Full ReleaseXbox · Switch · PC · PlayStation

Mewgenics

Edmund McMillen · RPG, Simulation, Strategy, Indie

Overview

From the creator of The Binding of Isaac, Super Meat Boy and The End is Nigh comes... Mewgenics! A game where you hoard, breed, train and set cats out on epic adventures through a sprawling world of complete chaos. Level up your team as you venture further and further from your home, collect unique items, defeat epic bosses, gain mutations, and return home so you can breed and further your bloodline in this turn based legacy roguelike draft sim about cats!

THE GAMEQ VERDICT9,914 reviews analyzed

What players are actually saying

Deep, build-crazy cat tactics and a standout soundtrack, held back by run-ending random events and tedious cat management at home.

90% positive on Steam · 55,003 reviews

1. Summary

Players describe Mewgenics as a turn-based tactics roguelike with an unusually deep build system. You take four cats on each run, and each has a class, random abilities, passives, mutations and items that combine into absurd and often broken synergies. The soundtrack is the praise that comes up most, in 31% of the longer reviews, and the combat loop is often called addictive. Some players say the price buys them a very long game, and a few reviewers who don't normally like tactics games say this one won them over.

Two complaints stand out. In 15% of the longer reviews, players describe random events, instant kills and a handful of bosses wiping out a run of an hour or more with little they could do about it. In 13%, the problem is the work between runs: sorting dozens of cats with no list view, juggling rooms and inventory, and handing large batches of cats to neighbours for upgrades. Opinion splits on breeding, on the difficulty, on the gross-out humour and on how the game compares with The Binding of Isaac. Players who recommend it still warn that it is long, punishing and messy outside of combat.

2. What keeps coming up

What players praise
The soundtrackHigh

Players mention the soundtrack, the songs or the OST in 31% of the longer reviews, almost always to praise it, even in reviews that don't recommend the game. They single out the boss themes and the sung tracks with odd lyrics, talk about adding them to playlists, and some call the music a reason to buy the game on its own. "I didn't expect the music to be the killer feature of the game," one player wrote. A small minority (under 1% of the longer reviews) found the vocal tracks repetitive or annoying and turned the music off after a while.

Build variety and tactical synergiesHigh

About one in five longer reviews (20%) talks about builds, combos or synergies. Classes, randomly offered abilities, passives, mutations and items stack in ways that let a single cat take several turns, chain explosions across a map or solo a boss. "Every run always has at least one new interaction between abilities," one reviewer wrote, and some describe still finding new combinations deep into their saves. Comparisons with Final Fantasy Tactics, XCOM, Fire Emblem, Into the Breach, Darkest Dungeon or Slay the Spire turn up in 8% of the longer reviews. A smaller group finds class balance uneven (Tinkerer and Mage are among the classes named as weak) or feels that winning comes from luckily drafting a broken combo more than from positioning.

An addictive loop with a lot of game for the priceMedium

In 12% of the longer reviews the game is called addictive, or the reviewer describes "one more run" sessions running into the early morning. Value comes up alongside it: players point to the number of classes, items, areas and secrets and say the price buys a game that takes a very long time to finish. "The cost / gameplay time ratio is off the charts," one wrote. Other reviewers see that length as the problem (see the run-length and progression items below). The planned DLC comes up in 6% of the longer reviews, often with anticipation.

Where players are split
Cat breeding as the core systemHigh

Breeding comes up in 28% of the longer reviews, and opinion on it runs both ways. Fans enjoy watching stats, abilities and mutations pass down bloodlines and building family lines of absurd super-cats: one player liked that "kittens inherit stats, skills, and even mutations from their parents, which makes every new generation feel meaningful." Critics say the system offers little real control and slows the game down. "It's very disappointing I cannot control what abilities kitties are born with through breeding," wrote one, and another called it "kind of boring for a mechanic the entire game is named after." A few players say breeding barely matters, while others say it only clicked after many hours, once they learned to keep a few strong breeding cats at home. A few reviewers name the first balance update's stronger penalties on inbreeding as the point where breeding got worse for them (see the patch item below).

