It feels strange to say that a game about obsessively breeding cats so you can send them into wild battles across back alleys and dirty sewers might end up being one of the most nuanced and thoughtful strategy games I’ve played in a long time, but that’s exactly what I found with Mewgenics. I got to go hands-on with the next roguelike from the creators of The Binding of Isaac for a few hours recently, and although its original incarnation was first announced a whopping 13 years ago, seeing the version we are actually getting in action has immediately made it one of my most anticipated games in the coming year.

The pitch of Mewgenics is actually fairly simple: you run a house full of cats that you can expand and upgrade day by day, and you’ll take those cats out on roguelike runs to level them up while you gather resources and items to bring back home. Each run takes the form of a series of randomized encounters and grid-based tactics battles, and you’ll have to weave a wide range of cat-based attacks and abilities together to take down all manner of rats, bugs, and rival toms and make it back in one piece.

That setup might sound somewhat familiar if you’ve played games like Darkest Dungeon, Cult of the Lamb, or XCOM, but Mewgenics does a lot that sets it apart. For starters, each cat can only go on a single adventure before retiring to a cozy life on the couch back at home (assuming you have a couch). That means a lot of the power progression as your feline fighters level up is contained within each run, and you’re not trying to build a perfect little squad of your favorite furballs that you’ll then use every single time. I still grew attached to my heavy hitters, like a glass cannon named Jarvis that could melt groups of enemies thanks to a combination of passive abilities that first split his basic ranged attack into multiple projectiles and then sent each bouncing to other enemies on hit – but once that run was done, that power played a different role.

Your cats back home don’t just sit around all day.

You see, your cats back home don’t just sit around all day. They have unique personalities and desires, and even their own cat friends and enemies in the house. Put two compatible cats together in a room with some inviting decor, and they could, well… hit it off. The next day you’ll find yourself with a kitten that shares some of their traits and abilities. This is the crux of the larger metagame in Mewgenics, as you mix and manipulate bloodlines to create future generations that can start runs on a more powerful footing. Things get even more complicated as mutations and other effects are weaved in, not to mention as you start to make uncomfortable choices about inbreeding to keep certain traits “pure” at an ever-mounting cost.

Something that struck me is the way Mewgenics frequently asked me to choose between prioritizing my current run or the larger progression back at my house. For example, money can be used to buy items or level-ups at shops mid-run, but it’s also a currency you’ll use

between them – and some abilities even use it for powerful effects in combat, like hiring a hitman to help you out. Similarly, equipable items can be brought back to base and used on a few future runs (if your limited storage is big enough to hold them), which gives you a bit more control over your starting “builds” but also makes you wonder if that limited consumable is worth using now or saving for next time. You’ll also choose from a semi-randomized selection of new abilities whenever a cat levels up, and suddenly have to consider both what’s useful in the moment and most interesting for breeding later on.

There are some very cool and unique abilities, too. At the start of each run, you can give your team of cats collars that assign them a class, tweaking some of their starting powers and stats – so the green Hunter is better at a distance, while the red Fighter is all about getting up close and personal. Depending on both their class and their equipment, a cat could have dash attacks, teleportation, healing effects, elemental spells with their own interactions, and a whole lot more. A favorite of mine on one run ended up being my Necromancer’s Pestilence ability, which dealt a single point of damage to every space on the board. That let me soften up groups, easily break corpses so that they would drop loot, and even intentionally weaken my own Hunter to make use of an item that allowed them to deal more damage while at low life.