Game review
Cat Crisis
6.5 / 10
- Developer
- Treehouse Games
- Publisher
- Treehouse Games
- Released
- 5 August 2026
- Platforms
- Windows
- Genre
- Action Roguelite
- Monetisation
- One-time purchase, no in-game store, no IAP, no DLC listed
- Players
- Online co-op, up to 4 players
The short version
Cat Crisis puts you inside a housecat's body from a first-person camera and asks you to do the one thing a cat is built for: get in and out of a room without a dog noticing. You sneak under furniture, freeze, and pick your moment to dash for a panicking kitten, and every rescue is a small bet against a house that gets meaner and more crowded with each run. Between runs, the cash you earned from broken vases and rescued kittens buys crossbows, grenades and time bubbles — a roguelite meta-loop wrapped around a stealth toy. It's a side project from a funded, well-reviewed co-op studio rather than a solo debut, built for four players to yell at a screen together, and it shipped a day ago with almost nothing outside the store page to check its own pitch against yet.
Biggest strengths
- The core loop reframes familiar roguelite shopping (crossbows, grenades, time bubbles) around an unusually specific fantasy — sneaking as a small, vulnerable animal rather than an armed hero
- Petting kittens is a deliberately fumble-able action: pet too hard and a kitten you were trying to save panics and bolts, which turns a cute mechanic into a real risk instead of a victory lap
- Up to four players online, and the studio's other title (Voyagers of Nera, in Early Access) sits at Very Positive across 2,583 reviews, so this isn't a co-op debut from a team with no track record
Biggest weaknesses
- Exactly one English user review exists at the time of writing, so how the difficulty curve actually feels across a full run, session length, and bug count all currently rest on the store page's own description
- No achievements are configured for the game at all, which removes the one objective signal (a completion curve) this library normally uses to check a roguelite's claims about escalating difficulty and repeat-run structure
- Windows only, with no controller support listed on the store page — worth checking before assuming a couch-co-op setup will work out of the box
Who it's for: Groups of two to four who want a short, silly, low-stakes co-op session — closer to a party-game pickup than a long single-player campaign — and who are comfortable buying a day-one release from a studio with one other shipped title, still in Early Access, to judge by.
Our recommendation: At under NZ$5 during launch week, the downside of being wrong about it is small, and the pitch — first-person cat stealth with a roguelite economy — is specific enough to be worth a punt with friends. Solo players and anyone who wants confirmation the run-to-run loop holds up over hours rather than one sitting should wait for the review count to grow.
6.5 / 10
A stealth game where the player character is the vulnerable one
Most stealth games put you in control of someone dangerous who is choosing not to be seen. Cat Crisis flips that: you are a housecat, the dogs patrolling the level are bigger than you in every sense that matters, and the entire skill of the game is reading a room you have no way to fight your way out of. That's a sharper hook than "cute cat game" suggests, and it's the thing that separates Cat Crisis from the pile of animal-themed party games it could easily have been mistaken for on a storefront thumbnail.
The loop, per the store's own description, runs in two halves. Inside a level you're sneaking under furniture, freezing when a dog is near, and occasionally leaning into pure chaos — throwing bombs, tripping traps, or mashing a dedicated "meow" button when subtlety stops being the plan. Breaking vases and rescuing kittens earns cash, which is spent between missions on crossbows, grenades and time bubbles. It's a familiar roguelite shape — clear a run, shop, go again, harder — but built around a character with no combat option worth the name, which keeps the tension pointed at avoidance rather than at a gear check.
Petting as a fail state, not just a victory lap
The detail worth calling out is how the game treats the moment you actually reach a kitten. Pet it gently and it calms down; pet it "too hard (or smack it, you monster)," in the developer's own words, and it panics and jumps back out of your arms. That's a small piece of friction in what could have been a pure collection mechanic, and it matters because it means the rescue itself carries risk, not just the sneaking that gets you there. Whether that friction feels satisfying over a full run — rather than fiddly — is exactly the kind of thing a single 44-minute review can't yet settle either way.