Difficulty and the late-game spikeMedium

Some players complain that Act 1 feels fair while Act 2 and especially Act 3 jump sharply, with elite modifiers on the harder modes adding turn-one deaths: "Act 3 is INSANELY more difficult than act 2 and it can leave you feeling stuck." A smaller group says the opposite, that the game is too easy once you have bred strong cats and found a broken build. "The game is not hard at all untill you unlock the actual hard mode," one wrote. Other players accept the punishment as the point and say beating a tough boss feels earned.

Crude humour and gross-out toneMedium

The poop jokes, body horror, edgy NPC dialogue and grotesque art are part of the appeal for some reviewers, who say they laughed out loud: "if you can handle an episode of south park you'll be fine." Others find it juvenile or dated, and some players who love the gameplay still dislike the writing, like the reviewer who called the theming "Bafflingly bad" and the tactics "Incredibly excellent." Complaints about the humour are rare (under 3% of the longer reviews), but they come from people at every stage of the game, including some who refunded early. The art style splits the same way: some find the grainy hand-drawn look charming, others call it ugly or grey, and settings like film grain and the safer animations get recommended.

Comparisons with The Binding of IsaacMedium

Isaac, or Edmund McMillen's other games, come up in 19% of the longer reviews, and the comparison cuts both ways. Some Isaac fans call Mewgenics as good or better. Others warn that the two play very differently: Mewgenics runs are slow, tactical and preceded by setup, while Isaac lets you start a fresh run instantly. "Imagine if in Isaac you couldn't just instantly drop into a run and instead you had to meticulously manage like 50 different things in your base before a run," one negative reviewer wrote. Players also contrast the starting conditions: in Isaac every run starts fresh, while here a lost run can leave you with weaker cats and fewer items for the next one.

Long runsLow

Runs that take one to three hours are immersive for some and a dealbreaker for others (5% of the longer reviews talk about run length). One reviewer laid it out: "It can take anywhere from 5-15 minutes to setup your run and 1-2 hours to play your run." Players with limited time say losing that much progress to one mistake is hard to take, and some suggest it suits a weekly session more than a quick break.

What frustrates players
Run-ending random events and unfair enemiesHigh

In 15% of the longer reviews, a long run gets thrown away by random events, instant kills, unwinnable boss setups or late-act spikes. Independent reviews give the same examples: mandatory events that inflict Blood Frenzy, parasites, madness or permanent injuries with no option to decline; weather events that wipe a party; enemies that take several turns in a row; and bosses such as Dybbuk, Radical Rat, Spewer and the instant-kill sewer sharks. "Nothing is more annoying than losing a 2 hour run to unavoidable events!!" one player wrote, and another complained that the game "permanently breaks your cat's leg all for the sake of RNG instead of bad strategy." Defenders say most bad outcomes can be planned around once you learn the events and use high-stat cats for them, and a minority enjoy the chaos. The complaint also appears in reviews that recommend the game, often as their main caveat, and it tends to come from players with a lot of hours in the game.

House management, sorting and UIHigh

Between runs, players say, there is too much work. With dozens of cats walking around the house, there is no list or table to compare stats, no sorting or filtering, cats overlap and move while you try to inspect them, and you cannot pick a cat from the family tree; 13% of the longer reviews complain about this side of the game. Inventory space and item sorting draw the same complaints. One player wrote that "each day I have to spend around 20 minutes just selecting which cats will stay in the house," and another simply asked: "Is it too much to ask for a table?" A few mention using or making a community mod to fix it. Like the RNG complaints, these come mostly from long-time players, who often say the runs themselves are excellent.

Grindy meta progressionMedium

Upgrades for the house and the NPCs require handing over large numbers of retired or specific cats, which players describe as slow and repetitive, forcing "trash cat" runs and farm runs through earlier acts to restock items and food. "It sucks you need to give Frank 50 retired cats just for another room on your house (next is 100)," one reviewer wrote. Others add that losing a strong team can push you back to grinding Act 1 before trying again.

Unclear abilities and hidden enemy rulesLow

A small share of the longer reviews (4%) say the game hides or misstates information a tactics game needs: enemy ranges and movement aren't shown, ability descriptions are vague or inconsistent, and some interactions only make sense after checking a wiki. One player who bounced off put it this way: "as you unlock deeper levels, the game starts to hide critical information from you." Some players enjoy discovering things by trial and error, but others say that in a game where one mistake can cost an hour, the missing information feels unfair.

