HOLY. SHIT.
First thing I will say for starters... I was not excited for Mewgenics. At least not until less than a week before it's release when I found out it wasn't pure roguelite, and acted more like a Darkest Dungeon 1 campaign. I was at most anticipating it's release because it was the big new Edmund Mcmillen game, I GOTTA play the newest Edmund Mcmillen game... I mean c'mon, I did a presenation on this guy in 6th grade. That being said, I really was *not* going too crazy over his last few releases. The End is Nigh was a good game, a great game even... but it didn't scratch the Super Meat Boy itch I was hoping for when it launched, leaving me ultimately disappointed. Then there was The Legend of Bumbo... which wasn't really good at all. But enough about those games I'd rather talk about peak
And peak it is! Mewgenics might actually be my game of 2026 unless something REALLY blows me away later this year. Sorry Slay The Spire 2, you've been outclassed by cats.
For starters, I think Mewgenics may actually be the first roguelite I've played that does turn-based tactics really well, and not only does it do it well it does it FLAWLESSLY. I'm very fatigued by "roguelike elements" at the moment but I was so relieved to find the game feels so much less like the usual "roguelite" and more like Darkest Dungeon as previously mentioned. It's actually kind of FUNNY because I am excited over the progression in this game for the same reasons I was hooked on Umamasume for that brief period a several months ago, each run you do will contribute to literal future "generations" of runs that come after, depending on how you choose to breed your cats. I vastly prefer this style of roguelite progression to the Hades' "Collect 2,000 currency and dump them into permanent upgrades" I feel like I'm actively taking part in the work towards an objective this way, rather than paying someone else to do it. Very fun!
But that isn't even the actual gameplay... Gameplaywise, Mewgenics may actually be one of the best turn-based tactics games ever made, fullstop. If you're unfamiliar with the turn-based tactics genre, that's too bad because all I can think of as a comparison point is something like Final Fantasy Tactics or Xcom. So imagine those two games you don't know but with a whooole lot more emergent gameplay. It's actually one of the things Mewgenics does best. It feels like almost every encounter is a sort of "puzzle" and the environment and my abilities are the tools to solve it! Much like Tears of the Kingdom if every solution wasn't a hoverbike or extensive use of the "ascend" ability.
However, there is one major complaint I have that has really been bringing me down the last few times I've played the game: consistency. Every class in Mewgenics has (practically speaking) limitless potential, however what they don't all have is consistency. In particular, mage, thief, and tinkerer are the big three that *always* feel like a gamble every time I take them on an adventure, even cleric to a degree. Every time I take one of these classes it feels like I'm running 70% odds that they're going to be practically useless beyond their basic attack because so many of their class abilities are useless without the right synergies to make them good. Of the last 4 clerics I've brought, the best class ability I've picked up was the one to clear debuffs in an area and all of the other clerics were only useful because I thought to bring along the teleporter item which lets you move to any space once per battle. Now this COULD be a simple "skill issue" but it's worth mentioning I'm near the end of act 2 and haven't lost a single run yet. It's just annoying never wanting to bring classes I like the idea behind because there's a good chance I might as well have only brought 3 cats instead of 4.
There's also a smaller issue where the game hates my computer and occasionally never launches past the initial loading screen PLEASE FIX THE GAME I WANT TO PLAY IT!!
As of writing this I only JUST unlocked a third room.