Auto Cats

Auto Cats

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Screenshots

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Description

A turn-based tactical roguelite deckbuilder where your cats never attack on their own, every hit is a card you play. Summon them onto the grid, read the enemy's telegraphed move, and answer it. Lose your hero and the run ends.

Single-player

Platforms

macOS · Windows

Developer

YNJ Games LLC

Publisher

YNJ Games LLC

Strategy2DCard GameCasualCatsChoices MatterColorfulCuteHand-drawnIndieRoguelike

About

Your cats never swing on their own

Not once. Not even a basic attack. Every hit your team lands is a card you chose to play, on the cat you chose to play it on.

Auto Cats is a turn-based tactical roguelite. Each round you spend Cat Treats to summon cats onto a 6x6 grid, walk them a tile at a time, and spend mana on skill cards from your hand. The enemy shows you the exact move it has queued for next turn. Then you press GO and find out whether you read it right.

Lose your hero and the fight is over. Everything else is on you.

Position is the whole puzzle

Every cat attacks in a shape. Some hit down a row, some down a column, some diagonally, some everything in reach. Some only strike what's adjacent; others reach three tiles out. And they don't all move alike — each cat has its own legal directions out of the eight, one tile per turn.

So a fight is a geometry problem. Line the archer up so the enemy walks into her column. Park the tank where the boss's attack has to go through him. Keep the hero off that diagonal, because there is no second chance if it lands.

 

 

And you are on a clock. Reinforcements drop into the enemy side every five turns in a normal fight, every four against an elite, every three against a boss. You are never grinding down a fixed number of enemies. You are racing them.

Bond your duplicates and watch them grow up

Draft a cat you already own and you can bond the copy into the one on your board. Bond it enough times and it evolves — new form, new art, better numbers, and skills the base version never had. Every cat line has three stages, and the later ones do not look like the cat you started with.

 

 

This is the real decision on every reward screen. Take the new cat that covers a hole in your formation, or feed the one you already trust? Wide teams answer more situations. Tall teams end fights faster. You will not have the treats for both.

Build something that does one thing far too well

Sixty-plus skill cards to draft, across mages, warriors, tanks, archers, assassins, supports and workers. More than a hundred Cat Toys — passive items that stay with you for the whole run and quietly bend the rules, buffing on kill, shielding on damage, speeding up evolution, or paying you back every time something dies.

None of it is worth much alone. The runs you remember are the ones where three unremarkable pickups turn out to fit together, and by the last floor your squad is doing something the game never offered you directly.

Three heroes, one branching map

Pick a hero to lead the run — each plays differently, and each unlocks new passive abilities the deeper you push.

The map branches, and the routes are connected, so committing to a fight now decides which shops, rest sites and events are still reachable later. Chase the treasure and you will meet the next fight underlevelled. Play it safe and you may reach the boss with a team that is merely fine.

Fifty-plus enemy types are waiting on the other side of those nodes, and the bosses do not play by the same rules your cats do.

 

Key Features

  • No auto-attacking, ever — every point of damage your team deals comes from a card you played.
  • Attack shapes and ranges — rows, columns, diagonals, melee or three tiles; positioning decides who connects.
  • Eight-directional movement — one tile per turn, and every cat moves differently.
  • Telegraphed enemy intent — see the move before you commit to yours.
  • Bond and evolve — three stages per cat line, each a real redesign.
  • 110+ Cat Toys — passive effects that stack for the rest of the run.
  • Branching adventure map — battles, elites, shops, rest sites and events, on connected routes.