A side project from a studio with a real co-op track record
Cat Crisis isn't a solo debut appearing from nowhere. Treehouse Games is a Los Angeles studio co-founded by Michael Chu and Ryan Sullivan that raised a reported $2.6 million in seed funding, and its main title, Voyagers of Nera — a cooperative survival-crafting game for up to ten players — has been in Early Access since September 2025 and sits at Very Positive across 2,583 reviews. The team's own launch announcement for Cat Crisis is candid about what this is: "a fun side project for a couple members of our team" after years on the bigger game, built and shipped alongside it rather than instead of it. That context is worth having, because it changes what a buyer should expect — not a studio's flagship bet, but a small, contained co-op game from people who have already shipped one well-liked multiplayer title.
It also explains the shape of the release. There's no in-game store, no DLC, and the price is NZ$4.79 before a 34% launch discount brings it to NZ$3.16 (US$2.99 down to US$1.97) — a genuinely low-commitment ask that matches a scoped side project rather than a game trying to fund itself through post-launch spending.
What can't be checked yet
Two things this review would normally lean on are both unavailable. There's no achievement list configured for Cat Crisis at all, which removes the usual way of checking a roguelite's claim about escalating difficulty against real completion data — on most games in this library, an achievement curve is the cheapest way to tell "people found it too hard" from "people finished it and moved on." And the review corpus is a single English review, positive, from a player 44 minutes in, who called it "very cute" and said they were already sold on buying whatever Treehouse makes next. That's a real, specific reaction, but it's one player at under an hour, not a pattern. A concurrent-player check at the time of writing also returned zero players online — a single dated snapshot rather than evidence of anything ongoing, but worth naming rather than ignoring on a review published two days after launch.
None of that is unusual for a day-one release, and none of it is a mark against the game itself. It just means the specific things a buyer would want confirmed — how the difficulty curve actually plays out over several runs, whether four strangers can matchmake as easily as a pre-formed group, how long a typical session runs — aren't yet answerable from outside sources, and this review says so rather than guessing.
Final verdict
Cat Crisis earns a 6.5 for a genuinely distinctive pitch — first-person stealth played from the losing end of the predator-prey relationship, wrapped in a roguelite shop that gives runs a reason to escalate — built by a team that has already shown it can ship a well-liked co-op game. It doesn't score higher because the things that would confirm the pitch holds up over more than one sitting — the difficulty curve, session length, how matchmaking with strangers actually feels — currently rest on a single enthusiastic review and the store page's own claims, with no achievement data to check any of it against independently. At a launch price under NZ$3.20, the risk of trying it with friends is small; buy it now if a small co-op group wants something silly and specific for an evening, and wait for the review count to climb if you want outside confirmation the loop has legs before you commit.
Pros and cons
Pros
- The core loop reframes familiar roguelite shopping (crossbows, grenades, time bubbles) around an unusually specific fantasy — sneaking as a small, vulnerable animal rather than an armed hero
- Petting kittens is a deliberately fumble-able action: pet too hard and a kitten you were trying to save panics and bolts, which turns a cute mechanic into a real risk instead of a victory lap
- Up to four players online, and the studio's other title (Voyagers of Nera, in Early Access) sits at Very Positive across 2,583 reviews, so this isn't a co-op debut from a team with no track record
- Launch price is NZ$3.16 discounted, low enough that the commitment being asked of a buyer is minor even before any outside reviews exist
- The developers' own launch post frames it plainly as a side project by "a couple members of our team," not the studio's main bet, which matches a game with no DLC, no in-game store and a tight, contained pitch
Cons
- Exactly one English user review exists at the time of writing, so how the difficulty curve actually feels across a full run, session length, and bug count all currently rest on the store page's own description
- No achievements are configured for the game at all, which removes the one objective signal (a completion curve) this library normally uses to check a roguelite's claims about escalating difficulty and repeat-run structure
- Windows only, with no controller support listed on the store page — worth checking before assuming a couch-co-op setup will work out of the box
- A live concurrent-player check returned zero players online at the moment of writing, which on a game one day old is a thin signal but not a reassuring one for anyone hoping to matchmake with strangers rather than a pre-formed group
- The store page lists no stated run length or mission count, so value at even this price is hard to size up beyond "a session with friends"