Game review
Cat Quest III
7 / 10
- Developer
- The Gentlebros
- Publisher
- Kepler Interactive
- Released
- 8 August 2024
- Platforms
- Windows, macOS, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch
- Genre
- Action RPG
- Monetisation
- One-time purchase, no DLC or in-game currency
- Players
- Local split-screen co-op, Remote Play Together
The short version
Cat Quest III sends The Gentlebros' cheerful action RPG series to sea, casting the player as a pirate cat sailing an open ocean in pursuit of the Pirate King while dungeon-diving and questing much as the series always has. Critics gave it a solid 81-82 across Metacritic and OpenCritic, praising its charm, visuals and combat while consistently noting it "didn't significantly stand out" within its own series. Steam's own audience agrees on the quality, Very Positive at 94.7% across roughly 3,100 reviews, but a remarkably consistent slice of detailed reviews — echoed by critics themselves — makes the same specific, quantified argument: Cat Quest III is noticeably smaller than both prior entries, with reviewers citing roughly half to a quarter the dungeons, side quests and explorable map space of Cat Quest II, while launching at NZ$31.95 against Cat Quest II's original NZ$18.49 — a real price increase for what a large share of returning fans say is a meaningfully shorter game.
Biggest strengths
- Combat feels more fluid and responsive than in previous entries, with critics and players alike crediting real, tangible improvement over Cat Quest II's system
- The pirate theme and nautical open world give the series a genuinely fresh visual and thematic identity rather than simply repeating the prior games' fantasy setting
- Visual presentation and performance are consistently praised, including on 4K displays, with critics rating the game 81-82 across Metacritic and OpenCritic
Biggest weaknesses
- Multiple detailed reviews independently cite specific, quantified content reductions: one puts Cat Quest III at 24 dungeons and 28 side quests against Cat Quest II's roughly double or more, and completionist playtime commonly cited around 10 hours versus Cat Quest II's approximately 16
- The game launched at NZ$31.95, a real increase over Cat Quest II's NZ$18.49 launch price five years earlier, which a large share of reviewers explicitly call a mismatch against the reduced scope rather than a reasonable inflation-adjusted increase
- The new ship-based traversal replaces free swimming from earlier games, and reviewers are split on whether it adds welcome pirate-themed identity or simply removes options the series previously offered, with several specifically calling the ship mechanic either overpowered against ground enemies or cumbersome to control
Who it's for: Newcomers to the Cat Quest series, and players who want a charming, accessible action RPG without a huge time commitment, are well served here — on its own terms, independent of the comparison to its predecessors, it's a polished, likeable game. Longtime Cat Quest 1 and 2 fans expecting a similarly-scoped follow-up should read the specific size and content comparisons below before buying at full price, since the shrinkage is real, quantified and acknowledged by critics as well as players rather than a subjective complaint.
Our recommendation: Recommended, particularly at a discount and particularly for players new to the series who won't be measuring it against Cat Quest II's scope. Returning fans should treat this as a shorter, pirate-themed side story rather than a direct successor matching the previous game's size, and should factor the higher launch price against that smaller scope before deciding when to buy.
7 / 10
A beloved series goes to sea, at a smaller scale
The Cat Quest series has built a loyal following over two prior entries by taking straightforward, accessible action-RPG combat and wrapping it in a relentlessly cheerful, pun-saturated fantasy world starring cats (and, in Cat Quest II, dogs as a second playable protagonist). Cat Quest III keeps that fundamental charm intact while sending the series in a new direction: a pirate theme, an open ocean to sail, and a hunt for the fearsome Pirate King replacing the prior games' more traditional fantasy-kingdom framing. Critics responded warmly to what's here, landing the game at 81 on Metacritic and 82 on OpenCritic's "Strong" tier, with specific praise for the charm, visual presentation and a combat system reviewers consistently credit as more fluid and responsive than Cat Quest II's. The recurring qualifier in that same critical coverage, though, is telling: multiple outlets specifically noted the game "didn't significantly stand out" within its own series, a polite way of flagging the same issue Steam's own reviewers would go on to describe in far more specific, quantified detail.
What actually improved
It's worth being fair to what Cat Quest III does well before addressing the scope question, because the improvements are real rather than illusory. Combat feels tighter and more responsive across the board, a genuine mechanical upgrade critics and players agree on without much dissent. The pirate setting gives the series a visual identity distinct from the more generic fantasy trappings of the first two games, and the open ocean, while a source of some specific complaints detailed below, is a legitimately novel structural addition rather than a reskin of prior content. The writing retains the series' well-loved sense of humour, and the game remains one of the more approachable, family-friendly action RPGs available, with local split-screen and Remote Play Together co-op carrying over intact from Cat Quest II.
