

Mewgenics
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Mewgenics
Build a team from your growing household of cats, assign classes, and send them into turn-based tactical adventures. Careful positioning, ability combinations, and environmental interactions shape battles, while cats return with experience, scars, and mutations that can influence future generations. The Steam PC version has 89%% positive player reviews from 50,941 reviews. Supported interface languages: Simplified Chinese, English, French, Italian, German, Spanish, Portuguese-Brazil, Japanese, Korean, and Russian. Released February 10, 2026.
Credits
Lowest recorded in 36 months
$0.642026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| English | Yes | — | — |
| French | Yes | — | — |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | — | — |
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
| Russian | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Controller
The Steam PC version supports full controller input.
Mode and languages
Steam supports single-player and interface languages including English, German, French, Italian, Japanese, Polish, Portuguese, Russian, Spanish, and Simplified Chinese.
03Frequently asked questions
What do you do in the game?
Build a team from your cats and take them into turn-based tactical adventures.
How does breeding work?
Returning cats bring experience, scars, and sometimes mutations; breeding passes traits on to future generations.
What shapes combat?
The description lists more than 1,000 abilities and over 900 items.
Latest news about Mewgenics
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
250+ hours of testing - the game is incredible, and I didn't even see half of it, there is so much content UPDATED: I have been playtesting Mewgenics for about 2 years. I am thrilled to finally be able to talk about how amazing this game is! It's Final Fantasy Tactics, mixed with magic: the gathering-style draft and combo building, with some of the best music in a game in a long time... and cats humping. and poop. so much poop!Show moreShow less
I'm going to leave a negative review for now. There's a good game in here, but my experience so far has been pretty frustrating due to subpar UI design and lack of consistency in ability descriptions. I understand that there's an element of discovery to this game, and to pretty much every other game by Edmund. Isaac has hundreds of items that do something whacky, and you don't know what it is until you pick them up, knowing that any of them could ruin your run, But this is a turn-based strategy game, I don't want to have these kinds of knowledge checks when making level-up choices or deciding what to do on any given turn. Right now, my melee character has the following abilities: - Rocks: "A lobbed attack" - Stun: "Chuck a rock at a unit" - Barbed Wire: "Give a unit +5 Thorns until next turn" Can you guess what the ranges are for these abilities? The game doesn't tell you. Okay, here we go: - Rocks: 4 tiles, ignores line of sight - Stun: Infinite range, ignores LoS - Barbed Wire: 5 tiles, ignores LoS Got that? Were you able to guess from the information I gave you? Because that's all the information given to me by the game. Round two. - Nail Throw: "Attack a unit in a straight line" - Sudden Affliction: "Trigger the Poison, Bleed, and Burn effects on a unit" - Shadow: "Teleport behind a unit" Now that you have information from the previous example, you might think, 'Oh, when it said "Chuck a rock at A unit," that meant that the ability has infinite (or long) range and ignores LoS. So these other two abilities that use the same wording must be the same. Let's see if this logic works! - Nail Throw: 3 tiles in an orthagonal direction - Sudden Affliction: 1 tile - Shadow: 4 tiles, affected by LoS Well, that's really inconsistent. Maybe the 3rd character will make more sense? - Magic Dart: "Shoot a charged projectile within your line of sight. This attack counts as both magical and physical" - Dart: "Throw a nail that ignores shield" - Fire Blast: "A fireblast that inflicts Burn 2 in an area" The first ability is very descriptive! Except, there's no mention of the exact range, just that it has a range. Dart has a suspiciously similar icon to Nail throw, but it doesn't say anything about shooting in a straight line, so it is probably simply range-limited like Magic dart. Burn 2 in an area is confusing also, is it a 2x2 area? A plus shape? - Magic Dart: 3 tiles - Dart: Actually, this works exactly like Nail Throw, except it doesn't scale with ranged damage, because it's a spell - Fire Blast: Same range as Magic Dart but ignores LoS; the area originates from the selected tile in a plus shape Again, I understand that this is an Edmund game. But this level of inconsistency is just annoying, and a solution to this very problem has existed in games of this genre for years now: ability previews. Just show me the range, area, and LoS restrictions in a pop-up. There are other ui issues, like being unable to see your team's abilities during a combat, not having a cat stat overview for your entire team when assigning them classes (you have to cycle between the cats and remember which one has what stats), not seeing how many uses an item has out of combat until you hover on it, not being to able undo any actions even if they involved 0 rng (movement), not