into tight or unusual spaces, at the cost of making their paint job harder to judge at a glance. Because it’s a host-gated toggle rather than something available by default, its actual impact on public matches has depended heavily on how many room owners choose to turn it on.
Hotfix — August 21
A small follow-up patch landed the next day, aimed squarely at Workshop mod maps rather than the base game.
- Mod maps now update automatically instead of requiring a manual re-download
- As a result, mods are only re-downloaded in full on their initial install
This is a quality-of-life change more than a gameplay one, but it matters for anyone running a modded private lobby: before this fix, keeping a group of players synced on the same version of a custom map meant everyone manually re-downloading it whenever the map creator pushed an update.
fix4.0.1 — August 24
This patch targeted two specific issues that had been reported since 4.0.0 shipped.
- Fixed Hunters not using their teleport ability at the start of the round, by changing the rules so Hunters can no longer crouch while waiting
- Mitigated an issue where a player’s position would visibly shift when switching into free camera mode
The teleport fix is a good example of how narrowly scoped these follow-up patches tend to be — rather than reworking the underlying system, the fix simply closes off the specific state (crouching while waiting) that was causing Hunters to get stuck without their starting teleport.
Update 4.0.2 — August 25
Released the same day as a community post asking players to help identify a crash issue, this patch focused entirely on performance and controller UI.
- Reduced overall network usage by roughly 50%
- Adjusted how certain controller operation guides are displayed on screen
A 50% cut to network usage is a substantial figure for a peer-hosted game where every player’s client has to stay in sync with everyone else’s paint state, movement, and voice data. Combined with the further 40% reduction to painting-specific traffic that would follow in 4.1.0, these two patches together represent one of the more significant behind-the-scenes performance pushes the game has had since launch.
Update 4.1.0 — August 28
Covered in full in its own patch notes breakdown, Update 4.1.0 is the biggest release in this stretch by a wide margin: two new maps (Kyoto and Art Museum), reworks for Greece and Egypt, a complete replacement of the server browser with join codes, and close to twenty additional fixes and quality-of-life changes.
| Version | Date | Focus |
|---|---|---|
| Update 4.0.0 | August 20 | Petit Chameleon body size, stability fixes |
| Hotfix | August 21 | Automatic Workshop mod map updates |
| fix4.0.1 | August 24 | Hunter teleport fix, free camera fix |
| Update 4.0.2 | August 25 | Network usage reduced ~50%, controller UI |
| BIG UPDATE 4.1.0 | August 28 | New maps, join-code system, ~20 fixes |
What Led Into 4.0.0
The 4.x line didn’t appear out of nowhere — it followed directly on from a similarly active stretch of 3.x updates earlier in August, which is worth knowing if you’ve been away from the game for a few weeks.
- fix3.7.3 (August 12): fixed a rare issue where Hunters wouldn’t move onto the map, corrected a numeric input bug, fixed glitching player name displays, and added a movement speed setting for controller-based painting
- Update 3.8.0 (August 14): added a vote-based “Mo Eeyo” (skip ahead) feature for hiding and reveal phases, added a server-side ban list, and fixed several collision, camera, and jump-height bugs
- Update 3.9.0 (August 16): added the “Shopping Mall” official map and noted this would be the last new official map for a while, aside from collaboration maps
- Update 3.9.1 (August 16): same-day follow-up fixing emote selection and a ceiling-cling animation gap
That “last official map for a while” note makes the two brand-new maps in 4.1.0 a bit of a reversal — whether that was always the plan or a response to player demand isn’t stated in the patch notes themselves, but it’s a detail worth keeping in mind if you’re tracking the pace of new content going forward.
Even Further Back: How the Game Got to 3.x
For players curious about the deeper history, the early months of Meccha Chameleon’s patch record show a similar rhythm of small, frequent releases. Very early updates like v1.0.2 and v1.0.3 focused almost entirely on private server search and matchmaking tags, while v1.1.0 improved server connection reliability and hid in-progress public servers from search — a feature that, notably, would later reappear in a more refined form in Update 4.1.0. Character variety expanded gradually over time as well: the “Cube” body type arrived around v1.9.0, followed later by “Plump” around v3.3.0, before “Petit” rounded things out in v4.0.0. Combat balance also evolved along the way, with an ammo-limit toggle for Hunters introduced around v2.3.0 and refined in a couple of follow-up point releases shortly after.
| Version Range | Approximate Timing | General Focus |
|---|---|---|
| 1.0.x – 1.2.x | Mid-to-late June 2026 | Server search, matchmaking reliability, Workshop mod integration |
| 1.9.0 | Late June 2026 | “Cube” character body type added |
| 2.3.x – 2.7.x | Late June – mid July 2026 | Hunter ammo limits, new “Egypt” map, map lottery filtering |
| 3.3.0 | Late July 2026 (approx.) | “Plump” character body type added |
| 3.7.x – 3.9.x | August 12–16, 2026 | Controller fixes, “Shopping Mall” map, vote-skip and ban features |
| 4.0.0 – 4.1.0 | August 20–28, 2026 | “Petit” body type, server browser overhaul, Kyoto and Art Museum maps |
Patterns Across the 4.0.0–4.1.0 Stretch
Looking at all five patches together, a few habits stand out in how lemorion_1224 has been supporting the game post-launch.
- Fast turnaround on fixes: three of the five patches in this stretch (the Hotfix, fix4.0.1, and Update 4.0.2) were narrow, single-purpose follow-ups released within days of the update they were patching
- Network performance is a recurring focus: both 4.0.2 and 4.1.0 include explicit network-usage reductions, suggesting bandwidth and sync load remain an ongoing concern as the player count stays high
- Community troubleshooting outside of patches: the developer also posted directly to the community (in Japanese) asking for help identifying a specific crash, separate from any numbered patch
- Big content patches are still infrequent: after several weeks of smaller 3.x updates, 4.1.0 is the first patch in over a week to add new maps rather than just fix or rebalance existing systems
- Character roster grows slowly and deliberately: each new body-size option (Cube, Plump, Petit) has landed months apart rather than in a batch, and each has been gated behind a host toggle rather than enabled by default
Staying Current on Future Patches
Meccha Chameleon ships every update through Steam directly, with no separate launcher or opt-in beta branch, so the simplest way to stay up to date is to let Steam finish downloading before you try to join a lobby — client versions have to match to play together. The official news feed on the game’s Steam Community page lists every patch as it goes out, following the same update / hotfix / fix naming pattern seen throughout the 4.0.0 to 4.1.0 stretch.
Given the cadence shown here — a major patch followed by one to three smaller fixes before the next big one — players who sat out the last few weeks can expect the same rhythm to continue, with Update 4.1.0’s server and networking changes likely to get at least one more follow-up fix before the next map-focused patch arrives.