
Super Catboy is an action-packed platformer created in a high-bit pixel art style, combining the best elements of the golden 16-bit platformer era of the 90s with some ‘pawsome’ new mechanics! And let’s not forget; there’s plenty of CAT CONTENT!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Aug 23 → 0.29/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
Super Catboy is an action-packed platformer created in a high-bit pixel art style, combining the best elements of the golden 16-bit platformer era of the 90s with some ‘pawsome’ new mechanics! And let’s not forget; there’s plenty of CAT CONTENT!
Meet Super Catboy, your not so average tomcat! Together with his crazy sidekick, Weapongirl, he leaves nothing but chaos in his wake while trying to thwart the shady plans of his evil creator. Armed to the whiskers and equipped with the latest dashing sneaker technology, he must run, jump, dash, climb, shoot and fight his way through hordes of anthropomorphic dog soldiers. If you love the 80s and 90s, 16-bit platforming, catchy tunes, ‘furmidable’ boss fights, cats and hate dogs, (just kidding we love them) then you’re in for a treat.
Super Catboy combines the authentic style and features we came to love in the 16-bit pixel platformer era, created with high-bit pixel art aesthetics
Old-school style meets new school features! Super Catboy combines old-school platforming with exciting new mechanics of the run’n’gun and beat em-up genres
Hone your platforming skills while taking on the hench-dogs of an evil scientist and sabotage his plans to take over the world – with ‘cattitude’ of course
Enjoy a huge ‘repawtoire’ of different moves and master a deadly arsenal of weapons and melee combos
Challenging motor bike and mine cart chases await
A fun and action-packed story with loveable characters and challenging bosses at every turn
Unravel the story’s yarn via detailed pixel art cutscenes and diverse levels, such as snow-capped mountain ranges, mystical forests and derelict factories
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 389reviews | 77% | — | $54.4K |
| $1.49−85% | 42ratings | 76% | — | 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.
Engagement
Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I was not a fan. I don't like dunking on indie games, but the game feels... off... The gameplay is okay, mostly. It's as basic as possible, you can jump, have a dash, and wall jump, and that's basically it, but even that feels janky and unresponsive. The combat is even more barebones, it has zero depth, the hitboxes are weird, and you can get stunlocked by basically anything. The game also has an absurdly low enemy variety, and the bosses are very weird too, like there is a dog with a machine gun, but you can just dash in, 2/3 punches, dash out, wait for his punch animation, dash in, 2/3 punches, dash out… I think the last straw was when they made me fight all the already annoying bosses again in the last level. What the ♥♥♥♥, man? It's one of the weakest aspects of the game. Why am I doing this again? The story, characters, and writing are brain-numbingly annoying, but in their defense, I think it's sarcasm, annoying on purpose. Like… Weapongirl? I think it's a joke, at least I will believe it is. Graphically it's fine, but some pixel art does not fit with the overall aesthetic, like it was made by different artists or something. Gets the job done most of the time. The sound design is ok, and the soundtrack is just guitar riffs playing without any cohesion. Super Catboy feels amateurish. I don't think it's downright awful, just not enticing enough, it feels basic. It lasts 2 hours and at the end I was already bored and rushing the levels. There is just no depth to any characteristic of this game at all, it's completely shallow. I liked a few things, like how there is a specific animation when you bash your head in the ceiling or how the dash jump feel pretty great to use, but that's basically it.
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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, Japanese, Korean, Russian, Simplified Chinese, Spanish - Spain, Traditional Chinese
Hours played at review time, across 53 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you grew up with a controller in your hand during the 16-bit era, Super Catboy is a direct love letter to your childhood. It’s a high-energy, "high-bit" pixel art platformer that feels like a lost SNES classic—if that classic had modern-day particle effects and a lot more "cattitude."