having enemy movement & attack range previews (correction: holding right-click over enemies shows the squares they threaten), etc. For this price point I expect a higher level of polish and these basic features that I can find in other games in the genre. In all other regards, the game is good. The music slaps, the art is a signature mix of gross and charming, the dark humor hits, the gameplay is fun. I like how random events can shape characters, like my rogue getting PTSD and going on a rampage after every kill, taking its turns automatically to attack the nearest unit (Though as I come back to edit this, I found another point of frustration where killing undead units counts as 2 kills if you destroy the corpse, which caused the PTSD cat take 2x as many uncontrolled turns and kill my entire party). I just can't get over these annoyances, and they really add too much friction to my experience for me to have the "I can't put this down" feeling that my favorite roguelikes have, instead leaving me with "I kind of want to put this aside until they polish things out". So, I think that's what I'm going to do. EDIT: I made a mod that adds detailed ability and item descriptions. You can find it on nexusmods: https://www.nexusmods.com/mewgenics/mods/30 I'm no modding expert, so it's pretty rough, but gets the job done. Since some people keep responding with things like "this is standard for a game interface," I'd like to point out that Final Fantasy Tactics had better descriptions and details of abilities in 1997, including range, effects, and area size. 1997. That's almost 30 years ago. Other games have improved on that design, this game walks it back.Show moreShow less
I bred cats until their spawn was inbred enough to cast fireball for -2 mana at the cost of permanent osteoporosis then sold him to a gay guy to build an extra room on my crack house where I bred more cats 10/10Show moreShow less
I'm having enough fun with the game but I definitely haven't been recommending it to friends. At the core, the game is a QoL nightmare on every front. Basic things like "check which of your units at base are deployable" requires clicking things one by one, sorting out which items to keep after a run genuinely gets me to groan every time as I get a huge grid with incredibly limited filtering options... But the biggest issue is combat itself. When you're drafting an ability, you aren't told what its range or area is, many don't tell you basic things how "yes this knockbacks, but how far?" Enemies have vague descriptions of their skills, and sometimes straight up don't mention certain ones. Items and parts of the environment alike have unlisted effects. You can't double check your other team member's passives while one of your team's turn is up. There's no button or option to toggle to just *see everyone's health bars at once* without individually hovering everyone in case you missed them losing half their HP to a randomly triggered chain AoE or something. The line between "the designer just WANTED everything to be a mess of trial and error and trying to remember how everything works" and "this is just a bother to play but looking everything up would be a drag" is thin. The core of this is that the main reason I'm continuing to play everything blind is... the game is pretty easy. It took me half a dozen runs to have a second character *go down*, much less die. The game's main source of challenge is chaotic chains of stuff suddenly killing your characters making you go "wait, what even was that? Why did that happen? Is there no combat log? Huh?" That's not a weird exception, that's basically the SOLE way a skilled player can lose. There's also a bunch of other annoying stuff. Many enemies have an AI focused on running away and a painful % of fights end with "spend 90 secs of your life moving after a mostly-harmless plinking enemy running away into a corner. You can't go back to check your equipment during drafting, even though drafting around equipment you have is a huge source of potential synergies. Event design in the game is also incredibly lazy and boring. Like actual 1/10 tier. It picks a random cat and gives you vague options that randomize the result based on a stat. There's no choice of interesting tradeoffs or risks in 90% of events - if you're playing blind and aren't looking up every event it's usually "click whatever is based on your biggest stat" and half the time your ultra-high stat still results in either a bad result or just "nothing happened." So many roguelikes these days offer events that are consistently genuinely interesting tradeoffs. Am I willing to get injured to get a cool item? Will I take this permanent negative for this permanent positive? Trade money and max HP for each other? Just... ANY sense of choice that might actually feel like there's a trace of player engagement. The bar isn't high here, but it's higher than THIS. And the QoL is very visible in the options menu. The most blatantly missing option in such a noisy game is "mute in background." This is in every options menu of every other game I've played made in the last... 5? 