Compara los precios de A Street Cat's Tale en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por feemodev. Publicado por CFK Co., Ltd.. Lanzado el 5/9/2019. Disponible en PC, Mac. Géneros: Adventure, Indie, Simulation.

Eleven endings, a hunger bar that never lets up, and enough sad NPC backstories to ruin your lunch break. Worth a look at sub-5 dollars if you want something short and quietly devastating.

I'll be straight with you: my instinct when a game has no deep build system or strategic layer is to bounce off it fast. A Street Cat's Tale held my attention longer than it had any right to, not because its mechanics are clever, but because they're honest about what they are. You manage a kitten's survival across thirteen in-game days, watching a hunger meter drain faster than you'd like while you scour trash cans for scraps, dodge cars on pixel-art streets, and slowly gift items to NPCs to raise an intimacy meter from zero to seven. That's the whole game. No talent tree, no equipment loadout, no faction system. Just resource routing under a soft time pressure. The core loop breaks down to something close to a fetch-quest chain with light survival dressing. Each NPC, characters like Bobby at the fish store, elderly Simon, a territorial Boss Cat, or the dog named Doggo, sits at the end of a quest line gated by intimacy levels. Reach level seven with exactly one character per run, and you unlock that character's ending. There are eleven endings in total, two of which are unlocked by failing outright: the Solitude ending for surviving without bonding with anyone, and the Rainbow Bridge ending if your health hits zero. The good news is that your shelter upgrade carries over between runs, which takes enough survival pressure off subsequent playthroughs that you can focus on routing toward whichever NPC you haven't maxed yet. First-run players should prioritize the shelter upgrade above everything else. That single meta-progression decision is the closest thing to a strategic layer the game has, and it matters. Where the game earns its price are the endings themselves. Some are warm and genuinely affecting. Others, like following Gregory Park home only to end up buried in the park after he fails to care for you properly, land with a weight that a lot of bigger-budget games can't replicate. The pixel art is endearing in an isometric, Kairosoft-adjacent way, and the NPC backstories, though short, do enough to make each relationship feel like it has stakes. The downside is that once you understand the item-drop patterns and the optimal path through each NPC's quest chain, the repetition becomes hard to ignore. Item drops from trash cans are randomized, so hunting a specific gift for a specific NPC can feel grindy when the RNG is not cooperating. The movement speed is slow, the hunger bar drains quickly, and the single background track will loop itself into your memory whether you want it to or not. For anyone approaching this as a simulation with depth, the warning is fair: there are no skill systems, no environmental shifts between runs, and the world is small enough that it feels fully mapped after two playthroughs. Completionists chasing all eleven endings will clock somewhere around ten hours total. Speedrunners who look up the optimal gift lists can clear all endings in a fraction of that. The developer, a small South Korean studio, donates a portion of revenue to cat and dog shelters, which at least gives the game's emotional intent some real-world weight. This is not a game for strategy fans looking for mechanical density. It is a game for people who want a short, low-friction emotional experience and are okay with the loop getting thin by run four or five. Diego, Scout Team

A Street Cat's Tale

A Street Cat's Tale

5 sept 2019feemodevCFK Co., Ltd.
GamerScout opina

Eleven endings, a hunger bar that never lets up, and enough sad NPC backstories to ruin your lunch break. Worth a look at sub-5 dollars if you want something short and quietly devastating.

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I'll be straight with you: my instinct when a game has no deep build system or strategic layer is to bounce off it fast. A Street Cat's Tale held my attention longer than it had any right to, not because its mechanics are clever, but because they're honest about what they are. You manage a kitten's survival across thirteen in-game days, watching a hunger meter drain faster than you'd like while you scour trash cans for scraps, dodge cars on pixel-art streets, and slowly gift items to NPCs to raise an intimacy meter from zero to seven. That's the whole game. No talent tree, no equipment loadout, no faction system. Just resource routing under a soft time pressure. The core loop breaks down to something close to a fetch-quest chain with light survival dressing. Each NPC, characters like Bobby at the fish store, elderly Simon, a territorial Boss Cat, or the dog named Doggo, sits at the end of a quest line gated by intimacy levels. Reach level seven with exactly one character per run, and you unlock that character's ending. There are eleven endings in total, two of which are unlocked by failing outright: the Solitude ending for surviving without bonding with anyone, and the Rainbow Bridge ending if your health hits zero. The good news is that your shelter upgrade carries over between runs, which takes enough survival pressure off subsequent playthroughs that you can focus on routing toward whichever NPC you haven't maxed yet. First-run players should prioritize the shelter upgrade above everything else. That single meta-progression decision is the closest thing to a strategic layer the game has, and it matters. Where the game earns its price are the endings themselves. Some are warm and genuinely affecting. Others, like following Gregory Park home only to end up buried in the park after he fails to care for you properly, land with a weight that a lot of bigger-budget games can't replicate. The pixel art is endearing in an isometric, Kairosoft-adjacent way, and the NPC backstories, though short, do enough to make each relationship feel like it has stakes. The downside is that once you understand the item-drop patterns and the optimal path through each NPC's quest chain, the repetition becomes hard to ignore. Item drops from trash cans are randomized, so hunting a specific gift for a specific NPC can feel grindy when the RNG is not cooperating. The movement speed is slow, the hunger bar drains quickly, and the single background track will loop itself into your memory whether you want it to or not. For anyone approaching this as a simulation with depth, the warning is fair: there are no skill systems, no environmental shifts between runs, and the world is small enough that it feels fully mapped after two playthroughs. Completionists chasing all eleven endings will clock somewhere around ten hours total. Speedrunners who look up the optimal gift lists can clear all endings in a fraction of that. The developer, a small South Korean studio, donates a portion of revenue to cat and dog shelters, which at least gives the game's emotional intent some real-world weight. This is not a game for strategy fans looking for mechanical density. It is a game for people who want a short, low-friction emotional experience and are okay with the loop getting thin by run four or five.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Multiple EndingsEmotional NarrativePixel Art IsometricIntimacy SystemShort PlaythroughCozy-DarkCompletionist-FriendlySurvival Resource Management

Requisitos del sistema

Mínimos

OS
Windows Vista or greater
Memory
2 GB RAM
DirectX
Version 10
Storage
300 MB available space
Graphics
256 mb video memory, shader model 3.0+
Processor
2 Ghz

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Información del juego

Desarrolladora
feemodev
Distribuidora
CFK Co., Ltd.
Fecha de lanzamiento
5 sept 2019

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A Street Cat's Tale está disponible en PC, Mac.

¿Cuándo se lanzó A Street Cat's Tale?

A Street Cat's Tale se lanzó el 5 de septiembre de 2019.

¿Quién desarrolló A Street Cat's Tale?

A Street Cat's Tale fue desarrollado por feemodev y publicado por CFK Co., Ltd..