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Stray Nails the Cat. The Game Around It Is Slighter.

Our Stray review: BlueTwelve's cyberpunk cat adventure, its gorgeous animation and moody drowned city, and why its brevity holds it back.

Aymen Sakouhi·Writer · Games Hobbyist//5 min read

Stray — official screenshot 1

© Annapurna Interactive. Official media via Steam.

The pitch

Overview

Stray sold a great many people on a single, frankly irresistible pitch: you are a cat, loose in a rain-slick cyberpunk city, and you can knock things off high ledges purely because you feel like it. BlueTwelve Studio delivers precisely that fantasy, and delivers it with real care. The way the stray pads across a run of pipes, curls into a tight circle to sleep, or headbutts a thoroughly unimpressed robot is animated with a precision that ends up carrying a surprising amount of the game on its small furry shoulders.

The trouble is that the pitch is also, quietly, a spoiler for the game's limits. This is a short, tightly guided, atmosphere-first adventure that leans hard on the novelty of its feline lead and the mood of its drowned neon world, and it is at its considerable best when it simply trusts those two things to carry the load without help.

What Stray reaches for is something closer to a playable mood than a conventional action-adventure, a game whose real subject is a place and a perspective rather than a set of mechanics. Held at cat height, the city becomes the entire point, and the modest puzzling and platforming exist mostly to walk you gently through it rather than to test you in any serious way.

It arrived as one of Annapurna Interactive's signature curios, the sort of mid-length, strongly authored game the publisher has built a reputation on, and it landed as a genuine cultural moment on the strength of its premise alone. As an experience it is polished and specific and enormously easy to adore; as a game, measured against what it plainly could have been, it is a touch slighter than that rapturous first reaction suggested.

Stray · official trailervia YouTube

How it plays

Play

For most of its runtime, Stray is a linear adventure threaded with light puzzle and platforming beats. The cat traversal is contextual rather than free-form: you press a button near a marked ledge and the animation takes over, gracefully, so you glide from pipe to awning to windowsill without ever quite being in danger of missing. It keeps the whole thing elegant and frustration-free, and it also quietly removes most of the challenge, since you cannot really fall and cannot really fail a jump.

The standout stretch by some distance is the Slums, a dense vertical hub where the game briefly opens up and lets you genuinely wander, eavesdrop, and nose around a lived-in warren of anxious robots getting on with their small lives. It is here that Stray is most fully itself, in the unhurried business of following a trail of clues through a market or working out which nervous machine is holding the thing you need. When the game trusts you to explore, it is markedly better than when it is steering you down a corridor.

Your companion drone, B-12, handles translation, inventory, and a steady supply of gentle nudges toward the next objective, and it grounds the otherwise wordless cat in an actual narrative, hoovering up scattered memories along the way that slowly fill in what became of the humans who once lived here. The best moments, though, are the smallest and least directed ones: deliberately shoving a can of paint off a shelf just to hear it clatter, curling up to sleep in a warm patch of light, clawing at a rug, or leaning on the dedicated meow button for no reason beyond the fact that it is there. Stray understands that being a cat is at least half the appeal and tucks a surprising number of these low-stakes delights into the margins, and its robot residents, a whole society that has quietly taken up human clothes, names, and neuroses, respond to your feline antics with an affection that does a great deal to warm the place up.

A handful of tense chase sequences, involving swarms of small, hungry creatures called Zurks, inject some genuine urgency into the back half. The stealth and light combat woven around them, however, are comfortably the weakest and most rote parts of the design, functional obstacles that feel imported wholesale from a more conventional game and never develop the same personality that the wandering does. They are not bad, exactly, so much as ordinary, in a game that is otherwise anything but.

Structurally, the journey is a vertical one, up out of the sealed underground toward a sky the robots have only ever heard rumors of, and it paces itself as a string of distinct districts, each with its own texture: the anxious market bustle of the Slums, the neon sprawl of Midtown, the hazardous dark of the sewers where the Zurks nest. It is a well-shaped route with a real sense of ascent, even if the individual stops along it rarely ask much more of you than to look, listen, and nudge the right object at the right moment. That gentle, guided quality is at once the game's defining charm and its low ceiling.

