
Save Dynacat's home from the incoming army of robots in this fast-paced 3D platforming adventure. Dash to the goal, find all the secrets, defeat enemies and earn points by doing it all in style!
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, French, Italian, German, Japanese, Portuguese - Brazil
Reviews
i don't think it is worth full twelve but if six or bellow i would recommend, the isometric perspective is kinda clunky and simplifies the game but its very charming and simple fun. also please add achievements.
Sweet little game! I loved playing as Dynacat! Dynacat is the best!!!
bom jogo, muito agradável e divertido fica meio tedioso no final mas nada de mal
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
dynacat..... i want you....
Dynacat is an energetic 3D platformer that draws heavily from the legacy of speed-driven classics while experimenting with perspective and traversal in ways that set it apart from its inspirations. Developed and published by Replayne, it presents itself as a fast-moving, momentum-focused experience where precision and flow are just as important as reflexes. Beneath its colorful exterior lies a game that is ambitious in design, even if its execution does not always fully support its ideas. The core gameplay revolves around navigating isometric stages filled with platforms, hazards, enemies, and collectibles. Unlike traditional side-scrolling platformers, the angled perspective introduces a constant challenge in judging distance and positioning, which becomes especially noticeable at higher speeds. The game encourages players to maintain momentum, chaining movements together through jumps, springs, and environmental interactions. When everything aligns, the experience can feel fluid and satisfying, with each successful run delivering a sense of rhythm that rewards both familiarity and quick thinking. A defining feature of Dynacat is its tether-based mechanic, which allows the player to latch onto enemies or specific objects and propel themselves forward. This system acts as both a traversal tool and a combat method, adding a layer of dynamism that distinguishes the game from more traditional platformers. It introduces moments where movement becomes almost acrobatic, requiring players to think not just about where to go, but how to get there efficiently. Combined with branching paths and hidden items, this encourages replayability, as players are motivated to refine their routes and uncover secrets scattered throughout each level. The structure of the game includes a mix of standard stages, boss encounters, and additional challenge levels that emphasize speed and precision. This variety helps maintain a steady pace, preventing the experience from becoming too repetitive despite its relatively compact length. Boss fights introduce unique mechanics that require observation and adaptation, while timed challenges push players to master the game’s movement systems under pressure. These elements add depth to the overall progression, even if the core gameplay loop remains consistent. However, the game’s ambition is not always matched by its polish. Movement, which is central to the experience, can sometimes feel inconsistent, particularly when navigating tight spaces or attempting precise jumps. The isometric perspective, while visually distinct, can make depth perception difficult, leading to moments where mistakes feel less like player error and more like a limitation of the viewpoint. Maintaining speed—clearly a core design goal—can occasionally be at odds with the need for careful positioning, creating a tension that disrupts the intended flow. Combat also reflects this unevenness. The reliance on a targeting system for engaging enemies can feel disconnected from the fluid movement the game encourages, interrupting the sense of momentum during encounters. Combined with occasional issues such as getting caught on environmental elements or losing control during fast sequences, these factors can break immersion and make certain sections more frustrating than rewarding. While these problems are not constant, they appear often enough to impact the overall experience. Visually, Dynacat is bright and inviting, with colorful environments and a charming character design that give the game a playful tone. The aesthetic complements the fast-paced gameplay, and the environments, while not overly complex, provide enough variety to keep the experience visually engaging. The soundtrack supports this with upbeat and energetic tracks that reinforce the sense of motion, even if it does not stand out as particularly memorable. Replayability is one of the game’s stronger aspects, with multiple difficulty settings and collectible-focused objectives encouraging players to revisit levels. Those who enjoy optimizing routes and improving performance will find value in mastering the mechanics, especially as familiarity reduces some of the frustration caused by the camera and controls. However, the relatively small number of stages means that the game’s longevity depends heavily on the player’s willingness to engage with these challenges repeatedly. Ultimately, Dynacat is a game that succeeds in capturing the spirit of speed-based platforming while experimenting with ideas that give it a unique identity. It offers moments of genuine enjoyment, particularly when its mechanics align to create a smooth and fast-paced flow. At the same time, its lack of refinement in key areas prevents it from fully realizing its potential. It is a title that rewards patience and adaptation, appealing most to players who appreciate experimental design and are willing to work around its inconsistencies. Rating: 7/10
[SHORT] Think of it like "Isometric Super Monkey Ball-ish with jumps and grappling hooks". Most mechanics are very fun and very well planned. Unfortunately it's one of those games where it gets worse, primarily by the level design, the typical cons of Isometric game designs and even by some mechanics. Still, this is a fantastic game. (Also, the game was made by scratch!? (Not the block-based engine from the same name, I mean from zero) ) 4.3/5 - Improve the level design and mechanics. [LONG] At first I thought this was Sonic 3D Blast, but it's more like isometric Super Monkey Ball-ish with Jumps and grapple hooks (which could say it's the homing attack variant, but does more). Now I think the tutorial is poorly made. At first you'll find the controls confusing. It starts like an auto-runner and you'd think you'll need to steer left and right (like tank controls) to move the character, except left isn't working... But then you'll realize the controls are 'normal' and is introducing the Boost mechanic... Why not