
Soba’s Gunpaw is a Short Incremental - Bullet Heaven game. Destroy everything, collect resources, then choose upgrades from a massive skill tree! Designed to be completed in around 4 hours.
Modeled estimate, not a reported figure. How we estimate →
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About
=== Stroll around with Soba and protect him from any danger ===
=== Socializing with other female cats ===
=== Upgrade the Skill Tree ===
=== Battle it OUT ===
Massive Skill Tree (200+ upgrades)
Chaotic Bullet Heaven gameplay
Lots of resources to gather
Lots of progress bars to complete
Short gameplay (4 hours to complete)
Really BIG and satisfying numbers!
Cute CATS ᓚ₍ ^. .^₎

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I feel like while trying to give my honest thoughts on this Game it might kinda sound like I'm giving backhanded "compliments" here, so I just want to make it clear from the beginning that I liked the Game overall. This Game feels more like something belonging to the era of Flash Games I grew up with than probably anything else I've played other than actual Flash Games. That already should probably give you a pretty good idea if you want this Game or not. It's very much short & sweet. I 100%'d it in the span of 5 and a half hours. It was satisfying to play & progress, and not particularly challenging, just like many Upgrade-oriented Flash games of old for lack of a better way to describe the sort of Game I'm talking about. ===== | here comes the part where I get way too deep into what could have been better ===== If I had to critique a bit more, while I realise a Game like this is never gonna have the most replay value - there are a couple little things I feel would have helped a lot without expanding the scope of the Game too much. As-is, the Game is very easy, so an unlockable hard mode could have been a nice addition for anyone looking for more of a challenge after completing the Game. In fairness, maybe the reason there isn't a hard mode is because of how restricted the movement is. In this Game, rather than being able to control Soba, you instead have to lure them to where you want them to go using limited Cat Food. This keeps your player input mid-combat pretty minimal, but that's for the most part ok, since the decisions you make when it comes to Upgrading are clearly supposed to be the main focus of the gameplay. The minimal control of your character mid-combat makes those Upgrades all the more important. I like this mechanic to start, but I must admit, I feel like I'd appreciate it if as the Game progressed we got access to more mobility options other than just more Cat Food to use. After all, if you got more control of your character as the Game progressed, it'd leave some room for a hard mode to actually make the Game more challenging, not just take longer to beat. As well as that, I feel awfully pedantic saying this knowing this isn't supposed to be a super-deep strategic head-scratcher, but I feel like the Weapons in the Game could have been handled better. I'm gonna be honest with you, a good 80% or so of the time the best course of action seems to be to just hard focus upgrading your highest damage Weapon, and the remaining 20% of the time when the upgrades for that Weapon begin to get too expensive for you to buy until later the best strategy just becomes for you to spam buy all the cheap stuff you've been holding out on without much concern for what you're buying so long as it upgrades a Weapon. Most Weapons are just pure damage with not much utility, so you're rarely missing out by choosing not to upgrade a weapon other than your highest damaging one. Honestly, that's also true for most upgrade-centric Flash Games, but that's an aspect of them I don't miss as much. There's just a lot of Weapons that for my playthrough were kind of just a blur of arbitrary upgrades I bought to progress, but never really noticed. Makes me wonder whether some kind of Weapon limit may have been a good idea both to give each idea room to breathe, and to add some replay value from trying different Weapon combos in different playthroughs. ===== All that being said, truth be told, some of this may just be coming from the fact that typically I play a lot more Games you can really sink a lot of hours into - whether it be rouge-likes, competitive Games, creatively focussed sandbox-style Games, or just Games that can be very difficult and rewarding to master. It's been a long time since I really played many short & sweet Games like this. Credit where it's due, this Game doesn't waste your time. I've had a lot of love-hate relationships over the years with Games that constantly promise to evolve and become more fun and engaging if you just grind a little further, only to eventually hit a breaking point where I realise "it never gets better, does it?". I can appreciate that's not an issue here. You'll pretty quickly know whether you're gonna like this Game.
I was genuinely surprised by how good this game is to a lot of other incremental games out there. Especially, because this game actually stays entertaining for (looks at game time) 5 hours. I thing there are a couple of big reasons why this is a case: 1. The runs do not start to expand to many minutes. You don't get tired of getting into another level, when you just spend more and more time on the same run to almost AFKing in it. 2. The tech tree actually gives you things to choose from. It's not just following a single written path you need to take. You go and look what you want to improve for your next run. You get 4-5 choices on what to improve out of... 20 things that are currently unlocked. I really like that I could pick what I wanted to improve and those improvements actually mattered. 3. There is no grind in this game. I have never felt that going for a run almost did not matter. There was always a plan. Next run, I get this and I want this upgrade. O damn, I messed up the run, I will go for the next. But I still knew why I was going for that run. Adding a little silly story and the game just being fun. This was a very enjoyable experience.
Finished the game in about 5 hours with a lot of fun for 3$. I started to like Kiwi more then soba, sorry. The gameplay feels more "The perfect tower" Well-paced skilltree with some fun mechanics. The gameplay is very passive - which I liked a lot after long sessions in other survior-games. You can't move with wasd, you only can lure the cat around, but 90% the time you let the cat stay in the mid. push damage to kill stuff fast enough. The last 10% you avoid the stupid hard hitting bosses ... "i touch you with my GIANT WALL AROUND ME AND YOU DIE!" - well, at least you get a sniper rifle as second weapon with long range that deals with that :) Neutral/Negativ: The skilltree feels like its come from another game, because it looks/feels so much better then the gameplay. They gameplay "could" use some polish.. the cars looks so bad/cartoony, that you cant even can be mad about it. But you see 20 levels the same red cards. The guns are .. just flowing symbols around you.
