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Impressions: Mewgenics
TL;DR: I bought Mewgenics on February 14th, and have 30 hours played after four days.

Mewgenics is a tactical roguelite and cat breeding sim from Edmund McMillen, of Binding of Isaac and Super Meat Boy fame. While it does not play like Binding of Isaac, it is absolutely the same kind of brand experience: crude humor, goofy visuals, banging soundtrack, absolutely broken skill/item combos, and a deeply compelling gameplay loop. Well… for the most part.
The game is divided in two parts: house and adventure. During the house parts, you are performing the “eugenics” part of the title. At the end of each game day, compatible cats will squirt out 1-2 kittens with some mix of the parents’ stats (and sometimes abilities/mutations), and the kittens themselves will grow into adults an additional day later. There is a lot of RNG involved in breeding into the best stats, but you can mix and match furniture to weigh the odds more in your favor. Or, honestly, you can mostly ignore it and just rely on the daily stray cats that wander onto your property.

When you are ready to adventure, you place up to four cats in a box, give them a class “collar,” and then equip them with any spare items you got from prior runs. After that, you progress through a linear series of nodes that includes battles, events, treasures, mid-bosses, shops, and final bosses.
Hobbes would accurately describe Mewgenic’s combat as “nasty, brutish, and short.” Fights take place in an intimately-sized, randomized board with you generally being way outnumbered. I would classify combat as Fair* with the asterisk emphasized. There is a turn-order ribbon, right-clicking will show you have far a unit can move and subsequently attack, and abilities work as described.
However, no punches are pulled, no mistakes unpunished. There is no move rewind if you didn’t move 1 square far enough, you can absolutely waste attacks by mis-clicking on the ground, and there is built-in punishment for save-scumming battles. Additionally, there are some mechanics that work differently than you may be used to in other games. For example, Tall Grass is terrain that gives the unit a 50% evasion chance… but this also applies to friendly heals and buffs sent your way. Having a Tank character with Thorns or other “on attack” debuffs are great… until an enemy uses a knockback ability and sends your cat bumping into said Tank, dealing massive friendly fire.
It’s also worth noting that if a cat hits zero HP, it goes into a downed state and gets a permanent reduction to one of its stats. If a downed cat takes much more damage though – or gets targeted by a corpse-destroying ability – it dies permanently. While you can occasionally get a mid-run replacement, that new cat won’t have a class and starts at level 1, so it’s barely a warm body.

The upshot to this harsh, rules-as-written gameplay is allowing for truly broken shenanigans. Some things are RNG-dependent, such as which items drop and what starting class abilities each cat gets. That said, each level up grants a cat a choice between four options, which can sometimes lead you into interesting directions. In one run, my Tank had a cheap, stackable bodyguard-like ability that automatically caused him to swap places with any other team member that got targeted with anything (attack, spell, etc). He also had a starting ability to give himself Thorns at the cost of not moving during his turn. Not much of a problem since he could protect the team from anywhere. He later got an ability to automatically Block any attack coming from the front. Considering the Bodyguard ability always places the Tank facing the attack… yeah, suddenly my whole team was effectively immune to the first 5-6 attack of every turn.
The balance to all this comes from the fact that cats who survive adventures are “retired” when they come back to the house. They can still stick around a breed and such, but you are going to need an entirely new set of four cats to go on further adventures. Plus, you know, RNG is RNG and you may never receive that same set of skills/items again. Plus plus, the game escalates in difficulty pretty wildly by the end of Act 1, let alone the start of Act 2 where I am. Let’s just say that broken combos can go both ways, if you aren’t careful.

