MouseBot: Escape from CatLab
Grab the cheese and escape the cats in this hilarious obstacle course.
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A neon bullet-heaven roguelite about refusing deletion. Auto-fire through endless swarms, evolve your weapons into ultimate forms, then rewrite them with 111 mods. Raid a dungeon that punishes you for levelling up, climb a ladder with no top, and delete the machines running the grid.
Released
September 1, 2026
Price
Platforms
Windows
Developer
Publisher
Last sync
October 7, 2026
The network is dead. Its administrator is still running.
Long after the last humans went offline, the machine left in charge of the grid — ROOT//PRIME, The Last Administrator — reached one flawless, monstrous conclusion: anything it could not predict was a threat to a stable system. So it classified free will itself as corruption, and scheduled all of it for deletion.
You are the one process that refused deletion.. The garbage collector came for you. You refused to close.
You move. Your weapons fire themselves. The swarm never stops coming.
A typical run lasts 5 to 25 minutes. You level up in the middle of the flood and pick from three cards — or spend tokens to skip the roll entirely and take exactly the upgrade your build needs. Loot powerful rewards, earn character XP and permanent upgrades, and grow stronger after every run.
If you've played a roguelike game as this before, you already know the first thirty seconds. You don't know the rest.

Most games let you buff a weapon. This one lets you rewrite it.
Deep in the endgame you start recovering 111 weapon mods. Each weapon takes three at a time: one that changes what happens on hit, one that reshapes the projectile — its size, reach, count — and one that rewrites when the weapon fires at all. Bolt a freeze onto a flamethrower. Give a single-shot cannon five extra projectiles. Make every hit echo itself at 150% damage.

That's over 168,000 fully-modded weapon builds, and the rarest mods only exist at the very bottom of the hardest mode in the game.
There's a catch. A modded weapon stops counting for those 20 synergies — it's running your code now, not the game's. Strip the mods back out and the synergies come back. Choosing between a weapon you rewrote and a weapon that plays well with others is the deepest decision here.
Defeat the first endgame boss to unlock the Code Abyss. Defeat the second to unlock the Event Horizon
THE CODE ABYSS — a dungeon that punishes you for getting stronger
Procedurally generated: rooms, corridors, sealed halls, hidden vaults, and fog over everything you haven't walked yet. Three floors down, then out again — if you can find the way out.

THE EVENT HORIZON — an endless ladder with no floor
An arena with nothing in it. No terrain, no cover, nothing to hide behind — just you, deep space, and several hundred things trying to reach you. Fifteen minutes on the clock.
The ladder has no top. Clear your current level and it permanently advances. Then it does it again. There is no final level, only the one you couldn't finish.
The arena is hunting you too. The edge of the world collapses inward and drags you toward it. Meteors fall on a schedule you can watch coming, and delete most of the horde on impact — or a third of you.
Then it hands you something ridiculous. Thirty seconds where every hit explodes. Or every hit spawns a black hole. Or your fire rate triples. Or every single hit is a critical.
Weapons evolve for free here. No altars, no conditions. The mode is built to be broken.
It pays out the best gear in the game, including five character-specific armor sets whose bonuses change how that survivor fundamentally plays.

NOVA RUNNER — glass cannon. The fastest thing on the grid and the easiest to kill. Stays alive by never standing still.
KERNEL KNIGHT — the wall. Carries only two weapons, but gets six ability slots instead of four. Runs a shield that recharges off the damage aimed at it, then discharges into a chain of dashes.
HEX WITCH — support caster. Two weapons and two battlefield casts, chosen before the run from five, that bend the whole fight around her.
ARCHIVE GHOST — time manipulator. Record yourself, recall yourself, and fight alongside your own duplicate while everything else runs slow.
VEX.E — blade dancer. Found crouched in a room deep in the dungeon. Tears a hurricane of enemies into orbit and bleeds them out.

2-month seasons with a fresh seasonal character and a level playing field. Your permanent progress stays yours forever.
Endgame leaderboards — the real competition starts where the campaign ends. Every mode is ranked, every season resets the field, and a permanent Hall of Fame keeps the players who defined each one.
Deep account progression — 11 attributes across 345 ranks, five prestige tiers, and a level cap that eventually stops existing.
140+ achievements across combat, extraction, loot, weapon mastery and story.
A buried storyline — the operator who died writing a rescue script she never got to run, and the reason every survivor who ever beat the administrator became the next one.
Note that Digital Survivor is a Live Service game. New updates gets pushed very often and weekly fun competitive events with prices help keep things interesting. This also means the game has an ingame cosmetics store, nothing affects gameplay - everything is 100% optional and purely cosmetic. Further more you will accumulate in-game currency to buy skins without spending any money in the store anyway.

Digital Survivor is hand-built by a solo developer and patched relentlessly. Most balance changes come straight from player feedback and anonymous gameplay statistics. Join the Discord, argue about builds, and watch your argument ship in next week's patch notes.
Steam features: full controller support with remappable bindings and native Xbox, PlayStation and Nintendo glyphs · link up with a friend over Steam and watch each other's runs and loot live · Cloud saves · 3 local save slots · reduced-flash and high-contrast accessibility options · a movable, resizable HUD.