Indie Games

Mewgenics Review: First Impressions After 8 Hours of Mutant Cats

My first impressions of Mewgenics, Edmund McMillen's new tactical roguelike. Mutant cat breeding, brilliant turn-based combat, and humor that caught me off guard.

Tenta DevTenta Dev
7 min read
Mewgenics gameplay showing mutant cats in tactical turn-based combat

Mewgenics blends cat breeding with tactical roguelike combat

If you follow the indie scene at all, you have probably already heard about Mewgenics, the new game from Edmund McMillen, creator of The Binding of Isaac and The End is Nigh. It launched just a few days ago and absolutely exploded, recouping its entire development investment in just 3 hours. But beyond the numbers, what really matters is whether the game is actually good. After more than 8 hours breeding mutant cats, fighting through tactical turn-based battles, and laughing out loud at every absurd detail, I can tell you this: it is worth every penny.

These are my first impressions of a game that feels like a breath of fresh air for the entire roguelike genre.

What Is Mewgenics?

Mewgenics is a tactical turn-based roguelike where you build an army of mutant cats, equip them with class collars (warrior, tank, mage, and many more), and send them into combat adventures in a place called the Destitute District. Every run is a fresh puzzle where positioning, combos, and environmental interactions are key.

Overview of the Destitute District in Mewgenics showing the cat home base
The Destitute District is your home base where you breed and manage your feline army

What sets Mewgenics apart from other games in the genre is its genetic breeding system. Your cats can come back from adventures with scars, new experiences, and mutations. These traits carry over to the next generation, letting you create increasingly strange and powerful cats over time. The gameplay loop never feels repetitive because every generation brings genuine surprises.

Combat That Breaks the Turn-Based Formula

If you have played tactical turn-based RPGs, you know the classic problem: you reach a point where your characters are so optimized that every fight plays out the same way. The tank soaks damage, the DPS hits hard, the support heals, and you repeat the same strategy over and over.

Mewgenics destroys this formula completely.

Tactical turn-based combat in Mewgenics with cats using special abilities
Every fight feels like a new puzzle thanks to the variety of abilities and mutations

With over 1000 unique abilities (75 per class), more than 900 items, and endless environmental interactions, every run forces you to think differently. Your cats are different, their abilities are different, and your strategies have to adapt. This is what makes the game incredibly addictive: you never feel like you are playing the same run twice.

The combat is surprisingly fluid for a turn-based game. There is none of that sluggish feeling of waiting turn after turn. Every decision matters, every position counts, and when you chain a perfect combo together, the satisfaction is huge.

Try combining abilities from different classes on your cats. The interactions between skills and genetic mutations create combos that even the developers did not anticipate. That is where the real depth of the game lives.

The Humor and Visual Design, a.k.a. Pure McMillen

If you know Edmund McMillen's style, you know his games have an unmistakable visual identity. Mewgenics is no exception. The cat designs are grotesquely adorable, with mutations that make them look ridiculous but somehow make you grow attached to every single one.

Different mutant cats in Mewgenics showing a variety of designs and mutations
Mutations create visually unique cats, some adorable, some disturbing, all memorable

This is honestly the part that surprised me the most. The humor is everywhere. Item descriptions, cat reactions, NPC dialogue in the district. It is that dark, absurd humor McMillen does better than anyone. I found myself laughing at moments I did not expect, sometimes right in the middle of a tense fight.

The UI design also deserves a mention. Despite the game's complexity (genetics, abilities, items, classes), the interface makes everything approachable. Mewgenics introduces you gradually: you learn the basics first, and then it reveals layers of depth without overwhelming you.

The Breeding System Is the Real Hook

The breeding system is where Mewgenics truly shines. It is not just about "improving stats" between runs. It is about making tough decisions: do you keep that kitten with a rare mutation, or give it to an NPC to improve your home? Do you cross two cats with complementary abilities, sacrificing a valuable mutation in the process?

Genetic breeding system in Mewgenics showing ability and mutation inheritance
Genetic breeding adds a strategic layer between adventures that keeps you hooked

Every breeding decision impacts your future runs. It is a meta-game within the game that gives meaning to every single run, even the ones that go badly. A cat that failed in combat might bring back a mutation that changes your entire genetic lineage forever.

An Overnight Success? Not Exactly

Recouping the investment in 3 hours makes for an impressive headline. But it is important to put that in context. This success did not come out of nowhere.

Edmund McMillen has years of experience behind him. His approach to development is still indie at heart, with a small team driven by passion, but the accumulated experience is massive. He is literally the person who popularized the roguelike genre with The Binding of Isaac, one of the most iconic games in the space.

The success of Mewgenics is not luck. It is the result of years building trust with a community that knows every McMillen game will be high quality, fun, and deep enough to justify hundreds of hours of play.

The community was eagerly waiting for this launch. The trust built over the years meant people bought the game the instant it hit Steam. It is a valuable lesson for any indie developer: your community's trust is your best marketing.

Over 200 Hours of Content

The content numbers are absurd for an indie game:

  • Over 200 hours of main campaign
  • More than 10 classes, each with 75 unique abilities
  • Over 900 items
  • More than 200 enemies and bosses
  • Roguelite progression: no two runs play the same
  • Meaningful decisions every turn: money, items, and genes all matter
Different cat classes in Mewgenics with their unique abilities
Over 10 classes with 75 abilities each guarantee there is always something new to discover

After just 8 hours, I feel like I have barely scratched the surface. And far from being frustrating, that is exciting. Every time I open the game I discover something new: an interaction, a mutation, a combo I did not know existed.

Verdict: Is It Worth Buying Right Now?

After 8 hours I can say with full confidence: yes, it is worth every penny. This Mewgenics review barely covers the surface of what the game offers. It is exactly what I expected from Edmund McMillen and then some. It is a breath of fresh air for the roguelike genre, blending it with turn-based combat in a way I have not seen before.

If you like tactical games, roguelikes, or just want something different with an overwhelming personality and humor that catches you off guard, Mewgenics is your next game.


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Tenta Dev

Creator of Find Next Play. Passionate about helping indie developers get discovered.

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