Mewgenics stands out as one of the best Strategy titles in recent memory.
92
Verdict
92%
Steam
91
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Very Positive on Steam (92% positive from 34K reviews)
Active community with 53,528 concurrent players
Critically acclaimed (91/100 critic average)
No significant drawbacks reported
Mewgenics is a 2026 tactical role-playing roguelike life simulation video game developed by Edmund McMillen and Tyler Glaiel. The gameplay revolves around the process of breeding cats that assume character classes and sending them out on adventures based on a series of tactical combats set up on procedurally-generated grids. Originally announced by Team Meat in 2012 as a follow-up to Super Meat Boy, the game experienced a protracted production cycle that led to a state of development hell, before being cancelled and subsequently reacquired by McMillen for development with Glaiel in 2018. Mewgenics was released via the digital distribution platform Steam on February 10, 2026.

Runs well on modern hardware.
Updated 7h ago
[h1]Dear Edmund McMillen and Tyler Glaiel![/h1] [i]As someone who has 100% completed Isaac, I believe I have the right to ask for some necessary improvements to the game.[/i] Let me start by saying the game is a masterpiece of turn-based tactics. Fantastic music and endless replayability — but. I'm begging you to add these QoL features: [b]1. Undo (one) character movement action. Way too often, after a long run, my focus slips and I just place the character on the wrong tile, and a crucial move gets ruined as a result (and near the end of a run, mistakes really matter).[/b] [b]2. More info on ability attacks. The game shows the tiles I can hit with a basic attack while moving, but unfortunately it doesn't show the range for abilities, so I keep having to count tiles over and over to land the right hit.[/b] [b]3. Remove the enemy info when you hover with Ctrl. Sometimes the text pops up across the whole screen and you just can't see where the enemy's panel is.[/b] 4. [u]THE MOST IMPORTANT ONE.[/u] [b]Add an extra slot for consumables like pills. In almost 100 hours I've used them maybe 10 times. I always look at them and I really want to use them, but the game just won't let me because a trinket is so much more important. Even in Isaac there was a separate slot for cards/pills and trinkets. If you're worried about balance, just lower the pill effect by 30–40%.[/b] None of these QoL changes would make the game easier — they'd just give players more room to breathe and fewer chances to waste time on pointless actions. [u]ADD A SEPARATE SLOT. I'M BEGGING YOU.[/u] [b]A devoted fan of Isaac and Mewgenics.[/b]
The game is fantastic! The music and visual style is fantastic, the humor is good, I like how much stuff there is. When its good, it's great! Tons of replayability and charm, the game is fundamentally good, let me make that clear. However... it's bogged down by the classic and funny Edmund McMillen "I ♥♥♥♥♥♥♥ hate the player" mentality he has had since flash. Out of battle random events are terrible and random, often resulting in a lot more losses than gains, even with good stat rolls. There are a million ways the games mechanics can backfire against the player resulting in a sort of cheap "death spiral" in a run, and there's just a lot of ways that luck can just, screw you over no matter how you play. And it's a rougelite, it does that! However, compared to something like issac, where if your run is going ass you just hold R and your biggest loss is wasted time, losses in Mewgenics sort of have a reverberating impact, you waste cats, food, items, and money, things that impact your FUTURE attempts, just for a run that can, against your best control, lose in the first act. This is compounded by the fact runs are usually over an hour; it can be very demotivating. I haven't gotten as in-depth as others have in the house cat breeding either, but it is a total slog and slows down the pace of the game a lot, and feels sort of "soft required" to engage with, since you are setting yourself up at a big disadvantage if you aren't breeding high stat cats with good mutations, yet the cats are ultimately treated as a expendable resource which you can eventually run out of, which makes those hour-long luck based losses when you LOSE those cats feel that much worse. I know its not in Edmund's game design philosophy to add difficulty options to his games, but I almost wish Mewgenics had something similar to that, or at least workshop support for modding what I want in, since I think a lot of its mechanics are fantastic and I don't want it to be "neutered", I just want more leniency and quality of life if I so choose.
After 116 hours… I FINALLY managed to beat it. Mewgenics has some really annoying bumps that make you wanna tear your hair out of your head, but at the same time this is such an absurd over the top game with beautiful animation work, superb combat while also trying to sell a message that I think a lot of people should keep in mind when it comes to adopting cats in real life. I think the best aspect of this title is it’s presentation, This game REVELS in its absurdity, Edmund always has had a wonderfully wacky, weird vision when it comes to creating worlds, but Mewgenics feels like he cranked it up to 11. From the area’s, items, enemies, bosses, cutscenes all of it has so much sauce injected into every corner of it, and the secret areas of each of the acts are without question my favorite parts of this game. And the music man! It's strange, I always found Ridiculon’s music to be ok at best, I think they did a pretty good job with repentance but here in Mewgenics? It’s simply banger after banger and even after 100+ hours I'm still humming every song that comes on. It's all so adrenaline pumping while having a certain funk to it that I simply love. I'm not exaggerating when I say this but this is probably my favorite soundtrack of all time (yes, it is THAT good). The only way to end a game like Mewgenics is with a big bang, and man did that ending not disappoint, again. It has frustrating bumps, and it can wipe a ton of progress away with a single bad room. But the overall package genuinely makes me excited just thinking about it. I will say that this game is not as easy to pick up and play as Isaac, but I also think the moment to moment gameplay is much more engaging and creative, not all of it clicks immediately but when eventually does, it really feels unstoppable. What a game man.
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