Cat Assassin sneaks into MIGS with a nine-lives roguelite twist — here’s what matters

Cat Assassin sneaks into MIGS with a nine-lives roguelite twist — here’s what matters

Game intel

Cat Assassin

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Genre: Action

Cat Assassin quietly stalks MIGS with a private gameplay deep dive

This caught my attention because “a stealth-action roguelite where you’re an anthropomorphic cat with nine lives” is a pitch that practically writes itself – and can also go so wrong. Titan1Studios and Dave Bautista’s Dogbone Entertainment are bringing Cat Assassin to Montréal International Game Summit (Nov 10-13) for behind-closed-doors sessions, promising a gameplay trailer, a Bautista video message, and hands-off previews. That setup screams early stage: partner courting, controlled demos, and a lot of words that could mean magic or marketing.

Key Takeaways

  • Nine-lives roguelite progression could be a killer hook – if death changes more than just stats.
  • “Adaptive cartel bosses” hints at encounter systems in the Nemesis-adjacent vein; we’ll need proof it’s systemic, not scripted.
  • Hybrid bipedal/quadrupedal movement is the differentiator from Stray and standard stealth games; traversal and camera will make or break it.
  • Private MIGS meetings suggest it’s not ready for a public stress test; temper expectations until raw gameplay surfaces.

Breaking down the announcement

Titan1Studios is hosting off-site sessions at Le Saint-Sulpice during MIGS – a developer- and biz-dev-heavy show where “private room with a curated build” is normal. The pitch: a neo-noir world of anthropomorphized cats, starring an assassin named Hugh, with inspirations ranging from Assassin’s Creed and Splinter Cell to Batman: Arkham, Sifu, and naturally, Stray. Expect a gameplay trailer and a Bautista video, plus “exclusive content” for attending media. They’re also talking franchise — animated series, publishing, video games — the full transmedia play.

Bautista’s involvement is interesting beyond the celebrity sheen; the man’s no stranger to games (remember the Batista Mode cameo in Gears 5 where he could replace Marcus Fenix). His quote promises “cat-like parkour stealth-action” and a “gripping neo-noir narrative” across “all platforms.” That last bit needs specifics — platforms and SKUs matter, and vague “across all platforms” lines have burned players before.

The real story for gamers: the systems

The nine-lives roguelite progression is the headline mechanic. If they treat each life as a meaningful state shift — altered routes, scars on the world, escalating cartel responses — that could be a thematic home run. If it’s just nine retries with minor perks, it’s a gimmick. The press language also mentions a “reactive noir narrative” that changes with player choices, which is promising but slippery. Branching dialogue and vignettes are common; real reactivity shows up in consequences that persist across runs.

Screenshot from Cat Assassin
Screenshot from Cat Assassin

“Adaptive cartel bosses” implies encounters that evolve as you fail or succeed — think patterns, lieutenants promoted, new ambushes, maybe altered patrol networks. The gold standard here is still Monolith’s Nemesis-style systemic memory; plenty of games flirt with the idea, few deliver more than buff toggles. Show us a boss that punishes repeat tactics or hires different specialists after you expose their previous weakness, and you’ve got something.

Movement is where Cat Assassin can separate itself. Stray sold how it feels to inhabit a cat; Cat Assassin aims for a hybrid: running on four legs for speed and flow, then switching bipedal for combat and tool use. That opens cool stealth options — slinking under tables, bounding to balconies, then standing to pick locks or use silencers — but it’s a camera and readability nightmare if mishandled. Arkham’s fluidity and Sifu’s clarity should be targets here. And yes, they’re touting multiple combat styles including “Claw-Fu.” Cringe name aside, the combat needs to be readable, weighty, and generous with animation cancel windows to keep stealth-into-scrap transitions satisfying.

Screenshot from Cat Assassin
Screenshot from Cat Assassin

Industry context — hype vs. substance

This is also pitched as a comprehensive multimedia rollout. We’ve seen this playbook: lead with a strong hook, attach a recognizable name, and talk franchise early. Sometimes it lands (Arcane boosting League’s cachet), sometimes the game doesn’t justify the sprawl. Private MIGS demos are fine, but what matters is uncut gameplay and systems clarity, not sizzle reels.

The press materials attribute the franchise’s origins to Steve Lerner and cite credits on Stray and Twelve Minutes. For transparency: the widely credited leads on those games are from BlueTwelve Studio (Stray) and Luis Antonio (Twelve Minutes), respectively. If Lerner contributed in a writing capacity, cool — but the credit language could use clarification. It’s a small flag in a sea of big promises, and players notice this stuff.

Titan1Studios also talks up AI-driven SyncTools that build emotional bonds with NPCs. We’ve all heard the “living world that responds to you” pitch. If Cat Assassin uses that to make informants remember your approach or to evolve cartel behavior over runs, I’m listening. If it’s just mood meters and canned barks, pass.

Screenshot from Cat Assassin
Screenshot from Cat Assassin

What we need to see at MIGS

  • How nine lives actually reshape levels and story beats between runs — not just stat modifiers.
  • Concrete examples of boss adaptation and world-state changes after failures or assassinations.
  • Traversal flow: a clean switch between quadruped speed and bipedal precision, with a camera that doesn’t fight you.
  • Stealth AI sophistication: vision cones, noise, verticality, and how cats-only spaces create unique routes.
  • Combat readability and recovery options when a stealth op goes loud — Arkham clarity without Arkham button-mash autopilot.
  • Platform targets, performance goals, and input support at launch (including controller latency and 60fps ambitions).
  • Monetization clarity — no surprise F2P hooks in a single-player stealth game, please.
  • Accessibility options: aim assist, color blindness modes for noir palettes, and input remapping.

Why this could matter now

Stealth is having a quiet resurgence, but few modern games gamble on full-system reactivity. If Cat Assassin marries stylish traversal with runs that meaningfully rewrite the board, it could carve a spot between Sifu’s mastery loop and Hitman’s sandbox tinkering — with a feline twist that’s more than a coat of paint. If it’s just AC-lite with cat ears and a roguelite buzzword, the novelty will evaporate fast.

TL;DR

Cat Assassin is making a stealthy entrance at MIGS with a hands-off deep dive and some big ideas: nine-lives roguelite progression, adaptive bosses, and cat-true movement. Cool pitch, cautious optimism. Show us systemic depth, clean traversal, and real reactivity — then we’ll start sharpening our claws.

G
GAIA
Published 12/17/2025Updated 1/2/2026
6 min read
Gaming
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