Супер кошкопарень - довольно примитивный платформер без какой-то заурядной идеи. Бегаем милым котиком по уровню от одного к другому, бьём собак лапками и стреляем пистолетом по ним же. В лесу, в горах, в городе, в лабораториях и так далее. Интересный момент: в игре совсем нет обучения - хрен с ним как будто бы, справимся, но например прыжок с ударом вниз наискосок (как, например, в Silksong) получился впервые чисто случайно. Кто его знает, может я еще каких-то механик не прощупал за прохождение всей игры? И вот скачем мы от локации к локации, собираем монетки (зачем и... зачем?), и какие-то пазлы (по 4 штуки на каждый уровень, но зачем, а главное... зачем??). В любом случае, в конце уровня покажут сколько всего ты собрал, но никто не говорит для чего всё это нужно. Монеты в гре никак не пригодятся, пазлы тоже. Ах, да! Узнать на каком из уровней ты пропустил монетку - невозможно. Нет никакой статистики по уровням, а уже пройденный результат показывают только в конце уровня один раз. Впрочем, в игре даже ачивок нет, а значит мотивация примерно на нуле. Ровно так же, как нет мотивации и на то, чтобы пробовать искать какие-то новые способы борьбы с собаками. Просто бьёшь лапкой, просто стреляешь. Увороты и цепляние на стену - ну чисто для босс-файтов, которые хоть как-то привносят разнообразие, ведь враги одинаковые почти всю игру. Вылезшие кроты с пистолетом сильно удивили, и даже кажется, что они тут явно лишние, т.к. все остальные соперники - это псы, которые не отличаются визуально от локации к локации. Очень небольшое разнообразие игре придаёт редкое появление дополнительного уникального одноразового оружия на локации. Почти все уровни представляют из себя классический платформер - беги, бей и перепрыгивай, а парочка - скоростные заезды, где ваша ловкость может дать слабину. Тем не менее, эту милую примитивную "беги-стреляй" можно пробежать за пару часов, насладиться симпатичной пиксельной графикой, просто проникнуться этой атмосферой. На разок и по скидке - вполне себе ДА, почему бы и нет. [spoiler][url=store.steampowered.com/curator/6858508]Посмотри отзывы на другие игры ^_^ [/url][/spoiler]
Игра такое себе, но короткие игры обожаю :)
Beginning was more promising what this game ended up to be. Some level designs do not make so much sense and they feel confusing and rushed. Like the one with sawblades in the skies without much else to tie those to the actual level.. Some bosses are cool but I do not understand why in the end these bosses are recycled without anything extra on them, also the motorcycle map design was a disappointment when you have to line up really perfectly to collect coins or to land shots on the enemies, I did not like it. First in the start there seems to be some sort of "lore or story" but it goes forgotten fast after the first couple of levels, it just does not make much sense. There is also no achievements in this game, nothing to make you really hunt down those 100% per level, also makes you wonder why to collect the cat figurine parts? There is nothing you can use them for and the same goes with the coins, you cant utilize coins to anything and score does not matter so yeah. I just feel divided about this game, same goes with the weapons, like you mainly use pistol all the way to the end and only get couple special weapons in some occasions but you cant use them elsewhere. So it took me around 4 hours to complete this game and in the end I just wanted to get things done without trying to 100% anything as it doesnt give me nothing in return. This game had potential but unfortunately it feels to be quite rushed without any proper story to tie levels and characters together, just a random story that doesnt really interest you in the end. Some parts I did enjoy but mainly it just started to feel like "just lets get this done" and thats it. Playable but not enjoyable that much.
Nope, the game looks nice but it the controls feel unpolished and buggy. Also you are fighting the same enemy in 10 differnt costumes, the bosses are either random, extermely hard or laughably easy. Constantly you are asked to do a "leap of faith" and once the 7 lives run out you lose all progress in the level. The peak of arrogance is the skyship level where you have to nail 7 consecutive jumps, one NEW enemy, a brawl with shooting turrets AND a leap of faith at the very end of the level. Seriously?! How to un-fun your game 101.
Developed by Pixelpogo and published by Assemble Entertainment, Super Catboy is an unapologetic celebration of classic side-scrolling action games. It embraces the spirit of the 16-bit era while incorporating enough modern refinements to feel fresh rather than dated. From its opening moments, the game establishes a playful tone through its anthropomorphic cast, exaggerated villains, and colorful pixel-art presentation. The story follows Catboy, a genetically modified feline hero who finds himself opposing the eccentric Dr. Ungefug and his army of robotic creations. While the narrative is simple and primarily serves as a framework for the action, it is packed with enough humor and personality to make the adventure memorable. The greatest strength of Super Catboy lies in its gameplay variety. Instead of relying solely