
Build the ultimate cat army through tactical breeding and send them into deep, challenging turn-based adventures. Draft abilities, collect items, and manipulate genetics across generations in this roguelike tactics game from the creators of The Binding of Isaac and The End is Nigh.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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.
About
From Edmund McMillen (The Binding of Isaac, Super Meat Boy) and Tyler Glaiel (Closure, The End Is Nigh) comes a deeply tactical legacy roguelite that asks:
What if you could breed the perfect army of whiskered warriors, then send them on tactical adventures in search of food, money and loads of treasure?
The Cat Loop:
Welcome to Boon County, where each day you’ll assemble a team from your ever-growing house and outfit your cats with class-specific collars (Fighter, Tank, Mage, and many more). Send your mutant feline squad clawing through adventures of turn-based battles that demand careful positioning, wild power combos, and environmental shenanigans.
Combat That Rewards Mastery:
With 1000+ unique abilities (75 per class), 900+ items, and countless environmental interactions, every run throws fresh tactical puzzles at you. There’s real depth here, and endless room for experimenters and optimizers alike.
Breeding Creates Your Future:
Cats that return home carry scars, experience (and sometimes extra heads!) Pass down strange skills and mutations, tinker with your bloodline, tackle genetic quirks, and build ever stranger, more powerful cats for the next adventure.
Epic Scope:
200+ hour main campaign
10+ character classes with 75 unique abilities each
900+ wild items
200+ enemies and bosses
Roguelite progression: never experience the same game twice.
Choices at every turn. Money! Items!! And genes!! All matters.
From Simple to Infinitely Complex:
Mewgenics welcomes you in and then reveals more and more layers over time. Early runs teach the basics, but soon you'll be optimizing breeding chains, discovering unexpected ability combos, and making agonizing strategic choices about whether to keep a cute kitten or give it to one of the many NPCs to upgrade your house. Mewgenics offers you a path to tactical mastery while embracing chaotic emergent gameplay.
Build, experiment, adapt! There’s always a new way to experiment with (and break) the game.
Also: you can pet the cats.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $22.49−25% | 53.9Kreviews | 90% | #77 | $51.2M |
| $39.99 | — | — | #7 | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2824 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
让我们说中文!让我们说中文!!
依旧是最尊重中国玩家的工作室
希望越大失望越大,没啥好说的,e胖敢用这种垃圾字体敷衍中国玩家,那你就该骂 畜生e胖!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best RU #21, worst AU #97 · 13 markets collected
US · last 30 days
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Japanese, Korean, Russian, Simplified Chinese
Hours played at review time, across 2.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
半年了,我中文被吃了?
说好的有中文结果没有 那我只能e八分钱干e妈 干的e妈笑哈哈了 哦对了 出中文了也不会改好评 e胖妈妈一定不好
游戏是好游戏,但是承诺出中文你不出,把中国玩家当什么了,这差评是你应得的
这么傲慢么,还没出简体中文,大伙都别入了,等打折吧。
[h1]Dear Edmund McMillen and Tyler Glaiel![/h1] [i]As someone who has 100% completed Isaac, I believe I have the right to ask for some necessary improvements to the game.[/i] Let me start by saying the game is a masterpiece of turn-based tactics. Fantastic music and endless replayability — but. I'm begging you to add these QoL features: [b]1. Undo (one) character movement action. Way too often, after a long run, my focus slips and I just place the character on the wrong tile, and a crucial move gets ruined as a result (and near the end of a run, mistakes really matter).[/b] [b]2. More info on ability attacks. The game shows the tiles I can hit with a basic attack while moving, but unfortunately it doesn't show the range for abilities, so I keep having to count tiles over and over to land the right hit.[/b] [b]3. Remove the enemy info when you hover with Ctrl. Sometimes the text pops up across the whole screen and you just can't see where the enemy's panel is.[/b] 4. [u]THE MOST IMPORTANT ONE.[/u] [b]Add an extra slot for consumables like pills. In almost 100 hours I've used them maybe 10 times. I always look at them and I really want to use them, but the game just won't let me because a trinket is so much more important. Even in Isaac there was a separate slot for cards/pills and trinkets. If you're worried about balance, just lower the pill effect by 30–40%.[/b] None of these QoL changes would make the game easier — they'd just give players more room to breathe and fewer chances to waste time on pointless actions. [u]ADD A SEPARATE SLOT. I'M BEGGING YOU.[/u] [b]A devoted fan of Isaac and Mewgenics.[/b]
Я ЛЮБЛЮ ИНЦЕСТ
OK这游戏终于有汉化了更新一下评论 这游戏问题挺多的,很多东西需要优化,或者说需要创意工坊让玩家自己优化 汉化部分:这个汉化像是被外包团队坑了,做的又慢又烂,甚至不如我用的补丁,并且e胖态度很差,自己写个预计时间没做到就说不再给出预计时间,因为大家不懂预计时间什么意思,纯是神经病思维 局外养成:我的评价是比较肝,你需要花时间跑刀,然后去给几个关键的人物送猫,还得一直想办法获得家具,这部分我是直接打mod,这样会缩短游戏寿命,但是不这样做我感觉我在浪费时间,然后你需要花一些心思在培养猫咪上,个人建议查攻略,这一部分玩久了很疲惫,后期像是上班一样,体验有点差 其他部分:技能升级效果不能预览,套装效果不显示(我知道以撒的套装效果也不展示,但是我觉得这个游戏还是展示比较好),仓库界面很需要优化,疑似产能低下目前还没有创意工坊,还有一些负面体验忘记了 另外还有一个比较难受的点,就是这游戏在国内这几波神人操作后玩的人很少了,基本没有多少人给这游戏做mod和攻略这些东西了
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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