The indie game Mewgenics, a darkly humorous and complex blend of roguelike gameplay, tactical roleplaying, and cat breeding, has quickly become a surprise hit on PC, topping Steam’s sales charts just days after its launch. But the game’s success isn’t solely due to its unique mechanics; it’s also sparked a surprisingly positive conversation around the representation of neurodevelopmental conditions like autism and ADHD within video games.
Developer Edmund McMillen, best known as the co-creator of Super Meat Boy, found himself unexpectedly at the center of this discussion when the Mewgenics team announced in that autism would be included as an inheritable trait for the game’s feline characters. “It was like the most positive response I’ve ever had to anything I posted,” McMillen told The Verge. Fans took to platforms like Reddit and TikTok to express gratitude and excitement, with many stating they felt “seen” by the inclusion.
Mewgenics allows players to breed cats with a wide range of inherited traits, including both positive and negative attributes. These traits impact the cats’ stats and abilities when they embark on adventures. ADHD, for example, manifests as a limited decision-making window, forcing players to act quickly or risk the cat acting independently. Autism, in the game’s depiction, results in accelerated intelligence but lower charisma, making the cat exceptionally skilled in its inherent abilities while potentially struggling with others. The game features over 100 such disorders, each with its own unique set of advantages and disadvantages.
“I want people to play and read between the lines,” McMillen explained. “I want you to have a cat with autism, and instead of throwing it away, realizing its strengths and embracing the challenge and potential that that cat would have.” This approach is central to the game’s design philosophy: to encourage players to appreciate the diversity of traits and find value in all their feline creations.
The development of Mewgenics has been a long and winding road. Originally conceived in as a Team Meat project alongside Tommy Refenes, the game was put on hiatus. McMillen ultimately rescued the project after leaving Team Meat in , partnering with Tyler Glaiel to bring his vision to life. Glaiel’s research into breeding and genetics proved crucial in developing the game’s complex inheritance system. Unlike many modern roguelites, the team deliberately avoided an Early Access release, opting instead to deliver a complete and polished experience at launch.
“I don’t like Early Access and think it’s a bad fit for most games, especially ones with an actual campaign,” Glaiel told Rogueliker.com. “It fragments the community, removes the shared experience that people can have discovering things together at launch, and adds a whole lot of extra development pressure.”
The timing of Mewgenics’ release is particularly noteworthy, coinciding with a period of increased misinformation surrounding neurodevelopmental conditions and a resurgence of problematic eugenicist attitudes. While McMillen insists the game isn’t intended as a political statement – “I hate politics,” he says, “It’s a game about cats fucking, you know what I mean?” – the inclusion of these traits inevitably invites reflection on societal perceptions and biases.
McMillen’s personal connection to the subject matter also informs the game’s approach. He shared that he has two children and a wife who are on the autism spectrum, and that this experience has been a significant part of his life for the past decade. This personal perspective is evident in the nuanced way the game portrays these conditions, emphasizing both the challenges and the unique strengths they can bring.
The game’s success has been remarkable. Co-creator Tyler Glaiel reported to IGN that development costs were recouped in less than three hours, and McMillen anticipates sales exceeding 500,000 units. This rapid success is a testament to the game’s unique appeal and the positive reception it has received from players.
Mewgenics represents more than just a successful indie game launch; it’s a testament to the power of thoughtful representation and the potential for games to foster empathy and understanding. The game’s long development cycle, marked by periods of uncertainty and personal investment, ultimately culminated in a project that resonates with players on a surprisingly deep level.