10? years. Except this one. It's mainly obvious that this game didn't go through early access, but was entirely internally tested by sycophants who think "pretty easy but occasionally blindsides you due to unclear communication" is a meaty challenge and "lacking basic QoL convenience expected of genuinely any game in the last 5-20 years, like viewing your units in a list showing their stats" as something they'd handwave as "eh I'm a fan and it's not THAT big of a deal so I don't want to make a fuss." This is a textbook example I'll point at for years in my work as a developer for why you need playtesters who *aren't* fans, so they can call out the genuinely bad and inconvenient decisions. ---- So why am I still playing (if a lot less than 36 hours, I leave it up in the background most of the day while doing other stuff)? I've been having a hard time finding a good time sink lately and the core synergies can still be somewhat varied. There aren't really any super unique mechanics here that'll make the game memorable, but it still has enough "oh neat" stuff to drag itself out. It helps a lot that I'm trying to force myself to play things blind and not optimize breeding, so that I'm not rapidly burning out by making overpowered one-note builds. I know as soon as I reach that point I'll be within an hour of quitting. Gear is also nicely varied - way too many games in this genre fail simply by having too little content and making every run have you seeing the same cards/items/abilities/classes/whatever over and over. The content variety here is solidly high - not exceptionally so, but enough to fill out a few dozen hours of entertainment if you have the stomach for all the annoyances. In any reasonable universe I'd expect something basic like adding "mute audio while in background" to be hotfixed on day one, but this is a meme game with a developer solely listening to sycophants and I have no idea if I can promise "I imagine most of these blatant inconveniences will be patched within a few weeks" like I could on almost every other indie game I've played with a passionate small team.Show moreShow less
Great game, loving it so far. My only complaints so far are: -No 'Borderless Fullscreen' mode (Thanks to @thedrom44 in the comments! their manual solution of selecting "Prefer Layered on DXGI" for Vulkan/OpenGl Preset Method on the NVIDIA control panel works!) -No aspect ratio support, ie my laptop's display is 16:10 so i have black bars on the top and bottom -Some inconsistent ability descriptions -Range not specified in most ability descriptions -No way of seeing your other cats' items and abilities mid-fight when its not their turn -Can't check inventory in shops (fixed in v1.1) Some complaints ive seen that I dont fully agree with: -"There should be an undo button" nuh uh -"I dont like seeing my cats getting hurt" did you look at what game you were buying -"Why so much poop, gore and fetuses" did you look at whose game you were buyingShow moreShow less
I was initially impressed, but the problems start to stack up after you become accustomed to the game. A lot of these problem stem from it being an Edmund game, which was clearly only tested by hardcore fans. Or worse: ignored and brushed aside by those not familiar with the TBS genre. TLDR: If you really love Edmund, go for it. There's an enjoyable experience buried under some tedium and annoyances. If you've never played Into the Breach, Tactical Breach Wizards, HOMM3/5, or even XCOM, then this will probably be an enjoyable first foray into TBS games. However, for all the care that went into the design, animations, artwork, and systems, there's some serious sins this game commits that heavily sour the experience for longtime TBS gamers which leads me to not recommend it to anyone. The sins: Stylized UI with huge action costs to view anything important. It's pretty to look at, but after a few hours I'd like to just be able to see all my Cat info in one place. Both at home and in combat. It can take 8-10 clicks just to gather the necessary info to decide whether a new item should go on a particular cat. Repeat after every fight for every item you loot, and repeat after every mystery encounter. My cat got depressed! Okay, wtf did that do? Click into your cats, cycle through your cats to find the right cat, check every stat indicator, check for mutations, check the hover descriptions on everything until AH FINALLY -1 intelligence permanently. Trying to figure out which cats to send on a mission? Let me cycle individually through 15+ cats repeatedly to check base stats and ages to determine who can fit nicely into specific collars for a proper team comp. Lack of details/clarity. Edmund games are famous for not telling you exactly what you're getting into. There's a real element of discovery. But in a highly tactical TBS game, I'd like to know some of this info without rote memorization or guesswork. A very limited supply of this info can be found in tips from the townspeople, but full details are not. This is most apparent with stats. Improving strength increases melee damage 1:1. Improving range does not. Improving intelligence also does not for spells. But they both do at some other unspecified ratio. Luck determines crit & "all other chance based stuff", but by some unknown amount. Does 5 luck = 5% crit chance? How much does a backstab improve crit chance? Is it worth spending an extra movement reset to go for a backstab in this scenario? I don't know the odds at all. Complete guesswork. Does this angled ranged shot count as a backstab? Do lobbed shots ever count as backstabs? You'll never know any of this. Zero information about home and furniture upgrades. Comfort increases the chance cats get it on! By how much? 1%? 