Soba's Gunpaw is one of those indie titles that immediately wins players over with its uncomplicated premise and cheerful personality. Developed and published by Evrac Studio, the game mixes incremental mechanics with bullet heaven gameplay, placing players in control of a cat named Soba as she ventures into increasingly dangerous encounters. While the market has become crowded with games inspired by the survival and auto-shooter formula, Soba's Gunpaw carves out its own niche by emphasizing a shorter, more focused experience. Instead of asking players to dedicate dozens or even hundreds of hours, it aims to provide a satisfying adventure that can be completed in a single weekend. At its core, the game revolves around surviving waves of enemies while continuously expanding Soba's capabilities. Combat is largely automated, allowing players to focus on movement, positioning, and selecting upgrades that complement their preferred playstyle. As enemies fall, resources begin to pile up, opening access to an extensive progression system filled with meaningful choices. Weapons range from conventional firearms to more fantastical options such as poisonous projectiles, freezing attacks, electrical defenses, and spinning blades. Every run contributes to a greater sense of advancement, making even brief sessions feel productive. One of the game's standout features is its expansive upgrade network. With more than 200 unlockable enhancements available, Soba's Gunpaw successfully captures the addictive appeal of incremental games. Numbers climb steadily, abilities become increasingly powerful, and players are constantly rewarded with new goals to pursue. The title thrives on the satisfaction of gradual improvement, whether it's boosting Soba's survivability, increasing damage output, or unlocking entirely new systems. There is a pleasant rhythm to its progression, and the game wisely avoids overwhelming players with complexity during its opening hours. The game's world is intentionally lighthearted, leaning heavily into its feline theme. Soba herself is an endearing protagonist, and the inclusion of interactions with other cat characters gives the experience an extra touch of charm. These moments may not provide deep storytelling, but they add personality and make the adventure feel more alive. Combined with colorful pixel visuals and playful enemy designs, Soba's Gunpaw maintains an inviting atmosphere throughout its runtime. The presentation is modest, yet it suits the game's casual nature perfectly. Another aspect worth praising is the pacing. Many incremental games suffer from stretches of repetitive grinding, while numerous bullet heaven titles rely almost entirely on replayability. Soba's Gunpaw takes a different approach by offering a concise journey estimated at around four hours for a complete playthrough. That decision ultimately works in the game's favor. Progress remains consistently rewarding, and the experience concludes before its mechanics have a chance to become stale. Players who appreciate shorter games that respect their time will likely find this approach refreshing. That said, the game's limited scope does come with some compromises. Those seeking a substantial endgame or endless replay value may feel disappointed once the credits roll. The social elements involving Soba's fellow cats are enjoyable but never evolve beyond simple interactions, and the overall narrative remains secondary to the gameplay loop. Likewise, while the visuals are charming, they are unlikely to leave a lasting impression on players accustomed to more elaborate indie productions. None of these issues significantly diminish the experience, but they do highlight the game's intentionally modest ambitions. Ultimately, Soba's Gunpaw succeeds because it understands its audience. It delivers an entertaining combination of idle progression, survival action, and adorable aesthetics without overstaying its welcome. Evrac Studio has crafted a compact experience that consistently rewards players with upgrades, discoveries, and moments of chaotic fun. It may not reinvent either of the genres it draws inspiration from, but it executes its ideas with confidence and charm. For anyone looking for a relaxing and accessible bullet heaven title with a satisfying progression system, Soba's Gunpaw proves to be an enjoyable addition to the indie landscape. Rating: 8/10
Soba's Gunpaw is recommended by Idle & Incremental Lovers [i] Don't be fooled by the cheap art! Bullet-heaven meets incremental with a purrrrrrrrfect skill tree. No faux paw here, just pure fun and great sense of humor. Fur real, you should try it! [/i] Hope this review is helpful! Follow my curator page for more Idle & Incremental games recommendations : [url=https://store.steampowered.com/curator/46077092-Idle-Incremental-Lovers/]Idle & Incremental Lovers Curator page[/url]
Very fun! A good price for about 4-5 hours of content, especially if you can catch a sale. It is well-executed. No bugs - other than the intended ones :)
slight performance issues on linux, but the game itself is great. just wish the textboxes moved faster
Probably this dev's best game... honestly not sure how they went from Mango's Fisharium which bored me out of my mind to this, but I enjoyed larping as a cat walker(!?) breaking through AT Fields. This studio's next production Master Healer Kale is decent too so check that out if you're bored. This game does have a post game but there's not much there and you don't have to go too deep into it in order to get all the achievements so I didn't. My play time was 7 hours to get all achievements but it has a couple of passive/idle features that unlock later so I left it running while eating a couple times...
The cat movement mechanic is a bit weird but game is fun.
I really, really love this game! It's super cute - downright adorable :3 It has a great pacing, super satisfying game play and funny dialogue (that is skippable btw, but I enjoyed every second of it!). I'm close to getting the 100%, it is so addictive and satisfying. I've bought the game for three seperate friends of mine and I just know they will love this game too. Much love to the dev(s), I can't recommend this cute little adventure enough! Give it a try, I will also check out the other games the Dev(s) made!
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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