Video summary
Mewgenics Essential Tips: How to Not Kill Your Cats
Main summary
Key takeaways
Game storyline / premise
Mewgenics is a roguelike that blends combat and progression sensibilities from The Binding of Isaac, Magic: The Gathering, and XCOM, built around creating and managing a team of feline fighters.
The core loop alternates between:
- Dungeon/encounter runs: battle enemies with a squad of cats.
- Home/retirement progression: retired cats breed new kittens, which expand your growing “army” and strengthen your base.
Gameplay highlights & key systems
Squad setup (before each run)
- You choose your crew size:
- Default: 4 cats
- Option: 3 cats, which makes cats level up faster—useful if you’re struggling with later bosses.
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Collars define roles/classes:
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Example mapping mentioned:
- Red = fighter
- Blue = mage
- Brown = tank
- White = cleric (plus more collar types unlocked later)
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Goal: pick collars that complement a cat’s inherent stats/kit
- Example: ranged + high dexterity → range collar
- You can also use collarless cats for a more unpredictable/wildcard build.
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Items & loadouts (during runs)
Items are meant to patch weaknesses. For example, if a cat has low HP, equip something that improves armor/survivability.
Stronger play leans on combos between:
- Passives
- Spells
- Item effects
Example combo described:
- A tank that knocks back enemies can be paired with a weapon like a rubber fist that adds extra knockback and can also confuse enemies, reducing their ability to retaliate.
Weather matters
Some items are risky or ineffective depending on weather:
- A metal hat conducts electricity, becoming dangerous during thunderstorms.
- Items can be harmed/destroyed by water (e.g., during rain).
- Weather appears in the upper right of the map, with previews available before a run.
Combat flow & tactics
- Turn order depends on the cats’ speed (and generally affects movement).
- Enemies can sometimes take multiple actions per round, so plan accordingly.
- When selecting an enemy, you can view:
- How far they can move next turn
- Their attack range
- Notes about special abilities
- Positioning caution:
- Don’t stack your whole party in front of enemies with long-reaching dash/attack patterns.
- Watch for enemy counter effects you should avoid triggering.
Tactical view (visibility + hazards)
Tactical view (toggle via middle mouse button; Y/triangle on gamepad) gives a clear, map-like view showing:
- enemy positions
- hazards
Because some enemies (like maggots/flies) can be hard to spot normally, tactical view marks them with a red skull, especially useful during late cleanup.
Backstabs / facing (damage bonus)
The game rewards backstabbing:
- Hitting an enemy from behind (facing away) grants 25% extra damage.
Some collars can help enable this (e.g., a thief collar that boosts movement so you can better turn enemies).
Mana, casting, and stacking effects
- Mana recharge per round scales with intelligence.
- Cats can cast abilities when their mana cost fits the recharge they can sustain.
- Example: a fighter can melee and use a 4-mana ability (“butt scoop”) every turn because they regain enough mana each round.
- With mana surplus, you can cast spells as many times as mana allows.
- Example: stacking Thorns can be extremely profitable when you’re attacked, since it reflects damage.
Action economy: when to move vs attack
Decide whether you should:
- Move into range first, or
- Let enemies come closer so you can attack and retreat.
Some loadouts provide movement twice capability, enabling more efficient turn sequencing.
Example strategy concept:
- Use a basic attack while the target is vulnerable,
- Then use a crowd-control ability (e.g., cosmic punch uppercut) to knock the enemy away and control positioning.
Traps and terrain hazards
- Watch for traps:
- Some enemies create traps constantly.
- Others are stage hazards.
- Traps can damage both you and enemies, so plan routes carefully.
- Example synergy: use knockback to shove enemies into traps.
- Water:
- slows movement drastically and may damage cats if they end turns in it
- is conductive: lightning damage can affect everyone in/connected through the water
Loot during fights (end-of-round pickup logic)
Near the end of battles, if coins/health/armor are on the field, consider picking them up—but remember:
- End-battle rewards dwindle the longer the fight lasts, so don’t always chase low-value pickups.
Pickup rules mentioned:
- If a pickup is one tile out of range, you can grab it using a cat’s basic melee attack.
- This works for pickups, but not for far-away magic spells.
Level-ups & long-run optimization
After fights, you receive level-up choices for your cats. Select options that:
- strengthen the cat for their collar role
- improve synergy with their passive kit
- avoid leaving cats with abilities that cost too much mana for their intelligence/recharge
General preference:
- Use a mix of cheap-to-expensive spells so you always have consistent options.
Sometimes level-ups provide stat increases instead of new abilities—use these to correct specific gaps.
Movement ability requirement
Try to ensure every cat has some movement technique, since mobility helps:
- avoid bad end-of-turn positions
- secure kills on targets trying to retreat
Trinkets / item persistence
- Cats collect trinkets for future runs.
- Unused items can be stored and reused later, but:
- reused items become worn
- they’re unlikely to survive a third round
Non-combat spaces (RNG “rolls” + risk)
Outside battles, you choose actions that use a cat’s stat to determine success (similar to a D&D-style roll):
- higher relevant stat → better chance
Outcomes can be harsh:
- good rewards or permanent negative effects
Failure state & recovery: what if a cat dies?
If a cat’s body is destroyed (knockout/death), you don’t necessarily lose permanently:
- If enough failure occurs, a wandering stray cat may join later.
- Strays are:
- colorless
- start at level zero
- They still contribute to your team.
Exploiting difficulty: restart mechanic (“Steven”)
You generally can’t save to undo disasters. A workaround is:
- Save & quit during a battle, then restart.
This leads to meeting Steven (referenced via The End is Nigh and compared to The Binding of Isaac’s Mr. Resetti), who provides:
- one restart per run
- after that, Steven won’t be friendly again
Retirement, breeding, and NPC upgrades (meta progression)
- A cat gets one full adventure, then retires.
- Each night, you can breed new kittens by bringing parent cats together.
- Prioritize breeding cats with strong:
- passives
- high stats
- powerful mutations
Eventually, boss threats invade your home (example given: Guillotina), so keep your strongest cats available.
NPCs in Boone County (base upgrades)
You interact with NPCs who unlock new “home” improvements for retired cats.
Key notes:
- Each NPC’s first upgrade is relatively cheap/valuable:
- Level 1 costs one cat matching their requirements.
- Later upgrades:
- become slower/harder
- require more intelligent distribution of cats
Example NPC priorities:
- Frank: adds extra rooms (good for breeding), but requires more cats.
- Butch: increases storage efficiency by taking cats as well, but cats must reach at least Act 1, stage 2 to be eligible.
Tuning breeding outcomes
You can influence breeding results via room attributes:
- Higher stimulation in the procreation room → better chance of strong abilities/base stats.
- Higher comfort → cats fight less often and breed more frequently.
- Higher appeal → better stray cats appear outside.
Furniture and shop timing
- Furniture purchases come from Baby Jack (unlocks after a few runs).
- His shop refreshes every Sunday, so saving coins matters.
Home hygiene affects comfort
- If you don’t clean messes, comfort decreases.
- No litter box exists—you must clean manually.
Gamers or sources featured
- Edmund McMillen (developer source mentioned)
- Tyler Glaiel (developer source mentioned)
- IGN (channel/network referenced for further tips and wiki)
- Steven (NPC referenced from The End is Nigh and compared to The Binding of Isaac’s Mr. Resetti)