Key art for Idle Cats Dungeon

Game review

Idle Cats Dungeon

4.5 / 10

Developer
Artur Latkovsky
Publisher
Artur Latkovsky
Released
9 March 2026
Platforms
Windows
Genre
Incremental / Idle
Monetisation
Free-to-play. One optional paid DLC, a Companion Pack (NZ$4.49), adds cosmetic companions; no ads, premium currency or subscriptions are listed on the store page.
Players
A visible kills leaderboard is the only shared-world element; there's no direct player interaction, PvP battling or co-op despite Multi-player and PvP category tags.

The short version

Idle Cats Dungeon's pitch is right there in its own store description: "adventure runs alongside your daily tasks," a small pixel-art dungeon brawl tucked in the corner of the screen while you do something else. It's a solo developer's take on the desktop-pet idea crossed with an incremental clicker, recruiting cat companions and hired archers and mages to grind an endless kill counter against a scaling gothic dungeon. The problem is that a cluster of independent player reports, including the single most-upvoted review on the store page, describe the game simply pausing the instant its window loses focus or drops behind another one — which is close to the one thing a background idle game cannot do and still be a background idle game. Layer that on top of complaints about limited enemy variety, no offline catch-up, and upgrades that reviewers describe as necessary just to keep pace rather than genuinely rewarding, and a Mixed 57-review score at launch reads as accurate rather than harsh.

Biggest strengths

  • Free to install with no premium currency or ads, so the cost of finding out whether the desktop-corner format works for you is essentially zero
  • The core kill-counter climb is genuinely compelling for some players, with one reviewer calling it "very addicting, as numbers keeps going higher and higher" when run as a side-screen activity
  • A visible leaderboard tracking other players' kill totals gives the number-climbing a small competitive frame beyond a private save file

Biggest weaknesses

  • Multiple independent reviews, including the single most-upvoted one on the store page, report the game pausing whenever its window isn't focused or "on-top" — directly contradicting the store description's promise that "adventure runs alongside your daily tasks"
  • No offline progression is mentioned by name in more than one review, meaning closing the game or letting the PC sleep loses ground rather than banking it
  • Reviewers describe a narrow content loop — the same enemies, no new zones, and cats that reviewers say "cannot be defeated" — with one 356-hour player, the leaderboard's own top scorer, still concluding it "lacks the fun aspects of dangers, new zones" and enemy diversity

Who it's for: Idle-genre completionists curious about a genuinely free, low-commitment take on the format, and players specifically drawn to a literal desktop-corner presentation — not anyone who actually needs their idle game to progress while they're doing something else on the same screen.

Our recommendation: Free enough to cost nothing but a look, but go in aware that several independent players report it stalling out of focus, which undercuts the specific pitch that sold the download in the first place.

4.5 / 10

Idle Cats Dungeon is a small idea from a solo developer, and the store page is upfront about what that idea is: a pixel-art dungeon brawl that lives in the corner of your screen, ticking along "alongside your daily tasks" while a cat and a couple of hired companions grind an endless kill count. It's the desktop-pet format applied to an incremental clicker rather than the usual virtual critter, and going by the screenshots — a small combat window pinned in the bottom corner of a Windows desktop, leaderboard names scrolling past a kill counter — it's a genuine attempt at that specific presentation rather than a full-screen game with a thin "idle" label stuck on it.

The idea, in one screenshot

One of the game's own promotional screenshots shows exactly the pitch working: a compact combat window overlaid on an ordinary desktop, running quietly while whatever else the player is doing happens in the background. A robed cat-wizard swings a staff at skeletons in a gothic hall, gold and kill counters climb in the top corner, and a side panel lists other players' kill totals — "daas has 255 kills," and so on — giving the grind a small competitive frame. Companion choices (Shadow, Fly, October) and a simple upgrade panel — archer damage, attack speed, "king damage," hiring an archer or a mage — round out a loop that's legible at a glance, which matters for something meant to be glanced at rather than stared at.

Where the pitch breaks down

The trouble is that the format's entire value proposition depends on the game actually running while it's not the active window, and that's exactly the point multiple independent reviewers say it fails on. The single most-upvoted review on the store page — 30 helpful votes — reports that the game "stops running if its window is not 'on-top,'" pausing the moment focus shifts elsewhere. A second, unrelated review makes the identical claim in blunter terms: "Game doesn't run on the background, or on another monitor, or behind active windows," concluding it's "fundamentally not an idle game" as a result. When two independently-written reviews land on the same specific, mechanical description of the same behaviour, that's a real signal rather than one player's misconfigured setup — and it directly contradicts the "alongside your daily tasks" framing doing most of the persuading on the store page.