Having said all that, Mewgenics also feels kinda bad sometimes. The house portion of the game feels good, but it keeps getting interrupted by the need to go adventuring, which can often take more than an hour depending on how deep you go. Adventuring by itself usually feels good, but there’s a conflicting desire to play sub-optimally to farm more resources for the house phase rather than do what’s best to ensure success of the run itself. Then there are the house progression unlocks, which are done by “donating” cats to NPCs. One of them wants retired cats, for example, so it’s sometimes tempting to just go on a bunch of first-zone-only runs and try and brute-force the rewards. If you don’t, you’ll be making due with cramped quarters for dozens and dozens of hours.
Also, right now Events in the adventure phase feel half-baked. Random cat is selected, given a small selection of Skill checks, and it’s not entirely clear whether the outcome was due to failing or even succeeding the roll (or what the odds even were). What’s worse, sometimes the best reward is tied to a particular Skill check, not just succeeding on any of them. For example, when given a choice between Eat/Loot/Examine, you might have three different positive outcomes possible, where “positive” might be “just flavor text” or “game-breaking item.” Binding of Isaac was filled with randomness too, sure, but it somehow feels worse in Mewgenics.
So, yeah, that’s the game. If Isaac is any indication (or the 1 million already copies sold), Mewgenics will receive years of support, hopefully addressing things like the Events (etc). Plus, it’s $30 MSRP.
The era of the indie is now.
Mainlining: Wartales
My enthusiasm for gaming has been wanning for the past month or so. Cyberpunk’s expansion has been fantastic, but even at its height, I “only” played for about two hours at a time, maximum. For some reason, I would complete a mission, sit there for a second, and then turn it off and go watch Hearthstone clips on Youtube and/or scroll vids. Nothing was really grabbing me, you feel?
Then I downloaded Wartales off of Game Pass and… goddamn. Four hours a night has never evaporated so fast.

Wartales is medieval, low-fantasy mercenary RPG in the same vein as Battle Brothers. You control a small squad of mercs and endeavor to complete jobs to earn money to feed, pay, and outfit your crew. Combat is turn-based, but everything else takes place in real-time, with merchant caravans, bandits, and packs of hostile wildlife roaming the overland map (or hiding in the woods). A stamina meter acts as a clock to your escapades – requiring your team to camp and eat – but there is no other world-ending deadline like in Battle Brothers. As long as you can keep up with your food and salary, you can take as long as you want to do anything.
I started to type up explanations of the game’s various features, but let me just hit the highlights:
- Granular difficulty – You can toggle the combat and “upkeep” difficulties independently. Additionally, you choose between Free-Roam (scaling enemies) or Region-Locked. The latter mode allows you to over-level an area if you’re having trouble, and makes more sense overall (no max-level peasants afoot).
- Multiple Progression Systems – Gain Knowledge Points to unlock craftable items, learn recipes, gain permanent camp upgrades, and complete repeatable Path “achievements” to unlock more stuff.
- Optimization Galore – Choose talent specializations based on “class,” equip Legendary/unique items with powerful abilities, apply 1-2 of dozens of weapon enhancements, build your perfect merc band.
- Armored HP – Armor gives you an extra HP bar. Simple, grokkable, and you can cheese it in a few ways.
- Play As Bandits – Ambush Merchant caravans and loot all their wares. Run from the fuzz. Or play everything straight… only stealing items otherwise locked behind special currency.

Downsides? There are quite a few:
- Death Spirals – Characters get wounds when reduced to 50% HP, and require expensive medicine to cure. Armor damage also needs purchasable items to repair. Early game is rough going.
- Noob Traps Galore – Choices are everywhere, but some of them are objectively bad (or bugged!). Descriptions alone can be misleading, and there’s no good Wiki info.
- Alpha Strike Focus – inevitable with turn-based combat, but the game seems (im)balanced around killing everyone within 1-2 rounds (if not the first few character turns).
- SAVED GAME BUG – Unpatched as of this post, there’s a bug that can remove a full day’s progress.
The last item in particular is unfortunate, and happened to me. Basically, you save the game as normal, everything seems fine, but next time you open the game it’s like whatever saves you made the previous day do not exist. There is an apparent workaround of making a copy of your saved game folder, but I haven’t confirmed whether it makes a difference (bug hasn’t struck again).
Looking at my /played number though… 60+ hours. Wow. Does this mean Wartales is better than any of the other games that deserved to be playing? No. But it is the game I apparently needed right now.