5%? What's the base chance? Is it worth trading -2 comfort for +4 appeal? I don't know, because there's no way to find out what value a point is worth. You just have to guess that bigger number = better and pray that +1 is equivalent to a -1 elsewhere. Combat UI is atrocious in general. Huge amount of guesswork on what opponents can or can't do. Unable to view all the info of your other cats when one is selected. Needing to constantly use middle mouse to identify wtf is actually happening. RMBing every enemy every turn to figure out what's actually dangerous. Endless moments of "Wait, that's what that means?". Random events are atrocious. Boring, random chance encounters with 0 cognitive input from the player. Just pick the highest stat and move on. No trade offs, no real choices, no risk/reward. The game is glaringly easy. Of my total 2 individual cat deaths and only 1 failed run in dozens of hours has been a result of: I wasn't aware that's how the game even worked. Failure example: I made an OP cat who killed the boss who is noted as "takes revenge on the cat who killed them". So I figured something along the lines of my cat dies permanently too. Whatever. In reality: my cat flipped sides, immediately proceeds to repeatedly stunlock the rest of my entire team, thereby getting something along the lines of 10ish free turns and ending my run with 0 input from me. That's an Edmund moment right there. But for that to be my only failure? I've basically slept through every other run. Minor annoyances that start to grind on you the more you play: Can't see enemy health bars without repeatedly hovering over them. Can't directly choose your cat's movement to avoid obstacles/traps, even if you have plenty of excess move points. The 2.5D graphics mean you'll repeatedly accidentally click just slightly behind an enemy rather than on them, forcing you to turn on a feature which has the reverse annoyance of requiring you to confirm click every action. No saving mid-combat (the game actually yells at you if you have the gall to turn it off mid-run-mid-combat). I had to leave my computer, you don't need to be a ♥♥♥♥ about it The grind of needing to finish half a dozen runs for almost every single meta upgrade means progress is horrendously slow. Actually breeding cats is a time consuming chore. The lack of house stats mentioned above means your choices are basically arbitrary. Until you unlock a few extra rooms in the house you can't even properly separate cats for true breeding purposes, and even then the "gameplay" is just: leave them in their own room, hit end day, repeat till kittens or death. Unlike most roguelikes/meta-progression games, losing a run still earns you "some" sort of progress. Mewgenics does the opposite, punishing you with dead cats + lost items + lost in-game time + lost real-world time. A "strategy" game where most other tooltips are lies or misleading. (I'm looking at you "In-line-of-sight"). Effects like "immobilize" that straight up don't stop enemies from moving. They can still jump halfway across the map? Cool, thanks for lying to my face. Charm an enemy? It still eats you on its turn. Cool, charmed was a lie too. and sooo much more. This entire game is an example of why you need playtesters who aren't your die-hard fans. Playtesters who have experience in the genre you're clearly entirely new to and can point out "this is a point of friction" before your game hits release. Especially if you've taken a decade and a half of development time to where you could have smoothed out these rough patches.Show moreShow less
Edmund McMillen, you great man, you made a piece of master with your treasure Mew it's ♥♥♥♥♥♥♥ good this treasure game I will become give my money I hope you will in your next time a cat in a loving home you cutieShow moreShow less
Total Playtime to Main Story completion was 124 hours. The game is fun but i'm wavering. My desire to complete games when I buy them is really biting me here. The majority of reviews reflect only the first hours of the game but fail to mention any of the actual mechanics. Plain and simple, the cat donation system is awful. It sucks you need to give Frank 50 retired cats just for another room on your house (next is 100). 50!!!! You only get 4 cats per run and that's if they all survive. Each run can take anywhere from 30minutes to 2 hours. And its not just Frank, another guy needs 15 cats (but only if they've completed the hard level), 5 more to the Dr (but only my mutants), 10+10+10+10 to the Store lady (but only my old cats), and 10+10+10+10+10 to the furniture store (but only the injured ones). The numbers are far too high.Show moreShow less
Like all of Edmund's games, the aesthetics make it seem like it was made by a 14-year-old that huffs glue until you realize it is so mechanically rich it must have been made by a truly motivated genius, and then you realize those two things are deeply intertwined. I can't stop playing. It's just so much fun. Please do not check in on me, because I do not want to be interrupted.Show moreShow less