The shrinkage, quantified
Where Cat Quest III's reception gets genuinely specific rather than merely disappointed is in exactly how much smaller it is than what came before. Multiple detailed reviews independently put numbers on the gap: one cites 24 dungeons and 28 side quests in Cat Quest III against what several returning players describe as roughly double that count, or more, in Cat Quest II. Completionist playtime is another commonly cited figure — around 10 hours to 100% Cat Quest III, against roughly 16 hours for the same completion target in Cat Quest I and II, according to multiple independent reviewers making the identical comparison. That's not scattered anecdotal disappointment; it's the same specific claim, with similar numbers, appearing across reviews that clearly weren't coordinating with each other.
The price context sharpens the complaint considerably. Cat Quest III launched at NZ$31.95, compared to Cat Quest II's original 2019 launch price of NZ$18.49 — a genuine, verifiable increase of roughly 73% for a game multiple detailed reviewers say offers meaningfully less content than its predecessor did at a lower price five years earlier. Several reviewers make exactly this connection explicitly, arguing the game should be priced at half its asking cost or less to match its reduced scope, rather than treating the higher price as a simple inflation adjustment. It's the kind of specific, checkable value argument that's harder to dismiss than a vague "felt short" complaint, and it's echoed closely enough by critics' own "didn't stand out" framing that it reads as a real, broadly shared observation rather than one disappointed corner of the fanbase.
A handful of more specific mechanical complaints round out the picture: the new ship, which replaces the free swimming traversal option from earlier games, draws mixed reactions — some reviewers find it either overpowered against ground-based enemies or, conversely, cumbersome and unfun to actually pilot, while the lack of fast travel means players lean on the ship for basic map traversal in a way several reviewers say pads playtime with transit rather than adding meaningful content. At least one detailed review also argues the story reads more as connective tissue setting up a hypothetical Cat Quest IV than a fully self-contained narrative on its own terms.
A pattern worth naming plainly
It's worth stating the specific shape of this complaint clearly, because it's a different kind of problem than most sequels run into. Cat Quest III isn't broken, isn't buggy in any notable way, and isn't disliked by the people playing it — its 94.7% positive score on Steam is genuinely strong by any normal measure, and the vast majority of that positive sentiment comes from real satisfaction with the combat, tone and pirate setting rather than grudging tolerance. The complaint here is narrower and more specific: a sequel that quietly reduced its own scope while increasing its own price, reviewed against the exact yardstick its own franchise established. That's a fair thing for returning fans to weigh heavily, and a much less relevant one for anyone coming to the series fresh with no expectations set by the previous two games' size.
Verdict
Cat Quest III is a well-made, charming action RPG on its own terms, and critics were right to credit its combat improvements and pirate-themed presentation with real, specific merit. Where it falls short is a comparison its own marketing and series lineage invite directly: against Cat Quest II specifically, it offers meaningfully less content, at a meaningfully higher price, by numbers multiple independent reviewers arrive at separately rather than a single outlet's complaint. Newcomers to the series, unburdened by that comparison, are likely to have a genuinely good time. Returning fans should go in expecting a shorter, pirate-flavoured side adventure rather than a true successor to Cat Quest II's scope, and should weigh the higher asking price against that smaller scale before buying at full cost.
Pros and cons
Pros
- Combat feels more fluid and responsive than in previous entries, with critics and players alike crediting real, tangible improvement over Cat Quest II's system
- The pirate theme and nautical open world give the series a genuinely fresh visual and thematic identity rather than simply repeating the prior games' fantasy setting
- Visual presentation and performance are consistently praised, including on 4K displays, with critics rating the game 81-82 across Metacritic and OpenCritic
- The series' trademark pun-heavy writing and light, family-friendly tone remain intact and continue to charm returning fans and newcomers alike
- Local split-screen and Remote Play Together co-op carry over from Cat Quest II, preserving one of the series' most-loved features
Cons
- Multiple detailed reviews independently cite specific, quantified content reductions: one puts Cat Quest III at 24 dungeons and 28 side quests against Cat Quest II's roughly double or more, and completionist playtime commonly cited around 10 hours versus Cat Quest II's approximately 16
- The game launched at NZ$31.95, a real increase over Cat Quest II's NZ$18.49 launch price five years earlier, which a large share of reviewers explicitly call a mismatch against the reduced scope rather than a reasonable inflation-adjusted increase
- The new ship-based traversal replaces free swimming from earlier games, and reviewers are split on whether it adds welcome pirate-themed identity or simply removes options the series previously offered, with several specifically calling the ship mechanic either overpowered against ground enemies or cumbersome to control
- Lack of fast travel forces reliance on the ship for map traversal, which several reviewers say pads playtime with travel time rather than meaningful content
- At least one detailed review argues the story feels more like setup for a future Cat Quest IV than a self-contained narrative in its own right, a specific structural complaint distinct from the length issue