Beyond that central problem, the complaints reviewers raise are the ordinary growing pains of a small, early-life idle game: no offline progression to catch up on time away, no new zones or enemy types to break up the loop, and — more than one review notes — upgrades that feel less like rewards and more like the price of keeping up with the game's own difficulty curve. The game's current top scorer by hours played, at 356.3 logged hours, still doesn't recommend it, writing that it "lacks the fun aspects of dangers, new zones" and enemy diversity, calling it, not unkindly, "just kind of a thing that exists on your computer." That's a useful data point specifically because it comes from the leaderboard's own leader rather than someone who bounced off early — the person who has spent the most time with the game is also the one best positioned to say what's missing from it long-term, and their answer is variety.

Not every review lands negative. One player calls the climbing numbers "very addicting" when used purely as a side-screen activity, which is the exact use case the game is built for and the one piece of praise that most directly validates the concept. Steam's achievement data backs up that there's a real audience finding something to chase: 78.5% of players who've earned any achievement have reached 100 kills, 47.4% have reached 1,000, and a quarter have pushed as far as 10,000 — a gentler taper than a lot of idle games manage, and a reasonably healthy long-tail for a free game this small, even with the background-pause complaints sitting alongside it.

A leaderboard that isn't quite what it looks like

Steam lists both Multi-player and PvP among the game's store categories, which oversells what's actually on offer. The leaderboard visible in the official screenshots is a shared kill-count ranking, not a duel system or any form of direct player interaction — closer to a scoreboard than genuine competitive play. It's a minor point next to the background-pause complaints, but it's the kind of category-tag overreach worth flagging for anyone specifically shopping for a multiplayer idle game rather than a solo one with a public leaderboard bolted on. Worth noting, too: several of the names populating that leaderboard in the promotional screenshots — strings like "12313123123" and "testaSDAS" — read as placeholder or test accounts rather than real players, which is either an artefact of a small early population or leftover testing data that hasn't been cleaned from a public-facing screenshot. Either reading points the same direction: this is a very young game with a very small server-side footprint behind its leaderboard feature.

The optional Companion Pack DLC, priced at NZ$4.49 against a free base game, adds further companion options on top of the three included at launch (Shadow, Fly, October). That's a reasonable, low-pressure way to fund a solo developer's free release — nothing about the store page suggests the paid companions are required to keep pace, which stands in useful contrast to how reviewers describe the base game's own upgrade path already feeling less like a reward and more like an obligation.

The verdict

There's a genuinely appealing idea buried in Idle Cats Dungeon — a truly minimal, glanceable idle game that respects the "idle" part of its name by living in a screen corner rather than demanding full attention. What's shipped doesn't fully deliver on that idea yet, according to more than one player independently describing the same focus-dependent pause, and the content on offer once you're actually watching is thin enough that even its most dedicated player is asking for more variety after hundreds of hours. It costs nothing to try, which limits how much damage the flaws can do to anyone's wallet, but it's hard to recommend as the background companion it's built to be until the reports of it stopping the moment you look away get resolved.

Pros and cons

Pros

  • Free to install with no premium currency or ads, so the cost of finding out whether the desktop-corner format works for you is essentially zero
  • The core kill-counter climb is genuinely compelling for some players, with one reviewer calling it "very addicting, as numbers keeps going higher and higher" when run as a side-screen activity
  • A visible leaderboard tracking other players' kill totals gives the number-climbing a small competitive frame beyond a private save file
  • Steam Achievements are present and show a reasonably healthy completion curve, with a quarter of players still grinding as far as the 10,000-kill milestone

Cons

  • Multiple independent reviews, including the single most-upvoted one on the store page, report the game pausing whenever its window isn't focused or "on-top" — directly contradicting the store description's promise that "adventure runs alongside your daily tasks"
  • No offline progression is mentioned by name in more than one review, meaning closing the game or letting the PC sleep loses ground rather than banking it
  • Reviewers describe a narrow content loop — the same enemies, no new zones, and cats that reviewers say "cannot be defeated" — with one 356-hour player, the leaderboard's own top scorer, still concluding it "lacks the fun aspects of dangers, new zones" and enemy diversity
  • More than one review characterizes the upgrade path as something you buy to avoid falling behind rather than a reward for progress, blunting the genre's usual escalating payoff feeling

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 4 / 10
  • Progression 3.5 / 10
  • Value 5.5 / 10
  • Originality 5.5 / 10
  • Replayability 3 / 10
  • Interface 5 / 10