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.
Last updated 8h ago
Mewgenics is one of the most challenging turn-based tactics games I've ever played. After going for all the achievements, it was fun when I figured out the breeding system and other features. I recommend it if you want combat first because the story is meant to not be taken seriously. It's a great game, and I look forward to any updates in the future.
warrior cats for newgrounds people okay, in all seriousness, this is one of the most fun SRPGs i've played, right up there with Disgaea as far as "strategy games that actively encourage you to break it via the mechanics you're given" go. does start out fairly simple, but after you've got more cats and classes and items to work with, you're going to come up with some Pretty Funny Combinations in your runs that might just plow you to victory even if you end up with terrible RNG. that being said, while the game does start out simple, the later areas do require a little planning on the fly, and sometimes a bad event pull might screw you out of a run no matter how much you plan and gear up your cats. whatever hand you're thrown during a run, you're going to have to work with it. but then again, i feel like isaac is the same way, from what i've seen of it. not a bad thing by any means, but this is definitely a strategy game for very strategy-game-minded people. mewgenics is def up there as one of my favorite games of the genre, but there's a couple things i ain't the biggest fan of. while all the classes are damn solid, cleric feels more or less mandatory for every team setup (especially in the desert area), druid tinker and psychic are so stupidly situational that most of the time you're not going to be bothering with them, and while necromancer and druid are pretty cool on paper they don't really scale all that well the further you go in an act. hell, on the note of acts [spoiler]hey why does looting the final boss of an act have a chance to completely kill a cat and potentially screw you out of anything that cat gained throughout the entire act[/spoiler]. also, house content i wish could be flesh out a little more. sorting cats and playing RE4 inventory management with the furniture is nice and all, but it's not terribly engaging. but at least you got some banger tunes to listen to while you do it. maybe in the expansion all my gripes won't mean a thing, but even then, don't let that deter you from giving the game a shot. if you've got enough of a tolerance for newgrounds-style humor that wouldn't feel out of place in the 00s, you may just find yourself sinking a lot of time into mewgenics.
After having around 300 hours, beating the main story, and getting through many runs on "impossible" difficulty I can safely say I don't recommend this game in its current state. The core gameplay, music, and meta progression aspects are very solid and can be quite addicting. I had a lot of fun in the early game trying to breed powerful cats and using mutations and ability breeding to make some fun combos for my runs. However, the team behind this game have demonstrated that players having fun is secondary to how they want the game balanced. The first major balance update made a lot of changes and nerfs that screwed a lot of late game players over. This normally wouldn't be an issue for me, such as in games like The Binding of Issac. In TBOI, balancing changed usually don't have any immediate effects on your meta progression. Balancing usually only effects the items that you may choose to pick up DURING a run. As a general rule the start of your runs don't get weaker as a result of balancing. Mewgenics, on the other hand, has it's meta progression very closely tied to the cats and furniture you currently have cultivated in your base. This is how you express yourself and your playstyle. Many of the changes made recently have directly nerfed the cats you already own and spent dozens of hours carefully breeding, or the furniture that you have spent hours setting up the rooms in your base. In short, you can have your Mewgenics runs kneecapped before you even start because of how the balancing changes affect your cats (mutation nerfs, room setup changes, abilities that you bred into your cats being nerfed). To me this design philosophy just feels very anti-fun. It feels like game is being balanced to increase friction and player frustration. If you are the kind of person like me who does not like their playstyle being nerfed or straight up removed from a SINGLEPLAYER game I would wholeheartedly recommend you spend your money and time elsewhere.
Reviews sourced from Steam. All reviews belong to their respective authors.
Data sourced from RAWG, Steam, IGDB, CheapShark, Wikipedia, HLTB, and GX Corner. Sources: rawg, steam, igdb, wikipedia.
All game titles, trademarks, and copyrights belong to their respective owners.