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Cat Named Mojave: the horror isn't the Cat Man — it's what he tells you to do

EPIC
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ends in 5 days — August 15

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A surreal first-person horror where hunting, skinning and chopping isn't the scare — it's the job. Everyone who finished walked away with questions, and wishing it were longer.

The way out of the desert runs through a cat's basement

A dead car battery strands you in the middle of the desert, with no way out. Your only hope is an unstable Cat Man, and he doesn't come cheap: to help, he demands trophies. So you head out to hunt surreal creatures, skin them, cut them apart and haul the spoils back to the collection he keeps in his basement. Hunt, skin, cut, survive — the world around you is all dry silence and buried horror, and the cat is always watching.

Put that way, it sounds purely macabre. The surprise is that the game is also funny: the same Cat Man who orders you to carve up animals turns up dancing in the kitchen. The horror doesn't come from a shape lunging at you in a hallway; it comes from the task he puts in your hands. The gameplay is simple and deliberately brutal, built to force you to look at what you're doing instead of running from the monster. Here, the monster is the work.

The people who made it also published it — and never let go

Cat Named Mojave came out in late 2025 from Stargazers Studios, credited with both development and distribution — there's no big publisher behind it. What stands out is what came next: instead of moving on, the studio brought the game to PS5, got it verified on Steam Deck, and sat down with translators to add official support for Russian, Japanese and Simplified Chinese. If English trips you up, you can now play in one of those. They even came back just to fix a corn maze. The tone of their announcements — question marks to spare, a little cat face where the words should be — is the same as the game's: it takes the joke seriously.

The praise is for the unease, not in spite of it

The reception is near-unanimous — 96% of the 326 reviews on Steam are positive — and what's interesting is what people like. One player who spent five hours, then came back a second time to catch what they'd missed, describes a dry, heavy, uncertain mood: the game left them looking over their shoulder, rereading every line the characters say for a hidden meaning — and you catch yourself doing the same, checking the corner of the screen. It's not jump-scare fear; it's the feeling of playing a part you didn't choose. That same player came away thinking about the absurdity of assigning human values to animals, which is, deep down, exactly what the game asks of you.

Others echo the discomfort as praise. Someone, in two hours, walked away with more questions than answers and the sense of a sad, tragic world where you're one of the last humans left. There are those who laughed at the Cat Man dancing in the kitchen and admitted they were glad they took the chance. And then there's the strangest compliment of all: a player who summed up the experience as something they hated from start to finish — and thanked the studio anyway. The shared verdict is that the game never trades its own story for a cheap scare or filler. One caveat about where this comes from: the game is being given away on Epic, but the people who wrote these reviews played it on Steam, a different store's audience.

312 liked itVery Positive14 didn’t

The harshest criticism comes from the people who recommend it

The other side is hard to hear here, for a concrete reason: of the reviews, fourteen are negative, but not one of them turned up in the material gathered — the people who genuinely don't recommend it were left without a voice on this page. What you can hear is the reservation from inside the group that liked it, and it keeps coming up: it's short. The playthroughs described run from one to five hours, and more than one player who recommends it wanted more. One of them, at four hours, said flatly that they wished the game were longer and that the ending delivered more. The criticism, then, isn't that the world is bad — it's that it ends before it pays off everything it sets up. You reach the end in an afternoon and come away thinking that desert had more game in it.

For those who can keep holding the knife

The player who takes this on is the one who wants a short, dense horror that disturbs through what it makes you do rather than a shape lunging at the screen, and who's fine leaving without answers, with the world open to interpretation. If you play on Steam Deck or with a controller, it was built for that. But if you need a long game or an ending that explains itself, you'll close it before the basement delivers what it promises. And if hunting, skinning and chopping as the core task turns your stomach instead of hooking you, there's no softening it: that's the heart of the game, from start to finish. The fear here isn't in what attacks you — it's in what it makes you do, and how little you hesitate.