after moving our character normally? There's 3 important mechanics that makes Dynacat stand out: Boost and a magical grapple hook-like. Boost is like Sonic Advance 2 & 3, where after running for some time your character will go to a Boost mode, although in Dynacat once you boost you can't stop until your character hits something. Sounds bad but the thing is the game lets's you choose to go boost in a press of a button, and I like that for obvious reasons. Also you automatically destroy enemies while boosting and can access to exclusive assets. The second is the Grapple Hook. You can use it as a homing attack, but can also be used to grab on a pole to spin around (at the speed of sound) and keep your momentum, to grab an attack and throw it back, to hang on to something and to pull and launch yourself on a higher area. It's really cool! Last is Health. Your "Shield" meter is full, and as long as that's full no matter what you will survive (including a fall), but after that you're out. To refill it, collect 5 orbs. I like this mechanic. The first 2 (3 to me) locations (or worlds) are very fun and shows the true strength of the game. Similar to Sonic there's alternative routes to take, some needing Boost. There's a stylish system where you gain points the more talented you play (Boosting, attacking, collecting orbs, etc.) and be judged by the Ranking System, multiple crystals and if you collect many crystals in a Stage you'll enter the Special Stage like Sonic The Hedgehog. Music is relaxing and atmospheric but very nicely made, and of course Dynacat is adorable. Sadly this game somehow gets worse the more you continue, and it shows it cracks. I HIGHLY RECOMMEND YOU TO PLAY ON NORMAL. No joke, Hard is just normal but you restart to the beginning if you lose (Should've been an unlockable). Firstly, the movement is on ice physics and the "steering" is slow/heavy -and that's not always a bad thing (again, Super Monkey Ball is kinda like that but is a great game), it just there's some platform that are so tight you will fall a lot (also because the shadow isn't dark) (also, some of those completely stops you, I guess even they knew?). Plus because it's an isometric game it has the typical problem of misjudging the level "Is that platform close or far?", so combine it with ice physics... Not a great time. Also the level design gets worse. Sometimes it looks like you can go there but there's an invincible wall that stops you, slopes that fights you, objects that looks like it shouldn't hurt you but it does, enemies that will hurt you because you shouldn't attack when they're in a stance (how would I know?) and enemy positions and messages that are impossible to react (also because the camera zooms in!). There's moments where the level design is poorly made it makes you say "Ah, bullcrap!!!" The last 3 locations (or world) are just awful, I'm sorry. I do not like most of the experience... I'm not joking when I say there'll be people stuck in Evergreen City 2 because of those problems, and the HQ levels are truly some of the worst levels I've experienced, even I evade some alternative routes because they suck so bad! Another problem is the Boost design. There's some moments where the game automatically "plays for you", and if you move you get punished... But then you don't move and the game punish you... How do you want me to play, then??? Especially when most needs you to drop your controller. (The last 3rd Boss is a perfect example, having 2 routes that pushes you out the road if you do something and the other if you don't act) Now yes I could've played more and gain experience but I simply decided to finish the game normally, then collect the rest. But I don't want to imagine myself having to deal those icy physics on those tighter platforms... But overall I do recommend it. The later stages are hard-to-unfair, but you'll absolutely enjoy the rest! For my wishlist, I just wish the levels where more expansive. They're linear, which is fine, but in some areas it just looked like you could've move around more. The other is to improve the controls. I feel like this is almost Sonic-level of physics, which is fine except here it's more 'heavy', and could found a sweetspot if it's more like like Freedom Planet (which is in my opinion is better then Sonic for a longshot). 4.3/5 - Recommend: improve the level design and mechanics. (That's all, you're very close)
Dynacat is a really cute game and unlike Sonic is actually controllable! It is like a 3D Sonic game if 3D Sonic was good! It is kind of hard to control but the only true problem i had was the tether after jumping but that's because i'm not yet used to the controls otherwise 10/10
If you ever played Sonic 3D Blast (aka Sonic 3D: Flickies' Island) and wished you could play a Sonic game like it that actually has the gameplay structure of a Sonic game, instead of it playing like an isometric adventure platformer version of the Flicky arcade game with Sonic in it, then you might want to play Dynacat.
Para lo que se quedaron de ganas de una segunda parte del sonic 3D blast o una experiencia mejorada del mismo este es una buenisima opcion. Tanto como estilo grafico como musical lo tiene bastante claro y pulido para diferenciarse de lo demas juegos. Hablando de la jugabilidad es muy parecida al 3D blast, pero mejorado haciendo que encaje tanto como en los niveles de velocidad como los de plataformero. Aunque, aun falta pulir algunas cosas pero son perdonables. Te da bastante rejugabilidad al tener varios objetivos para terminar el nivel, claramente opcionales para el jugador casual. Los objetivos a cumplir son bastantes ingenioso al explorar cada rincon del mapa aunque bastante desafiante. Y sin contar los coleccionables para sacar el jefe secreto que en mi opinion es bastante bueno. Su musica es bastante tranquila y va al acorde del nivel, no tengo mucho que explayarme en esta parte. El juego recomendado altamente si quieres una alternativa al sonic 3D blast y para la gente que quiere algo corto y rejugable.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Related
| Free Fire: 9th Anniversary | $3.8B | 129M | 87% | Free |
| Temple Run 2: Endless Escape | $2.2B | 9.9M | 82% | Free |
| PUBG MOBILE | $2B | 48.6M | 86% | Free |
| Free Fire MAX | $1.7B | 31.4M | 89% | Free |
| Sniper 3D:Gun Shooting Games | $1.4B | 18.2M | 92% | Free |
| Among Us | $1.4B | 13.6M | 78% | Free |
Related
| InfiniPicross | $5.2K | 185 | 68% | $1.99 |
| Spooky Ghosts Dot Com | $5.2K | 52 | 83% | $4.99 |
| Mystery P.I.™ - The New York Fortune | $5.2K | 59 | 83% | $4.99 |
| Pax Romana: Romulus | $5.2K | 71 | 76% | $3.99 |
| PEGGO! | $5.2K | 104 | 66% | $3.99 |
| Blocky Dungeon | $5.3K | 83 | 84% | $3.39 |