It's alright, it's missing a lot of what makes this genre fun. Updating as I go - but the further you go the more the flaws start to appear so I'm expecting people who to get further in to start piling up instead of the 97% we have now. If you're from a background like Final Fantasy Tactics or Tactics Ogre, it's not going to get anywhere close, and if you're from anything else - you're going to be noticing a lot of things are just weird and missing. Controller support is, eh. It's basically using a joystick as the mouse rather than the grid based selection this type of genre would normally use. No undo button (even for basic movement) nor previewing attack ranges at X location like other games of this genre. (When moving it seems to only preview your base attack and nothing else?) There's no way to see the status of all your units without manually going over them, and when your screen is a clusterscuff like it gets in this, it's a pixel hunt. Smaller enemies like maggots and more can, and will be consistently hidden behind bigger units with no way to see them but by holding down middle mouse. (which isn't a mentioned feature by the game) Enemies can be so small that they are near impossible to see even with the special ui mode, being nearly completely invisible inside brambles for one. Is there a trap on your path to an enemy? You can't change the movement path the game decides for you to a location. You could easily have enough movement to loop the stage 30 times but you're unable to tell the game to walk around the trap lol. Buffs / Perks cause the game to quickly snowball into unreadable super fast - and I'm very, very early on and my whole party had a string of 15-20+ buffs all doing different things and it is thoughtless. Finished a run? All the items in your storage get swapped out for the items you just had, and now you have to manually go through everything mixed out and in to get rid of the trash and re-organize, every single time before they get automatically trashed. If I wanted to put an item in my storage, I'd do it myself. Other things like, "immobilising" specifically stating "cannot move." Except enemies can use every single movement ability they have under this debuff and so can you, so at least redescribe it to "cannot use movement action". There's no way to list all your cats, you're going through them one by one and currently the only way I have to organize 10-15+ cats with different stats, usableness (you can't re-use cats that have cleared a run) is to keep them in the two seperate rooms. This is a strategy game where every tool tip is misleading. "In line or sight" for my cat is barely a few tiles when they can use other skills to hit cross stage. "Blood Fever" procs on killing ANY unit from allies to enemies - except it doesnt work on the sentient bombs that proc every other on kill effect in the game. Combos even this early feel like you can be utterly screwed or roll into just ascended screen nuking and there's not much thought behind either, your skills are mostly(at least this early) decided randomly after you select your cats. Insane game ending knowledge checks that make no sense. The one shot shark doesn't eat it's allies. If you charm it, it's on your team. But if you stand near it while charmed it will still automatically eat your cat. I wouldn't even say it's much of a strategy at times, I'm currently just mass producing "blood fever" necromancer cats and they generate infinite turns off their own leaches to the point I've solod a full run with one cat, and when you can breed leech abilities onto different cats - I can beat this game as any class already - which while a little fun has kind of invalidated the other builds. Quick example, chaos teleport 20x in a row, cast crescendo and kill the whole screen in most maps first turn since cleric made us all immune for one hit, maybe it gets more rough ahead Base combat speed is, stupidly slow animation wise. I recommend you bump up the combat speed in the options near asap. Instead of a help guide / information on a lot of the in game mechanics - they've opted for 8+ NPC's you can "get tips" from. The problem is they loop dialogue like crazy and there's no knowing how many are buried in there you haven't seen before. Enemies can attack and kill a cat on the first turn before you even have the option to participate in playing, and with no option to decide on placements before loading into a level - you're completely at RNG on that one. You don't really get to engage in the breeding mechanics til furth There's no way to make a cat face the wall directions, outside of moving them to that spot and not turning them around. I can't tell if it's an oversight or if it's intended, but it stops you using certain things to block from X directions. (someone posted saying you can change it in the settings, but that's wrong) The humour and story are somehow more boomer than boomer comic strips, I can't tell if it's trying to parody certain types of people while falling flat utterly or anything. (weird characters like the flamboyant "tink" old dude wearing pink and a shirt that says "baddie" that only wants kittens. If it picks up and makes me go, "oh wow", which a lot of the other reviews that seem to have played for 200+ hrs of testing? I'll come back and update - but for now it's kind of just alright at best, but definitely not worth that price tag, especially when we start comparing it to other indies. It's also missing borderless full screen, and ultrawide black bordersShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