Steven and quitting mid-combatLow

The anti-save-scumming character, Steven, comes up in 5% of the longer reviews, mostly as a complaint. Players say there's no way to save mid-battle without penalties, so leaving a fight for real-life reasons gets treated as cheating: "sometimes I need to quit in the middle of a fight to do, like, chores?" A few like that it keeps the stakes honest. A related small request is a one-move undo to fix misclicks late in long runs.

Balance patches that made breeding harderLow

A small group of reviews says the first major balance update (which reviewers call 1.1) and a later update made inbreeding more costly and house management more grindy without adding the management tools they wanted. "Literally the only thing I wanted from an update is more QoL for the house system, not to make the house system objectively worse and more grindy," one wrote. A few also disliked nerfs to strong builds in a single-player game.

Crashes and controller issuesLow

A minority report technical problems: crashes at startup or mid-session, more frequent crashes after reaching the ending, a quest item lost when a Mini-Me cat picked it up, stutter and crashes on ARM devices, a poor experience running it on macOS through a compatibility layer, and controller bugs on the Steam Deck, such as a skipped day that starved a party and a level-up menu option that goes missing. "If you are playing with controller there are a lot of really annoying bugs," one Deck player warned. Other reviewers say it runs well on the Deck and on modest PCs.

3. The player conversation

The conversation is affectionate, loud and full of jokes. About one review in twenty (5% of the 9,914) is just a "meow," the "rub a cat on a cat" lyric or the "Edmund McMillen, you little fucker" copypasta, and a few positive reviews are written as love-hate rants ("I hate this game. Play it now."). Longer reviews tend to follow the same pattern: praise for the music and combat, then a list of grievances about events, bosses and cat management. Some negative reviewers say there is a great game inside, and a few say they would have picked a middle rating if Steam offered one.

Complaints about house management, run-ending randomness and missing information mostly come from committed players, people who stuck with the game long enough to hit Act 3, harder modes or completionist quests. The "too easy" complaint comes from the most experienced players, who have bred near-perfect cats. Reviews saying the game was boring or simply didn't click lean toward people who played less. Complaints about the humour come from players at every stage.

Reviews written in the first four weeks, in February and early March, were a little cooler (82% to 86% positive) than those written from mid-March through May, which mostly sat around 90%. Reviews written in late summer drifted back into the low-to-mid 80s, then returned to around 90% in early October.

4. What the developers could do

  1. Give players a way out of run-ending events. Players complain about mandatory events that inflict Blood Frenzy, parasites, madness or permanent injuries with no option to decline, and say they throw away hours of careful setup.
  2. Add a sortable, filterable cat list to the house. Long-time players ask for a table of cats with stats, mutations and relatives, sorting, room-assignment shortcuts and selection from the family tree, saying managing the house with no list makes the game feel like work.
  3. Lower the cat-donation thresholds for upgrades. Players describe needing 50, then 100 retired cats for a single house upgrade and say it forces repetitive trash-cat and farm runs.
  4. Show enemy ranges, movement and exact ability effects. Reviewers say vague descriptions and hidden ranges turn deaths into knowledge checks, which they find unfair in a tactics game where one mistake can end a long run.
  5. Retune the Act 2 and Act 3 spike, elite modifiers and outlier bosses. Players name Dybbuk, Radical Rat, Spewer, the instant-kill sharks and turn-one deaths from elite buffs as the moments they stop having fun.
  6. Allow a real mid-combat save and a one-move undo. Players resent Steven treating a quit during a fight as cheating, and ask for an undo after misclicking late in a long run.
  7. Give breeding more player control. Players who like breeding and those who don't both ask for better ways to steer which traits and abilities kittens inherit, especially after the update that penalised inbreeding.
  8. Fix startup crashes, controller bugs and progression-blocking item loss. Some players report frequent crashes, Steam Deck controller bugs that skip days, and a Mini-Me cat destroying a main quest item, which locked one player out of the story.

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