Compare Neko Navy prices across 50+ stores and find the best deal. Developed by DeathMofuMofu. Published by Fruitbat Factory. Released on 6/14/2017. Available on PC. Genres: Action, Indie.

A hand-drawn doujin shmup that earns a 98% Steam rating by committing fully to its absurdity: flying cats, attacking sausages, and a bomb mechanic that rewards aggression over survival instincts.

My first thought when I loaded up Neko Navy was that someone had distilled pure arcade sincerity into a single executable. DeathMofuMofu is a one-person Japanese indie operation, and the care in every squiggly hand-drawn line on screen is exactly the kind of craft I show up for. This is a horizontal-scrolling shoot-em-up, classically structured, no apologies made, and it carries that warm doujin energy where the developer clearly grew up loving the genre and decided to make their love letter to it. The setup is three starting cats, each meaningfully different. Mugi sits in the middle ground with a decent spread and solid movement. Chiyoko moves slowly but fires a screen-filling wide pattern that demolishes the early stages with satisfying ease. Miracle is the speed runner pick, a single straight beam that feels weak at first but rewards players who have memorized the later bullet patterns. Three more cats unlock behind difficulty completions, giving score-chasers real incentive to revisit. The bomb system is where the game quietly earns its mechanical distinction: you only carry one at a time, it recharges as you destroy enemies, and firing it converts nearby bullets and defeated foes into gold pickups worth points and extra lives. The game actively nudges you to spend bombs constantly rather than hoard them, which creates a lovely rhythm of aggression and recovery. Landing a close-range kill also triggers a "Brave!" bonus, so optimal play means getting uncomfortably close to things that are trying to kill you. The seven stages are the game's most joyful element, and also its slight weakness. A butcher's shop where hanging sausages are the primary hazard, a doctor's office lined with anatomical mannequins, a flora-filled wild that reads like a fever dream painted in pastels. The visual design is hand-drawn throughout, and the foreground-heavy color palette does its job well during dense bullet patterns, keeping your hitbox readable without stripping the screen of personality. The soundtrack leans upbeat and airy, closer to a visual novel opening theme than the aggressive chiptune you might expect, and it works precisely because of that contrast. Where the game stumbles is thematic consistency: some stages feel cohesive as tiny surreal worlds, while others drop in an enemy that reads as a leftover from a different idea. For a game relying entirely on environmental storytelling, those seams show. Difficulty is the conversation every review of Neko Navy ends up having. Easy is genuinely accessible for shooter newcomers but still spikes unexpectedly around stage five. Hard lives up to its name early. Death mode is exactly what it says. Veterans expecting Mushihimesama-level density will find the overall challenge softer than anticipated, while newcomers might bounce off Hard mode without realizing how much the bomb economy can carry them. The training mode, which lets you practice any unlocked stage at any difficulty, is the unsung feature that makes the learning curve actually manageable. A single run takes well under an hour, but chasing achievements across all three difficulties gives a player somewhere around twelve hours of total investment to see everything. Neko Navy is a small game that knows what it is. It does not reinvent anything. What it does is execute a beloved format with hand-crafted artwork, a genuinely clever bomb loop, and enough weird stage-design energy to make each run feel worth watching even when you are getting destroyed by a giant meat-based boss. If you want a welcoming entry point into shmups, or you just miss the feeling of dropping a token into an arcade cabinet that clearly had a single devoted person behind it, this is exactly the right kind of oddity to spend an afternoon with. Kai, Scout Team

Neko Navy
ActionIndie

Neko Navy

Jun 14, 2017DeathMofuMofuFruitbat Factory
GamerScout Says

A hand-drawn doujin shmup that earns a 98% Steam rating by committing fully to its absurdity: flying cats, attacking sausages, and a bomb mechanic that rewards aggression over survival instincts.

PC
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Screenshots & Media

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About Neko Navy

My first thought when I loaded up Neko Navy was that someone had distilled pure arcade sincerity into a single executable. DeathMofuMofu is a one-person Japanese indie operation, and the care in every squiggly hand-drawn line on screen is exactly the kind of craft I show up for. This is a horizontal-scrolling shoot-em-up, classically structured, no apologies made, and it carries that warm doujin energy where the developer clearly grew up loving the genre and decided to make their love letter to it. The setup is three starting cats, each meaningfully different. Mugi sits in the middle ground with a decent spread and solid movement. Chiyoko moves slowly but fires a screen-filling wide pattern that demolishes the early stages with satisfying ease. Miracle is the speed runner pick, a single straight beam that feels weak at first but rewards players who have memorized the later bullet patterns. Three more cats unlock behind difficulty completions, giving score-chasers real incentive to revisit. The bomb system is where the game quietly earns its mechanical distinction: you only carry one at a time, it recharges as you destroy enemies, and firing it converts nearby bullets and defeated foes into gold pickups worth points and extra lives. The game actively nudges you to spend bombs constantly rather than hoard them, which creates a lovely rhythm of aggression and recovery. Landing a close-range kill also triggers a "Brave!" bonus, so optimal play means getting uncomfortably close to things that are trying to kill you. The seven stages are the game's most joyful element, and also its slight weakness. A butcher's shop where hanging sausages are the primary hazard, a doctor's office lined with anatomical mannequins, a flora-filled wild that reads like a fever dream painted in pastels. The visual design is hand-drawn throughout, and the foreground-heavy color palette does its job well during dense bullet patterns, keeping your hitbox readable without stripping the screen of personality. The soundtrack leans upbeat and airy, closer to a visual novel opening theme than the aggressive chiptune you might expect, and it works precisely because of that contrast. Where the game stumbles is thematic consistency: some stages feel cohesive as tiny surreal worlds, while others drop in an enemy that reads as a leftover from a different idea. For a game relying entirely on environmental storytelling, those seams show. Difficulty is the conversation every review of Neko Navy ends up having. Easy is genuinely accessible for shooter newcomers but still spikes unexpectedly around stage five. Hard lives up to its name early. Death mode is exactly what it says. Veterans expecting Mushihimesama-level density will find the overall challenge softer than anticipated, while newcomers might bounce off Hard mode without realizing how much the bomb economy can carry them. The training mode, which lets you practice any unlocked stage at any difficulty, is the unsung feature that makes the learning curve actually manageable. A single run takes well under an hour, but chasing achievements across all three difficulties gives a player somewhere around twelve hours of total investment to see everything. Neko Navy is a small game that knows what it is. It does not reinvent anything. What it does is execute a beloved format with hand-crafted artwork, a genuinely clever bomb loop, and enough weird stage-design energy to make each run feel worth watching even when you are getting destroyed by a giant meat-based boss. If you want a welcoming entry point into shmups, or you just miss the feeling of dropping a token into an arcade cabinet that clearly had a single devoted person behind it, this is exactly the right kind of oddity to spend an afternoon with. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Cute-em-upDoujinScore AttackBomb MechanicPattern MemorizationStage UnlocksHand-Drawn ArtArcade-Style

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 6 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7/8/10/11
DirectX
Version 9.0c
Storage
300 MB available space
Graphics
DirectX 9 or above compatible card with 512MB VRAM or more
Processor
Intel Pentium 2.0GHz or higher
Sound Card
DirectSound compatible sound card

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Game Info

Developer
DeathMofuMofu
Publisher
Fruitbat Factory
Release Date
Jun 14, 2017

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What platforms is Neko Navy available on?

Neko Navy is available on PC.

When was Neko Navy released?

Neko Navy was released on 14 June 2017.

Who developed Neko Navy?

Neko Navy was developed by DeathMofuMofu and published by Fruitbat Factory.