Maybe subconsciously, in the back of my mind, I've wondered for years what would happen if a game took the best parts of Pokemon, like breeding, careful team-building, long-term planning, and fused them with the grotesque creativity and item-driven strategy of The Binding of Isaac. I have always been a huge Pokemon fan, and I played The Binding of Isaac quite a bit because one of my friends would only ever play that game and sometimes still does (I'm sorry if you're reading this, Davide, but I can see your 3,247 hours on Steam with every single achievement in the game unlocked). Strangely, Mewgenics is the answer to that question, settling the debate about what would happen if Pokemon breeding were mixed with a pinch of absurdity, cats, and horror-adjacent themes.

Did I actually like The Binding of Isaac? Not the twitch reflexes. Definitely not the screen-filling chaos. Just the depth. After spending time with Mewgenics, I think I know what was missing. Developed by Edmund McMillen and Tyler Glaiel, Mewgenics is a tactical roguelite RPG built around generational progression, grid-based combat, and wildly flexible builds. It borrows ideas from familiar places, but reshapes them into something slower, more deliberate, and surprisingly strategic. And for me, that makes all the difference.

mewgenics stats guide header
All Cat Stats in Mewgenics (& What They Do)

As you venture further from home in Mewgenics, you'll need to take on tougher enemies. That means you'll need cats with better stats.

The Pokemon Fantasy, Rebuilt Around Cat Generations in Mewgenics

What hooked me first wasn't combat. It was breeding. Like Pokemon, Mewgenics lets me think beyond the next encounter, or lets me think about the current encounter in the same way as competitive Pokemon. I am building bloodlines, not just a party. Cats return from missions with traits, mutations, illnesses, strengths, and weaknesses that can pass down to future generations, to the point it reminds me of the gameplay loop in Fallout Shelter. Every pairing feels meaningful. Instead of chasing perfect stats, I'm weighing trade-offs:

  • Do I keep a powerful mutation despite a brutal drawback?
  • Is this passive ability worth sacrificing survivability for?
  • Should the next generation focus on synergy or raw durability?
Balance the critic averages
Balance the critic averages
Easy (6)Medium (8)Hard (10)

That loop scratches the same itch competitive Pokemon always did for me. It is about long-term optimization and strategic depth. The difference is that Mewgenics embraces unpredictability. Traits stack in strange ways, mutations spiral, and a carefully planned lineage can collapse under bad luck (or bad choices). When it works, though, it feels earned in a way few RPG systems manage.

Tactical Combat Without the Panic

But how does Mewgenics compare to The Binding of Isaac? Combat unfolds on a grid in fully turn-based encounters rather than 2D rooms. Positioning matters in both games. Ability order matters, much like power-up order. Team composition matters, whereas Isaac is mainly a one-person army. There is no frantic dodging, and no bullet patterns filling the screen. No reflex check deciding the run. Instead, I slow down and evaluate:

  • What is the enemy telegraphing?
  • Which synergy should I trigger first?
  • Can I afford this trade?

This is where I feel the DNA of Isaac, translated into a tactics framework. Mewgenics' hundreds of items, enemies, and modifiers can dramatically alter a run. The variety mirrors Isaac's chaotic builds, but here the tension comes from decision-making rather than survival reflexes. Every fight feels like a puzzle instead of a test of endurance.

Loving Isaac, But Not the Bullet Hell

Krampus boss firing reskinned lasers at player

As much as I loved The Binding of Isaac for its depth, strategic builds, and dark humor, I always found bullet hell games very much not my thing. Like, I respect the design, and I understand the appeal. But I thrive in a more relaxed environment where I can make decisions carefully, and Mewgenics offers that.

It gives me layered itemization, grotesque art style, and high-stakes roguelite progression. What it removes is constant mechanical pressure. I am not fighting my reaction speed or occasional lack of focus, but rather I am thinking through positioning, risk, and long-term consequences. For players who love systems but not stress, that distinction goes a long way. Strangely, Pokemon Legends: Z-A's ranked battles feel the same, even though they're real-time.

Mewgenics is About Strategic Builds That Evolve Over Generations

One of Mewgenics' biggest strengths is how its systems overlap. A single trait can redefine a unit's role. A rare item can turn a support character into a glass cannon. A mutation might force me to rethink my entire approach. The game constantly pushes me to adapt. At its best, Mewgenics feels like:

  • Pokemon's breeding depth turns into Mewgenics' cat breeding
  • Isaac's unpredictable item synergy
  • A tactics RPG's positional combat
  • A roguelite's permanent consequences
Pokemon Legends Arceus Combat

Few games combine all four this cleanly. Even fewer make them feel interdependent rather than stacked. And I think it's no coincidence that Mewgenics beat Hades 2 in terms of concurrent player records for roguelike games.

Why Mewgenics Works

Indie roguelites live or die by replayability. Mewgenics understands that depth is not about speed or spectacle, but rather it is about meaningful choice. Every failed run feeds the next generation, every strange Mewgenics mutation becomes part of a lineage's story, and every carefully planned build can collapse or evolve into something stronger.

For Pokemon fans who love breeding and teambuilding, Mewgenics offers a darker, more systemic evolution of that formula. For those who like The Binding of Isaac's strategic builds without bullet hell chaos, it provides a thoughtful alternative. I didn't expect Mewgenics to occupy this space for me, but now it feels like the exact hybrid I've been waiting for.

Mewgenics Tag Page Cover Art
Tactical
Turn-Based Strategy
RPG
Systems
Released
February 10, 2026
Developer(s)
Edmund McMillen, Tyler Glaiel
Publisher(s)
Edmund McMillen, Tyler Glaiel
Number of Players
Single-player
Steam Deck Compatibility
Unknown
Mewgenics Press Image 1

WHERE TO PLAY

DIGITAL

Genre(s)
Tactical, Turn-Based Strategy, RPG