Gato Roboto
A cat in a mech suit tears through a monochrome alien underworld in this tight, lovingly-made Metroidvania that knows exactly how long it wants to be.
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About Gato Roboto
Gato Roboto is a miniature Metroidvania built almost entirely in black and white, where you play a cat named Kiki who crash-lands on an alien planet and has to rescue her stranded captain by piloting a small armored mech through interconnected tunnels, creature-filled caverns, and boss arenas. The pixel art is deliberately minimal but never lazy. Doinksoft chose the monochrome palette with intention, and the result feels closer to a Game Boy cartridge that somehow got really good about level design than it does a low-effort retro throwback. Every room has a clear visual read, and the contrast between Kiki's tiny silhouette and the chunky mech sprite does real expressive work. The core loop should feel familiar if you have spent any time with Super Metroid or Axiom Verge: you find new weapons and upgrades, gates that blocked you earlier open up, and the map folds back on itself in satisfying ways. The mech carries your main arsenal, a basic arm cannon that can be swapped for a spread shot, a rapid-fire option, and a wave beam among other pickups. What sets Gato Roboto apart slightly is that Kiki can exit the mech entirely. Outside the suit she is fragile and dies in one or two hits, but she can squeeze into narrow passages and swim through flooded areas the mech cannot reach. This mechanic is used smartly and never overstays its welcome. Boss encounters are genuinely fun, each one well-telegraphed enough that dying feels instructive rather than cheap. The pacing is confident. The opening is unhurried, which I want to defend because the atmosphere it builds in those first twenty minutes pays off when the world starts clicking together. The soundtrack by Amos Roddy deserves its own paragraph. It is quiet in the right places and unsettling in others, with a few tracks that sit somewhere between ambient and chiptune in a way that feels genuinely crafted rather than generated to fill silence. Put headphones on. It matters. What does not quite land: the runtime of roughly three to four hours will feel short to players who want a meaty Metroidvania with layers of lore and dozens of upgrades. The story is minimal, nearly vestigial. There is warmth and humor in the cat-captain relationship but if you came for worldbuilding or dialogue, this is not your game. The monochrome art, while intentional, can occasionally make it hard to read certain environmental hazards at speed, and a handful of platforming sections ask for precision the controls do not always feel tuned to deliver. But here is the thing about a game that costs next to nothing, runs in under four hours, and leaves you feeling like you finished something rather than abandoned it: that is not common. Gato Roboto has a clear sense of its own shape. It does not pad. It does not introduce mechanics it has no plans to use. For anyone who has started thirty Metroidvanias and completed five, that restraint is worth more than a few extra biomes. Kai, Scout Team
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Game Info
- Developer
- doinksoft
- Publisher
- Devolver Digital
- Release Date
- May 30, 2019