
Catlateral Damage: Remeowstered
A gloriously silly stress-toy dressed up as a physics sandbox, best enjoyed in short sessions when you need your brain to completely clock out for thirty minutes.
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About Catlateral Damage: Remeowstered
I'll be straight with you: my spreadsheets usually cover supply chains and tech trees, not knocked-over vases. But Catlateral Damage: Remeowstered pulled me in anyway, and the reason is that its surface-level chaos is propped up by just enough progression mechanics to keep the number-brain engaged longer than it has any right to be. The core loop is first-person mayhem in a series of rooms and locations, from a domestic living room to a full supermarket and a museum full of ancient artifacts. You swipe objects off shelves, scratch curtains, and ride a Roomba, all under a stamina meter that drains as you go. Catnap in a box to refill a little, or chomp catnip to slow time, but your run ends when energy hits zero. That stamina pressure is what keeps pure button-mashing from being the answer: you need to route efficiently through a level to hit all the objectives before running dry. It is not deep routing, but it is real routing. Three modes give the structure some shape: Goals Mode is the closest thing to a campaign, with specific objectives per level and a percentage completion readout at the end; Free Play dishes out randomised missions for stars that feed back into upgrades; and Litterbox Mode is pure sandbox if you just want to wreck something with zero consequences. The RPG layer is light but functional. Collecting cat treats - hidden by unrolling toilet paper, digging through kitty litter, and similar nonsense - funds persistent stat upgrades: more energy, stronger paw swipes, higher jump height. Knocking down framed cat portraits across the levels unlocks new playable cats, and there are close to 300 portraits to find if you want to go that deep. The upgrade curve does plateau. Once you max out energy in particular, levels that felt challenging on your first pass become breezy repeat runs, and several community reviewers noted the same ceiling. The platforming is also the weakest link: hit detection is inconsistent, jumps feel imprecise, and goal signposting is thin enough that new players will spend time confused about what they are supposed to do next rather than productively wrecking things. Where the game earns genuine goodwill is in its sheer commitment to the bit. The locations escalate from cozy apartment to holiday-themed absurdity, the cel-shaded visuals are clean and readable, and the whole thing runs without fuss. Steam users have landed at around 98% positive, which for a low-key indie title released in 2021 is a meaningful signal, not a fluke. It is a short game: ten levels, each roughly five minutes of active playtime, replayable a few times per level before the novelty of that room fades. Completionists chasing all 42 achievements will get more hours out of it, though grinding the high-score achievements in particular tests patience more than skill. If you came here from Katamari Damacy and want something with a comparable vibe of consequence-free joy, this is the closest cousin in the budget tier. If you need mechanical depth or a late-game that scales in complexity, this is not the drawer to open. Diego, Scout Team
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Steam Deck & Linux
Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 4 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 2 GB RAM
- Storage
- 2 GB available space
- Processor
- 2.0 GHz
Recommended
- OS
- Windows 10
- Memory
- 4 GB RAM
- Storage
- 2 GB available space
- Processor
- 3.0 GHz or better
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Manekoware
- Publisher
- Manekoware
- Release Date
- Sep 15, 2021