
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% | — | $51.2M |
| $39.99 | — | — | #23 | 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
狗屎玩意,出个中文磨磨蹭蹭,一如既往的不尊重中国玩家,不管是猫结还是以撒
So I've played this game now for WAYYYY too many hours and I really, really like it. And I really, really hate it. The breeding part of it to get some really cool mutations and see the progress of what you've done with cats over time is cool, really cool. The events are very punishing at times where it doesn't matter if you choose one option or another. You choose a lever, you get rabies. You choose a switch, you get cancer. I spent a TON of time refining my cats genetics to where luck was one (if not the top) stat for all of my cats, in conjunction with the other stats to help improve odds on events. It helped a little. A little. Not a lot. This is a game. It is supposed to be beatable and fun. Not prohibitive and punishing. I won't lie - I had to do some save scumming to get past some of the bosses and had to restart SEVERAL times on some of the wild and crazy bosses. Individual players are not competing with others in this game. Why not make some of these wild-a crazy settings customizable? It would still be fun. I'm at a supposed 357 hours and am putting the game aside. I really, really want to love it, but I can't try to any longer until changes are made. The other thing too is you can't reuse your cats once you've done runs on the map. Sure, it makes sense, but why not allow some reuse to make some really cool and epic cats? What's the harm? Does the universe explode? Guess we'll never find out.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best RU #31, worst AU #100 · 13 markets collected
US · last 30 days
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
四月承诺官中,七月仍未出。延期三个月,只会装死说“即将推出”。给出确切日期或退钱!
还不出官中,祝e胖和浮木永远生活在一起长生不老长命百岁永远不死
After having around 300 hours, beating the main story, and getting through many runs on "impossible" difficulty I can safely say I don't recommend this game in its current state. The core gameplay, music, and meta progression aspects are very solid and can be quite addicting. I had a lot of fun in the early game trying to breed powerful cats and using mutations and ability breeding to make some fun combos for my runs. However, the team behind this game have demonstrated that players having fun is secondary to how they want the game balanced. The first major balance update made a lot of changes and nerfs that screwed a lot of late game players over. This normally wouldn't be an issue for me, such as in games like The Binding of Issac. In TBOI, balancing changed usually don't have any immediate effects on your meta progression. Balancing usually only effects the items that you may choose to pick up DURING a run. As a general rule the start of your runs don't get weaker as a result of balancing. Mewgenics, on the other hand, has it's meta progression very closely tied to the cats and furniture you currently have cultivated in your base. This is how you express yourself and your playstyle. Many of the changes made recently have directly nerfed the cats you already own and spent dozens of hours carefully breeding, or the furniture that you have spent hours setting up the rooms in your base. In short, you can have your Mewgenics runs kneecapped before you even start because of how the balancing changes affect your cats (mutation nerfs, room setup changes, abilities that you bred into your cats being nerfed). To me this design philosophy just feels very anti-fun. It feels like game is being balanced to increase friction and player frustration. If you are the kind of person like me who does not like their playstyle being nerfed or straight up removed from a SINGLEPLAYER game I would wholeheartedly recommend you spend your money and time elsewhere.
中文跳票欺诈,虽然无所谓但是态度太烂了
Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv Meauv https://www.facebook.com/reel/1686859245695170
说好的中文呢???
喜欢不出中文?
Literally everything that happens outside of a run is remarkably tedious to the point where it drags the whole game down. It is unfortunate because when you're actually in a run, the gameplay is great.
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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| — | 0 | — | — | |
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| $50.1M | 279.5K | 98% | $9.99 | |
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| $52.7M | 82K | 79% | $39.99 |