Skip to content
Edition
Home/Living/Life at Home
Life at Home

A Video Game Studied Cats Harder Than Most Cat Owners Do

'Stray' let you play as an ordinary orange tabby in a dead cyberpunk city, and real cats sat up and watched it. What the developers got right about feline behavior is a better cat-body-language lesson than most guides.

Sasha Ford
By Sasha Ford, Feline Behavior Specialist
August 16, 2026 · 6 min read
Share
Link copied

There is a moment in Stray where you, an orange tabby, walk across a keyboard. Not because it advances the plot. Not because it unlocks anything. Because that is what a cat does when a keyboard is there.

That single design decision explains why a cyberpunk adventure game became one of the most beloved cat objects of the decade, and why actual cats, watching from actual laps, sat up and paid attention.

What the game is

Stray is a third-person adventure from the French studio BlueTwelve, released in July 2022 and published by Annapurna Interactive, and it became a global obsession almost immediately. It sat near the top of the sales charts for months.

The premise sounds like a pitch generated by combining the internet’s two great preoccupations: cats, and the end of the world. You play as a stray who is separated from their clowder, falls down a hole, and lands in a decaying underground city. You are trying to get out. Along the way you meet a small AI drone who becomes your companion and, eventually, the emotional center of the thing.

There are no humans. They are all dead, wiped out by a plague, which is a bleak note for a game released in 2022 and a deliberate one. What is left is robots, hostile bug-like creatures called Zurks, patrolling Sentinels, and you: a small animal in a very large ruin.

It should be grim. It is somehow one of the warmest games ever made, and the reason is that BlueTwelve refused to make the cat a person.

The part they got right

Most games featuring an animal give you a human in an animal suit. The animal talks, or has a quest log, or fundamentally wants what a protagonist wants.

Stray’s cat wants what a cat wants. The verbs available to you are the giveaway: you can meow, on a dedicated button, for no reason at all. You can nuzzle. You can scratch a rug to shreds. You can jump, and balance on a ledge, and, yes, deliberately knock objects off a shelf and watch them fall.

None of that is instrumental. It is a systems-level commitment to the idea that a cat’s motivation is curiosity and comfort, not narrative. And the effect is remarkable, because it means the emotional weight of the game lands sideways. You are not told to care about the robots. You are a cat wandering around a place full of them, and the caring accumulates on its own.

The inspiration was real, incidentally. A stray rescued by BlueTwelve’s co-founders is the animal at the center of it, which explains the fidelity. This is not a cat designed by a committee. It is a specific cat somebody knew.

Cats watched it. Actually watched it.

The most telling detail in the entire Stray story is what happened in the studio.

Producer Swann Martin-Raget has said that the moment the team knew they were onto something was when the office cats began reacting to what was moving on the monitors. The animals were, in effect, the first playtesters, and they gave the notes without being asked.

That is a hell of a QA process. And it replicated in the wild: a Twitter account called Cats Watching Stray sprang up to collect footage of real cats transfixed by the game, and it collected a lot of it.

There is a reasonable explanation for it. Cat vision is tuned for motion detection, particularly the flickering, low-to-the-ground, quick-stop-start motion of prey, and cats see well in low light. Stray is a dim game full of small, quick, ground-level movement. It is, more or less by accident, close to optimized for a cat’s visual system.

Worth knowing if you plan to test this on your own cat: screens are not enrichment. A cat who genuinely fixates on a screen and cannot disengage is not being entertained, they are being frustrated, because the hunt never resolves into a catch. If you let your cat watch, give them something they can actually pounce on afterward. An unfinished hunt is a stressed cat, and that applies to laser pointers too.

The bit that actually matters

Here is the thing that lifts Stray out of “cute game” and into something worth writing about.

It made people give money to real cats.

Gamers began live-streaming their playthroughs as fundraisers for cat charities and shelters, and the publisher, Annapurna Interactive, joined in. Money went to the North Shore Animal League America, the Nebraska Humane Society, and Meow Parlour, among others. Even PETA, an organization not famous for endorsing things, was a fan.

The studio had hoped for exactly that. Speaking to the Associated Press, Martin-Raget said he wanted players to come away moved enough to help real strays, and to sit with the idea that taking an animal into your life is a responsibility rather than a whim.

It worked, and the mechanism is worth noticing. The game does not lecture you. It does not have a message about animal welfare. It simply puts you inside the experience of being a small animal alone in a hostile place, for ten hours, and lets the conclusion arrive on its own.

That is a more effective piece of advocacy than most advocacy.

What the game teaches you about your own cat

Play it with your cat on the couch and you may find you have accidentally taken a body-language course.

The cat in Stray telegraphs its state the way real cats do, through posture and tail and ear rather than expression. It crouches lower when it is uncertain. It slinks when it is threatened. The tail goes up when it is comfortable, which is the single most reliable cat signal there is and the one most owners never learn: a tail carried straight up is a cat approaching you in a friendly state. Watch for it at the door tonight.

It also spends an enormous amount of the game up high, on pipes and ledges and rooftops, and it does this because that is where a cat feels safe. That is not a game mechanic invented for platforming. That is why your cat is on top of the refrigerator, and it is why vertical space, a tall cat tree, a shelf, a window perch, does more for an anxious indoor cat than almost anything else you can buy.

The bottom line

Stray is worth your evening whether or not you have ever picked up a controller, and it is worth it precisely because it did not try to make the cat interesting. It trusted that a cat, rendered honestly, already is.

The highest compliment available is the one it already earned: real cats stopped what they were doing and watched.

References

TagsLivingLife at HomePets & People
Sasha Ford
Written by
Sasha Ford

Sasha Ford is a certified cat behaviour consultant who has worked with shelters, catteries, and private clients across the country. They review all feline behaviour content at The Pet Times, with expertise in multi-cat households, indoor enrichment, and stress-related disorders.

Meet our experts →
Keep reading
The Pet Times Dispatch

Smarter pet life, once a week.

Expert guidance, honest stories, and things worth buying — no judgment, no chaos.