EGW-NewsAfter 14 Years, Mewgenics Explodes To Number One And Recoups Budget In Three Hours
After 14 Years, Mewgenics Explodes To Number One And Recoups Budget In Three Hours
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After 14 Years, Mewgenics Explodes To Number One And Recoups Budget In Three Hours

Mewgenics, the cat breeding tactics game from Edmund McMillen and Tyler Glaiel, launched on Steam and immediately climbed the charts. The game became the number one global top seller on Steam, a remarkable feat for an independent title. It surpassed established giants and highly anticipated releases, including Counter-Strike 2, PUBG, Helldivers 2, and Arc Raiders, demonstrating an immense level of player interest. This rapid success translated directly into financial results that stunned even its creators. The speed at which the game became profitable was a testament to its long-awaited arrival.

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Glaiel wrote on Bluesky:

"We have made back our development budget after 3 hours. Thank you all:)"

This warm welcome, however, was never a certainty. The project's journey has been exceptionally long and fraught with uncertainty. Mewgenics was first announced an unbelievable 14 years ago, back when McMillen was still a part of the Super Meat Boy studio, Team Meat. The initial concept was vastly different, envisioned as a game with Pokémon-like combat mechanics. That version was ultimately cancelled, and following the breakup of Team Meat, Mewgenics became the stuff of development hell legend, a project many assumed would never see the light of day. It was only in 2018 that McMillen revived the idea, teaming up with programmer Tyler Glaiel to start fresh. They formally committed to the turn-based tactical combat format in 2020, shaping the game into its final form. I can see how even though this final incarnation has been in active development for six years, its sheer scale gives the impression of a project that has been worked on since the first Obama administration.

The game is a sprawling and endlessly surprising roguelike, built for deep replayability. Developers often claim their games have no two runs that are the same, a statement that only occasionally holds up to scrutiny. In the case of Mewgenics, the claim is substantiated by hundreds of items, abilities, complex synergies, genetic mutations, and well-hidden secrets. The scope is immense, further evidenced by the 280 Steam achievements available at launch. McMillen, known for his laid-back demeanor, seemed to be enjoying the launch by observing the community's first contact with his creation. McMillen wrote on X.

"Thanks everyone:) Hope you are enjoying what we made. Gunna watch you guys play it all day."

By the time I came to post my Mewgenics review, I had already logged over 100 hours in the game and knew that I was still far from completely done. Now, at around 115 hours, I can at least see the light at the end of the tunnel for finishing the main questline, but it is apparent that reaching 100% completion is a far more monumental task. During an AMA on the Steam Deck subreddit, McMillen provided some staggering figures, estimating that it will take an average player about "200+ hours to 'beat the game' and 500+ hours to 100%".

The definition of "beat" here is open to interpretation. Based on my current progress, it seems unlikely that it will take another 85 hours just to reach what appears to be the end of the final quest. However, the game includes what is essentially a new game+ feature, allowing players to replay levels and bosses on a harder difficulty. If clearing all of that content is considered part of "beating" the game, then the 200-hour estimate starts to seem much more plausible. It is also worth considering that my intense, three-week-long playthrough for the review may have allowed for a faster progression than an average player might experience with longer gaps between sessions.

The more intriguing figure is the 500+ hours required for 100% completion. At 115 hours played, my save file indicates 83% completion. The idea that the last 17% could require almost another 400 hours is astonishing. Some of what this entails is obvious, such as completing every level on both difficulty settings with every character class to get all of their unlocks. That alone will take a significant amount of time. However, the vast difference in hours strongly suggests the presence of some seriously hidden secrets.

The fact that I still have over 100 hidden achievements yet to unlock is certainly an intriguing part of that puzzle. A major contributor to this extensive playtime might be the "cryptid cats." These are special, ultra-rare cats that can appear at the player's house, functioning much like "shinies" in Pokémon. Their rarity is extreme; across the entire pre-launch community of reviewers and content creators, I am only aware of a single person who managed to find one. If achievements or other progression elements are tied to discovering these elusive creatures, it could add hundreds of hours to the hunt for full completion.

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Back to game development, Mewgenics was a game people had either forgotten or were still waiting for. Originally teased in 2012, the bizarre RPG from the creator of The Binding of Isaac has clawed its way back into the spotlight after a long period of silence, finally confirming its release and delivering a gloriously weird and massive experience.

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