Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 7 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 348reviews | 93% | — | $45.4K |
| $7.99 | 112ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]'고양이'라는 타이틀 하나 믿고 나온 너무 허접한 게임[/h1] '게임'으로 보자니 이딴걸 게임이라고 불러야 되나..? 싶을 정도로 게임성이 뭣도 없고 '비주얼 노벨류'로 보자니 스토리 또한 바닥을 기는 허접함 투박한 픽셀아트, 지도 없음, 느려터진 이동속도와 아이템 한개만 소지 가능 거기에 한술 더 떠 끝없는 뺑뺑이 돌리기, 스토리 따윈 뭐 없고 대충 말걸고 선물 줘서 호감도 쌓으면 뭣도 없는 짧은 스토리 후 각종 엔딩 이렇게 게임성이 뭣도 없으면 스토리라도 좋아야되는데 시작부터 아기 고양이가 바로 옆에 있는걸 알고 있음에도 로드킬 당한 엄마 고양이만 데려가서 아기고양이 혼자서 살아남아야된다! 부터가 너무 짜침 솔직히 이딴걸 누구한테 추천 가능할까 싶은데 이런 스토리에서도 "홀로 남은 아기 고양이 오토케 ㅠㅜ"하며 몰입?공감?해줄 수 있는 극F분들이 그~나마 할만 하지 않을까 싶음.. 여담으로 나는 "엄마 고양이 로드킬 오토케 ㅠㅠㅠ"가 아니라 "차주 불쌍해 자동차 오토케 ㅠㅠ"로 차주한테 더 공감가네..
A Street Cat’s Tale is a small, emotionally intimate indie game that understands the power of perspective. Developed by feemodev and published by CFK Co., Ltd., it places players in the fragile body of a recently orphaned kitten left to survive alone in an unforgiving urban environment. Rather than relying on dialogue-heavy storytelling or dramatic exposition, the game uses its day-to-day survival loop to convey loneliness, curiosity, fear, and resilience. Every trash bin rummaged through, every cautious step near traffic, and every fleeting encounter with an indifferent human becomes part of a quiet narrative about animals that go unseen despite living alongside people. The simplicity of the premise gives the experience emotional weight—nothing is exaggerated or heroic; survival is the story. The visual presentation supports that emotional core. Rendered in soft, pixel-art style, the city feels lived-in but indifferent—alleys, storefronts, sewer grates, dumpsters, and dimly lit roads create environments that are recognizable yet subtly hostile from a kitten’s scale. The art direction avoids stylized cuteness in favor of muted colors and grounded detail, emphasizing that you are not a pampered pet but a vulnerable street animal. Characters—humans, cats, dogs, and birds—are expressive within modest sprite animations, allowing relationships and personalities to develop without lengthy dialogue. The soundtrack also plays an understated but crucial role: gentle piano notes, ambient city noise, and quiet silences evoke melancholy and reflection rather than drama or urgency. Much of the game’s impact comes from how it invites players to fill emotional gaps with their own imagination. Moment-to-moment gameplay revolves around scavenging, managing hunger, avoiding threats, and learning the rhythms of the city. Each day offers limited time and energy, requiring decisions about whether to search for food, befriend characters, explore new areas, or return to a safe space to rest. Mechanics are intentionally simple—movement, interaction, basic resource monitoring—making the experience accessible to players of all skill levels. The sense of vulnerability is consistent throughout. Cars can end a run instantly, aggressive stray dogs must be avoided, and not everyone you meet will be kind or helpful. This design mirrors real stray survival conditions, grounding even the lightest moments in lingering uncertainty. The game rarely holds the player’s hand, but the world is small enough to encourage familiarity and experimentation without overwhelming frustration. What elevates A Street Cat’s Tale beyond a survival loop is its branching narrative structure. Over the course of 13 in-game days, the kitten can form bonds with various characters—shopkeepers, homeless individuals, other street cats, and sympathetic children. These relationships are optional and discovered organically through repeated contact rather than quest markers or forced story beats. Each character offers a different worldview and potential outcome, resulting in multiple endings that range from hopeful and heartwarming to somber or bittersweet. Because runs are relatively short, replaying feels natural rather than burdensome, and uncovering new interactions gradually reveals the city’s emotional ecosystem. The endings never feel like binary success or failure; instead, they reflect the unpredictability of life without protection or privilege. However, the same simplicity that gives the game emotional clarity can also limit its mechanical longevity. Once players understand optimal food sources, safe routes, and social patterns, later playthroughs may feel repetitive. The world’s small size, while thematically