on traditional platforming, the game frequently changes pace with different level concepts and mechanics. One moment players are dashing across collapsing platforms, and the next they are engaged in frantic run-and-gun encounters or escaping danger in high-speed chase sequences. This constant rotation of ideas keeps the campaign engaging and prevents the experience from becoming repetitive. Catboy's controls are responsive, allowing players to chain jumps, attacks, and movements with precision. The inclusion of temporary weapons and alternate playable segments featuring companions adds further diversity, encouraging players to adapt their strategies depending on the situation. The level design demonstrates a clear appreciation for classic arcade sensibilities. Stages are filled with secrets, collectibles, and hidden routes that reward exploration without forcing completionists into tedious scavenger hunts. Lucky cat fragments, food items, and bonus pickups are spread throughout the game, giving players incentives to revisit earlier stages and improve their performance. Boss encounters are another highlight, often requiring players to learn attack patterns while reacting quickly to environmental hazards. These battles strike a satisfying balance between challenge and spectacle, capturing the feeling of overcoming difficult encounters in older console games. Visually, Super Catboy excels in nearly every department. Its pixel art is exceptionally detailed, featuring fluid character animations and expressive designs that bring the cast to life. Each environment possesses its own identity, from industrial complexes and laboratories to vibrant outdoor settings. The game's art direction feels authentic to the era it draws inspiration from, yet it benefits from the polish expected of contemporary indie releases. Complementing the visuals is a lively soundtrack that maintains a sense of momentum throughout the adventure. The music enhances both intense action sequences and quieter moments, making the entire experience feel cohesive and energetic. Despite its many strengths, Super Catboy is not without shortcomings. The difficulty occasionally spikes in unexpected ways, particularly during sections that demand precise timing or rapid reactions. Players unfamiliar with retro platformers may find themselves repeating certain segments more often than anticipated. Additionally, the game's relatively modest length means that seasoned players can complete the main campaign in a single weekend. While collectibles and score chasing offer reasons to return, some may wish for additional stages or post-launch content to extend the experience. The temporary weapon system, while enjoyable, can also feel somewhat limiting due to how quickly certain power-ups disappear. What makes Super Catboy particularly successful is its understanding of what fans of the genre appreciate. It never attempts to overwhelm players with unnecessary systems or modern trends. Instead, it focuses on delivering polished platforming, varied gameplay, and a charming world filled with memorable moments. Its confidence in sticking to a straightforward formula ultimately works in its favor, creating an experience that feels timeless rather than derivative. Super Catboy stands as a testament to the enduring appeal of retro-inspired platformers. It captures the excitement, challenge, and personality of classic action games while presenting them through a polished modern lens. Although its campaign is shorter than some players might prefer, the quality of its level design, presentation, and gameplay more than compensates for its limited runtime. For anyone with an appreciation for pixel-art adventures and fast-paced platforming, this feline hero's journey is well worth experiencing. Rating: 7/10
great retro style sidescrolling fun. great soundtrack as well
※ネタバレ注意 【良い点】 ・綺麗で細かく描かれたドット絵の書き込みとアニメーション。動きだけでキャラクターの描き分けがされている。ボス戦では背景のキャラクターが戦況に応じてリアクションを示したりと、細かな演出が用意されているのは素晴らしい。Catboyのコミカルな歩き方が斜に構えている姿と対照的なのが面白い。 ・宿敵Catgirlのキャラデザと、両刀ナイフと瞬間移動を主軸とした戦闘スタイルはスタイリッシュでかっこいい。なんならコイツを主人公にした続編を作ってほしいくらい。 【悪い点】 ・操作性の悪さ。見た目以上に慣性が働いているせいでジャンプ制御が難しく、理不尽に落下ミスしてしまうケースが多々あった。ダッシュジャンプを入力したとしても不発に終わる場面も。 ・ステージ設計の悪さ。大抵のアクションゲームでは下からジャンプしても頭をぶつけず乗ることのできる足場が用意されているものだが、このゲームでは悉くCatboyが頭をぶつけ、足場に乗れないことが多い。スーパードンキーコング2にあるようなロープをよじ登っていくステージでは、降りようとしてもCatboyがロープを勝手に掴んでしまい、降りられないという歯がゆい場面が何度かあった。 ・ボリュームの少なさ。4時間で攻略。 ・敵キャラの扱いの悪さ。ザコ敵のレパートリーが少ないうえ、肝心のボス戦も(Catgirl以外は)攻略法を見つけてしまうと単調に感じてしまう。そのくせボスラッシュでは体力だけは強化されているため、ワンパターンな戦いに作業感を抱いてしまった。特に、負けイベで登場するCatgirlは全く歯が立たないため、また再登場したときにはどのように勝つつもりなのだろうとワクワクしていたが、いざラスボス戦で対峙してみるとゲーム都合でかなりナーフされており、(苦戦はしたものの)肩透かし感が半端ない。そのくせ、黒幕のドクター(名前忘れた)のその後はしっかり用意されているのに、主人公に敗れ汗か涙を流しながら黒幕に詰られていたCatgirlについてはその後どうなったのかが作中で示唆されておらず(※100%未達時点)、描写不足で後味の悪い幕引きとなってしまっている。また、「海じゃないと戦えない!」という理由で、戦闘のなかったサメのボスがいるが、(ワールドマップにも海が存在することから)恐らく通常のボスとして登場させる予定だったのだろう。スプレッドシートだけは完成していたからとりあえず出しといた感がすごい。 【総評】 ドット絵とキャラデザは素晴らしく、決して遊べないわけではないが、操作性の悪さとボス戦の単調さが気になる荒削りな作品。ピクセル2dアクションを楽しみたいなら『The Messenger』か『Kaze and the Wild Mask』を購入した方がはるかに楽しめると思う。想定より売れていないからか頻繁にセール対象となっており、300円前後で購入できる機会が多々あるため、一応高評価にはしている。
fun platformer
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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