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Playcritik

Mewgenics Is the Gloriously Unhinged Cat-Breeding Roguelike Worth a 14-Year Wait

Our Mewgenics review: the Binding of Isaac creator's turn-based, cat-breeding roguelike is deep, hilarious, and unlike anything else. A very long wait, well spent.

Aymen Sakouhi·Writer · Games Hobbyist//3 min read

Mewgenics · official screenshot 1

© Edmund McMillen. Official media via Steam.

The pitch

Overview

Some games spend so long in development that they become a running joke. Mewgenics, first teased well over a decade ago by Edmund McMillen and Tyler Glaiel, the minds behind The Binding of Isaac and Super Meat Boy, is one of them. Its actual arrival in 2026, then, comes with a question hanging over it: could anything survive that long a gestation and still be good? The answer, happily, is a resounding yes. Steam players have made it Very Positive and critics landed it in the year's upper tier, and it deserves both.

At its core this is a turn-based tactics roguelike where your army is made of cats, and where those cats are bred, generation by generation, through a genuinely deep genetics system. You draft abilities, collect items, and manipulate the DNA of your feline squad to build something powerful enough to survive a series of challenging tactical adventures. It is equal parts strategy game, breeding simulator, and pure McMillen madness.

What makes it special is how that unusual pitch resolves into something both mechanically rich and constantly, darkly funny. This is a game that is hilarious, unsettling, and genuinely smart, often all at once, and it is exactly as strange as its long, meme-laden road to release promised.

Mewgenics launch trailerOfficial · via Steam

How it plays

Play

The heart of Mewgenics is the loop between the tactical battles and the breeding pen. Combat is turn-based and grid-based, and it is deceptively deep: positioning, ability synergies, and the specific quirks of each cat matter enormously, and a fight can swing on a clever combo or a bit of genetic luck. Cats come with traits, mutations, and abilities that you draft and stack, and building a squad that clicks into a coherent, broken strategy is where the game sings.

The breeding system is the twist that ties it all together. Between runs you pair up cats to produce new ones, passing down and combining traits through a real genetics model, chasing the perfect combination of abilities and stats across generations. It turns the roguelike's usual run-to-run progression into something you actively engineer, and the sicko satisfaction of finally breeding a monster is enormous. Items, curses, and the roster of playable abilities give it the same layered, overwhelming build variety that made Isaac so endlessly replayable.

As with McMillen's other work, the flip side of that depth is opacity and difficulty. There is a lot to absorb, the systems do not always explain themselves, and the randomness can be brutal, all of which is very much the point but will bounce players who want a gentler, cleaner tactics game. If you can meet it on its terms, though, there is a staggering amount of game here, and the kind of one-more-run pull the studio has always been a master of.

Art & atmosphere

Craft

Mewgenics looks exactly like an Edmund McMillen game, which is to say grotesque, cartoonish, and bursting with personality. The cats and enemies are drawn in that instantly recognisable style, all bulging eyes, bodily fluids, and gleeful ugliness, and the sheer variety of visual mutations your bred cats can sport is a joke and a mechanic rolled into one. It is charming and revolting in equal, deliberate measure.

The presentation extends the humour everywhere, from the item descriptions to the death screens, and the game has a shaggy, hand-made density that rewards close attention. Nothing here is clean or corporate; it feels like the product of two people who built exactly the weird thing they wanted, for as long as it took.

The music and sound complete the tone, veering between jaunty and unsettling to match a game that is never quite sure whether it wants you to laugh or wince. It is a cohesive, uncompromising aesthetic, and a big part of why the whole thing feels like such a singular labour of love.

A deep, hilarious, wholly original tactics roguelike that justifies its legendary development, held back only by the opacity and difficulty baked into its DNA.

Pros & cons

The ledger

In its favour

  • Deep, satisfying turn-based tactics with huge build variety
  • A genuinely clever genetics-and-breeding system between runs
  • The pitch-black McMillen humour and unmistakable art
  • Enormous content and relentless one-more-run pull

Against it

  • Dense and often opaque; the systems don't explain themselves
  • Punishing randomness will frustrate players wanting a gentler tactics game
Official media

© Edmund McMillen. Official media via Steam.

The player verdict

Real reviews · Steam
Very Positive91% of 29,371 reviews
  • Not recommended

    The breeding is supposed to be a pretty big part of this game, but if you start to accumulate more cats its really time consuming and kinda unfun to be honest. There is no way to filter your cats or list them, so you need to cycle trough…

    235 found helpfulvia Steam
  • Not recommended

    Most of what I dislike about this game is also the exact same issues I have with TBOI. It's a conscious decision of the developers to make the games like this. Some people like it, good for them, I despise it. I've noticed the developers…

    28 found helpfulvia Steam
  • Not recommended

    Sadly there are no accessibility settings for this game whatsoever. The screen has a perpetual fuzz and a pulsing light in some scenes, which cannot be disabled. And the screen where you choose a new ability for your cats has super…

    25 found helpfulvia Steam
  • Recommended

    Come for the tactics. Stay for the music. Add another 200 hours so you can breed a full house full of cats with Super Luck and enjoy tasty legs and crispy thighs.

    20 found helpfulvia Steam

Verdict

The call
Playcritik score
8.5/10
Great

Mewgenics is proof that some very long waits are worth it. It takes an absurd premise, a tactics roguelike built on cat genetics, and turns it into something with real strategic depth, endless build variety, and the pitch-black humour McMillen fans crave. Its Very Positive reception and strong critical showing are thoroughly earned.

It is dense, difficult, and deliberately obtuse, and it will not win over anyone looking for a tidy, approachable strategy game. But for players who love systems to master, runs to obsess over, and a good dose of the grotesque, it is a genuine gem, and one of the most distinctive games of 2026. A gloriously unhinged one-of-a-kind that could only have come from these two.

Sources

Original review by Aymen Sakouhi from the licensed facts above. Score: 8.5/10.