appropriate, means exploration plateaus quickly. There are no deep skill systems, evolving abilities, or major environmental shifts across runs. Players seeking robust simulation gameplay or strategic complexity may find the mechanics too lightweight. Some may also struggle with the deliberate pacing—the game encourages patience and observation rather than constant action or progression. Additionally, the interface and movement can feel stiff at times, and interactions occasionally lack feedback, reflecting the modest scope of a small indie project. Despite these limitations, A Street Cat’s Tale remains memorable because it accomplishes something few games attempt: it presents a vulnerable life without sensationalizing it. The story is not about triumph, dramatic rescue, or transformation—it’s about endurance, connection, and the quiet beauty found in overlooked moments. The game respects its subject matter by neither romanticizing nor exploiting suffering; instead, it invites empathy through lived experience. Players who love narrative-driven indies, animal-focused stories, pixel-art melancholy, or short-but-impactful games will likely find themselves unexpectedly moved. It’s the kind of title that lingers more in reflection than in the act of playing. Ultimately, A Street Cat’s Tale is a gentle, sorrowful, hopeful meditation wrapped in a deceptively simple survival framework. It reminds players how fragile life can be and how kindness—however small—carries profound weight. It may not offer sprawling systems or grand storytelling, but its quiet honesty makes it powerful. For those willing to slow down, embrace vulnerability, and step into the world of a lonely kitten trying to make it through another day, it offers an experience that feels deeply human—precisely because it isn’t. Rating: 8/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English*, Japanese*, Korean*, Traditional Chinese**languages with full audio support
| $7.99 |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A game full of love, yet painfully real. I truly love it, but I just can’t keep playing... the survival environment is too harsh. I hope people can be kinder to stray cats irl,... even if you don’t like them, please don’t hurt them :(
刚开局光是生存都有点压力,幸好猫窝进度可以继承,前两个周目先专注搭猫窝+熟悉地图,后面就都很简单了。 看在其他线都蛮正常的份上姑且给个好评,但个人而言最大的问题在于醉汉那条线完全意味不明,明明付出了和其他线同样的effort甚至救了他的命,本以为最后会改过自新,为什么就这样烂到了底还把猫不明不白地养死了?如果是想提醒玩家谨慎选择领养人,完全可以早点在剧情中暗示而不是毫无征兆地突然恶心人……打出结局像吃了个苍蝇。
Как и многие изначально играла в эту игру на телефоне и спустя долгое время как ее удалили со смартфонов нашла ее здесь и приобрела. Уже знаю какие здесь концовки но когда перепрохожу все равно очень грустно с некоторых. Есть множество концовок из за которых хочется перепройти игру заново дабы посмотреть на них. Письма в конце каждой концовки от лица котенка сделаны интересно, душа разрывается когда их читаешь.
It's games like this I wish steam provided a 'neutral/mixed' review option. This game has an interesting premise and does very well to capitalize on the emotional punches that can come from the perspective of a kitten as the main character, but the gameplay is deeply lacking and comes down to memorizing item locations and making a consistent route that you rarely stray from. After the first few playthroughs, you've essentially seen all the game has to offer gameplay wise.
Very cute the art is adorable and the different stories are really fun great to replay
In between. Would prefer manual save system, faster/walking/sprint key and no time limit of 12 days. Other wide fun little game but those simple improvements could have made the game much funner and less of a rushed experience.
I remember playing this game years ago, and when I found it again, I was so happy! The art, the story, the animations are just so amazing! The endings made me cry. It's a good game for a rainy afternoon. 10/10 peak gameplay!!!
I remember when this game was free on the playstore. I used to cry so hard at the endings because they're so emotional !! I'm so happy playing this game again after so many years. It's not too hard in my opinion, once you get used to the controls. It's a very simple premise- but it expands upon it well like with the character's backstories. The story is so sweet it brings me to tears every time ! Seriously recommend if you enjoy cute stories about cats.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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