
Christmas Cats Revenge
A solo-dev pixel platformer with guns, cats, and holiday revenge - charming in concept, rough at the edges, and honest about exactly what it is.
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About Christmas Cats Revenge
I have a soft spot for the kind of game that arrives on Steam with five reviews and zero discourse, built entirely by one person who wanted to make something. Christmas Cats Revenge is exactly that. Anamik Majumdar handled the graphics, animation, artwork, programming, and character design solo - music being the one outside contribution - and the seams of that solitary effort show throughout. That transparency is, oddly, part of the appeal. What you actually get is a cartoony 2D side-scrolling action platformer cast in Christmas colours. You play as Leo, the army general of the Kim Cats kingdom, dispatched into enemy Kon Cats territory on a gift-recovery mission the night before Christmas. The pixel art leans old-school and cartoony rather than lovingly detailed, and the level design sits somewhere between retro obstacle course and arcade run. Combat gives you three firing modes - a primary shot, a missile, and a freeze mode - which adds a small tactical wrinkle to what is otherwise fairly direct shooting. You collect ammo and health boxes scattered across stages, avoid traps and obstacles, and push forward. The Steam community tags it as both "Unforgiving" and "Difficult", and from what player accounts exist, the difficulty curve is uneven rather than intentionally hard - expect some frustration that reads more like roughness than design. The honest summary is that this sits firmly in the micro-budget indie bracket. The premise has genuine whimsy - warring cat kingdoms, stolen Christmas presents, a general on a desperate rescue mission - and there is something endearing about a developer who just writes all of it out earnestly and ships the game. The pixel art aesthetic and cartoony framing soften what are otherwise fairly conventional platformer bones. Controller support is present, which helps, and it runs on Linux as well as Windows, with system requirements low enough to run on nearly anything. What it lacks is the kind of polish or depth that would make it stand up to scrutiny beyond the novelty session. I will not pretend this is a hidden gem. The Steambase aggregate leans negative among the small pool of reviewers who weighed in, and the community commentary describes it as "fun in a weird way" rather than genuinely satisfying. For a player who collects low-budget seasonal novelties, appreciates solo-dev earnestness, or just wants something to click through on a December evening for an hour or two, there is modest value here. For anyone expecting mechanical depth, considered level design, or a soundtrack worth lingering over, this will feel thin. It knows what it is. Whether that is enough depends entirely on how charmed you are by the premise. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP, Vista, 7, 8/8.1, 10
- Memory
- 4 GB RAM
- DirectX
- Version 9.0c
- Storage
- 50 MB available space
- Graphics
- 128 MB of Video Memory, Capable of Shader Model 2.0+
- Processor
- Dual Core 1 Ghz or higher
- Sound Card
- Any Compatible Sound Card
Recommended
- OS
- Windows 7, 8/8.1, 10
- Memory
- 6 GB RAM
- Storage
- 50 MB available space
- Graphics
- 256 MB of Video Memory, Capable of Shader Model 2.0+
- Processor
- Dual Core 2Ghz+
- Sound Card
- Any Compatible Sound Card
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Game Info
- Developer
- Anamik Majumdar
- Publisher
- Anamik Majumdar
- Release Date
- Dec 13, 2019