The honest issue underneath all of it is depth, or the shortage of it. The puzzles rarely put up any meaningful resistance, the platforming cannot fail in a way that actually costs you anything, and the roughly six-hour runtime tends to end just as its ideas are properly warming up. What is here is polished, purposeful, and almost entirely free of filler, which is genuinely rare, but there simply is not very much of it, and the replay value thins out fast once the central mystery has been solved.

Art & atmosphere

Craft

Stray's single best idea is its camera height. Pinned at roughly knee level, the city looms, pipes and cables and buzzing neon signage towering over you the way a real gutter towers over a real cat, and the whole cyberpunk warren manages to feel claustrophobic and enormous at the very same time. It is a perspective trick, but a genuinely revealing one; you have almost certainly never looked at a science-fiction city from this particular angle, and it quietly recasts a familiar setting into something that feels new.

BlueTwelve drenches all of it in the genre's obligatory orange-and-teal glow and then earns the cliche back through sheer craft. Every puddle mirrors a sign, every alley sweats condensation, and warm interior light spills against cold wet concrete in a way that makes the place feel humid and genuinely inhabited. The cat animation stays the undisputed showpiece throughout, so specifically, observably feline in its stretches and skittish little sprints that it reads as watched-from-life rather than invented at a desk.

The sound design is where the game's warmth really lives. Yann van der Cruyssen's score leans into a synthy, jazz-tinged melancholy that suits the forgotten city perfectly, and the audio team is confident enough to let long stretches breathe on nothing but hum, drip, and a genuinely, absurdly satisfying purr. For a story set in a dead machine city built by robots and for robots, it is a remarkably warm-blooded thing to sit inside, and the sound is a large part of why.

A polished, genuinely charming mood piece that is lovely to spend an evening with but too slight and undemanding to reach the upper tier.

Pros & cons

The ledger

In its favour

  • Exceptional, observed-from-life cat animation and traversal
  • A dense, atmospheric cyberpunk world seen from a novel angle
  • Strong sound design and a fittingly melancholy score
  • Tightly paced with almost no filler
  • Small, unscripted cat moments are a constant delight

Against it

  • Very short, at around six hours, with thin replay value
  • Puzzles and platforming almost never challenge
  • Stealth and chase sections feel rote and imported
  • Contextual traversal removes most player agency and risk
Official media

© Annapurna Interactive. Official media via Steam.

The player verdict

Real reviews · Steam
Overwhelmingly Positive97% of 88,811 reviews
  • Recommended

    So I am about almost four years late to this game. I did avoid it on purpose though. The cat I grew up with since I was born, did pass away about a few months before I saw the trailer for this game, and my cat was also an orange beautiful…

    261 found helpfulvia Steam
  • Recommended

    My god . what a beautiful game. No wonder this sits at 97% positive. Let's ignore the fact that you play as a stray cat and talk about everything else: You're thrown into a beautiful dystopian world which has lots of details. You can tell…

    51 found helpfulvia Steam
  • Recommended

    Stray completely stole my heart. What I loved most about this game is that there are no humans. It's just robots, cats, and this beautiful world full of mystery. I don't know why, but that made the game feel so special to me. The robots…

    40 found helpfulvia Steam
  • Recommended

    ---{ Graphics }--- ☐ You forget what reality is ☑ Beautiful ☐ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{ Gameplay }--- ☐ Very good ☑ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }---…

    28 found helpfulvia Steam

Verdict

The call
Playcritik score
7.4/10
Good

Stray is a small game that knows exactly what it wants to be and executes that narrow vision with unusual confidence. The animation, the sound design, and the melancholy of its forgotten city add up to something that lingers in the memory considerably longer than its length has any right to, and the simple act of playing as a cat never once stops being a genuine delight.

Just go in properly calibrated. This is a mood piece, and a brief one, far closer to a beautifully made interactive short story than to a meaty adventure with much to sink your teeth into. Taken honestly on those terms it is very easy to love. Asked to be anything more than that, to challenge you, to last, to give you a real reason to return, it runs out of road fairly quickly. Price your expectations accordingly and there is a lovely few hours waiting here.

Sources

Original review by Aymen Sakouhi from the licensed facts above. Score: 7.4/10.

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