Video summary

Mewgenics Essential Tips: How to Not Kill Your Cats

Main summary

Key takeaways

Gaming

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.
  • Collars define roles/classes:

    • Example mapping mentioned:

      • Red = fighter
      • Blue = mage
      • Brown = tank
      • White = cleric (plus more collar types unlocked later)
    • 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.

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)

Original video