
Stray
Eight hours of handcrafted cyberpunk seen from four inches off the ground - Stray is the rare short game that knows exactly what it wants to be and never flinches.
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I've replayed the opening chapter of Stray twice just to sit in it a little longer. That first stretch, before the city swallows you, is quietly one of the most confident openings in recent indie history. BlueTwelve Studio is a small French team, and this was their debut project, and yet almost nothing here feels like a first attempt. The handcraft shows in every dripping neon alley, every rusted pipe stack, every robot NPC with a tiny job and a tinier routine. The world draws clear inspiration from Kowloon Walled City - a sealed, sun-starved urban labyrinth where robots have built their own fragile society from the wreckage of humanity. You are an orange tabby who has fallen into it. The game is built across twelve chapters, each set in a distinct district with its own mood and social texture. It is not open world, and that restraint is the right call. Everything is intentional, curated, placed to make the traversal feel authored. Platforming here is feline-logic rather than precision-input: you cannot really miss a jump, because cats do not miss jumps. Puzzles reward thinking small - squeezing through gate bars that would stop a human, knocking objects off shelves, riding a paint can strung on a rope. There is a drone companion named B-12 who rides in a backpack, translates robot language, hacks terminals, and carries items. B-12 is also a character with a genuine arc, and the game is wise enough to let you feel what it means when that arc resolves. Here is the honest caveat. The gameplay mechanics are light. There is a chase sequence involving Zurks, the game's hostile bug-swarm creatures, and a light-beam weapon that dispatches them, but combat never deepens into a system. Players who need mechanical density will feel the shallowness by chapter five. The soundtrack, composed to know when to recede into ambience and when to lean into something quietly devastating, does more emotional heavy lifting than any single button press. That is either a strength or a flaw depending on what you came for. I think it is a strength. The world design is dense enough to carry the experience if you let it, and the Memory collectibles scattered across chapters slowly fill in the city's backstory for anyone who wants to go deeper. The length sits around eight hours for a standard playthrough, closer to ten for completionists hunting all Memories and badges. Some critics flagged the runtime as a weakness. I'd argue that Stray does something rarer: it ends on time. There is no filler, no padding, no fourth-act overstay. The final sequence earns everything it asks of you emotionally, and if you find yourself sitting with the credits in a strange quiet mood, that was on purpose.

Indie & narrative
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 10
- Memory
- 8 GB RAM
- DirectX
- Version 12
- Storage
- 10 GB available space
- Graphics
- NVIDIA GeForce GTX 650 Ti, 2 GB | AMD Radeon R7 360, 2 GB
- Processor
- Intel Core i5-2300 | AMD FX-6350
Recomendados
- OS
- Windows 10
- Memory
- 8 GB RAM
- DirectX
- Version 12
- Storage
- 10 GB available space
- Graphics
- NVIDIA GeForce GTX 780, 3 GB | AMD Radeon R9 290X, 4 GB
- Processor
- Intel Core i5-8400 | AMD Ryzen 5 2600
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Información del juego
- Desarrolladora
- BlueTwelve Studio
- Distribuidora
- Annapurna Interactive
- Fecha de lanzamiento
- 19 jul 2022



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