
SwooshCat is a vibrant precision-platformer adventure. Leap, dash, slash, stab, roll, and ricochet your way through a charming pixel world as you help a brave little cat 🐾 explore and battle!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About

SwooshCat – A precision platformer starring an adorable feline! Master simple jumps and dashes to embark on a challenging yet delightful adventure. 🐾
Slash, Parry, Break, Dodge – Your dash isn't just movement: it's a combat blade and puzzle key!
Explore lush jungles and scorching deserts, each meticulously packed with deadly traps and cunning mechanisms to challenge your skills and strategy!
Turn foes into stepping stones – Chain kills, parries, and dashes to bounce off corpses and bullets, resetting mobility to reach "impossible" corners!
Easy to learn, deep to master: Newbies leap right in; speedrunners face brutal challenges!
Buttery controls + Rich level design = An unmissable catventure! 🐱
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Simplified Chinese*, French*, Italian*, German*, Spanish - Spain*, Danish*, Ukrainian*, Russian*, Hungarian*, Norwegian* +5 more
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 67reviews | 85% | — | $4.3K |
| $4.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Full Walkthrough: https://youtu.be/1JjtF6CVbpk Story: Cat goes SWOOSH Gameplay: Very Good and precise Music: Relaxing Graphics: Pixel Game time: 2 - 4 hours Here I will leave the cat, friends who pass by can pet it and give it a thumbs up /> フ | l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ_ヽ)__)
画风可爱,机制还不错的平台跳跃。 但是弹簧和刺的反弹角度手感比较怪,部分面角度有点苛刻。 另外希望通关后能有选关功能orz --- [spoiler] 初见约3小时通关,不小心把存档删了 遂又打了一遍 还是漏了几条鱼... [/spoiler] --- 追评,键鼠手感好很多, 感兴趣可以先demo,完整版会保留存档~
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
本人拥有800小时蔚蓝mod游玩经验,swoosh cat也全成就并通关4遍,我想自己还是有点资格来对这个游戏进行锐评的 我曾询问过作者:为什么这个游戏没有制作组名单?得到的回答是游戏制作由一人完成所以不需要 首先我很敬佩作者对像素平台跳跃游戏开发的热爱,我也很希望国产此类独立游戏继续开发下去 打好评是以上原因,也是因为画风可爱,森林部分的体验瑕不掩瑜,算得上是一部佳作 不过在游玩全部关卡后,我对这个游戏的态度或许发生了转变 bug很多,游戏功能极其不完善,bgm进游戏过快会有bug,贴图偶尔会出现裂痕,第五个房间进第六个房间就开始bug了,还有很多在此不一一列举 顺带一提:本游戏无选关页面(这是极其不合理的)通关后对全收集玩家不友好 以下是神秘跳关键: G+←上个房间 G+K+→下个房间 作者你应该把这个功能公开而不是当作作者通道 这些都是在可以容许的范围内,但是路线设计存在大问题,测图工作明显不到位,森林后期与整个沙漠很多地方设计的很屑,故意的为难而难,例如要反弹刺到容错一格方块的落脚点本就不该出现在,很多过法很抽奖,像偷鸡路线,这是测图工作不到位导致的,更何况这游戏没有“困难”这个标签 虽然蔚蓝mod里面也有像《弹球炼狱》这样符合上述屑图标准的作品,但是我就是玩的很爽,于是我思考了一下这个问题,引出了游戏机制这个方面的缺陷,为什么玩swoosh cat 在爽感方面比不上蔚蓝?这里我引用一下b站上的评论 “用鼠标指示冲刺方向相比八向冲刺要不稳定很多,这不仅使游戏流程不流畅,还使玩家在进行高密度操作时疯狂动鼠标(之前按一下冲刺就解决的事)。感觉纯粹是没活硬整“ 虽然把这个跟蔚蓝碰瓷确实是强人所难,但这是作者也承认的客观事实 总结一下,swoosh cat是《蔚蓝》,《武士零》等游戏优秀元素的结合,但就像一般肉鸽游戏借鉴《以撒的结合》一样,神作之所以神,是某一方面的天花板或者各方面都接近完美造就的,swoosh cat吸取其精华,但忽视了别的方面
This is a precision-based platformer where you take control of a nimble cat navigating intricate platforming challenges to reach the opposite side of each room. The cat’s core movements include smooth left–right mobility and a jump capable of chaining into wall-jumps on any vertical surface. The defining feature, however, is the dash ability. This lets the cat propel itself farther and rebound off certain obstacles. When you trigger a dash, time slows down, allowing for more precise aiming, and you can direct the dash in any direction. There’s also the option to cancel mid-dash and remain in slow motion indefinitely. You can dash only once before needing to refresh it, either by landing on solid ground, grabbing a floating fish, bouncing from a launch pad, or defeating an enemy. Enemies in the game are shadowy creatures. Most are not particularly dangerous, since a well-aimed dash will destroy them instantly. Many simply float or drift around the room, though some are invincible and will chase you, forcing you to keep moving. These pursuers vanish when you transition to a new screen. Others can shoot projectiles, which you can cleverly reflect back using a dash. The dash’s bounce property is equally crucial when dealing with environmental hazards, particularly spikes. Striking spikes at an angle while dashing won’t harm you; instead, you’ll ricochet away at the same angle you approached. The same principle applies to launch pads. The game contains two main “worlds”: the forest and the more challenging desert. Both are structured linearly across multiple rooms, but each hides secret areas that can be uncovered by spotting unusual openings along walls or smashing through hidden breakable barriers. The desert introduces one unique obstacle type that vanishes when you dash toward it, but otherwise plays similarly to the forest. Secret rooms contain collectible fish, which can also appear in difficult-to-reach spots within normal rooms. Simply picking up a fish isn’t enough to secure it because you must leave the room while still holding it to finally register it as collected. You can revisit earlier rooms by walking back or using teleporters in places where backtracking isn’t possible. However, doing so comes with a cost: you’ll need to solve the platforming challenges all over again, and some rooms won’t open their exits until every enemy is defeated. Frustratingly, there’s no quick restart for a world or checkpoint-based selection to hunt missing fish. The only option is to teleport all the way back to the very start. Still, the stakes are low because fish serve no gameplay function, don’t unlock achievements, and exist purely as a self-imposed challenge for completionists.
赋予了主角移动跳跃与冲刺性能,主要围绕着冲刺做了多向设计,玩家可以按键进入“子弹时间”向某个方向冲刺,遇到敌人与游蛇无可以将其消灭并刷新一次冲刺次数,在冲向尖刺时会获得一个反弹的作用力,当然冲刺也可以视作单纯的位移。但令人不解的是冲刺这个操作不能通过按键取消,增添了不少失误重开的时间成本。 整段流程引导不佳,很粗暴地采用了过关虚影的方式作为教学,而非通过关卡本身揭示机制。从关卡实现来看,存在着不少“为难而难”的低容错关卡,特别是同时存在活动区域有限,需特定角度,需特定前置的97关,体验更像是抽奖而非平台跳跃,解线与实现的反馈并不平衡,挫败感远远大于成就感。剩余关卡部分也只是一般偏上,并没有让人太有记忆点的地方。 素质比较一般的作品,活动游玩,仅做鼓励,如果有机会见到下一部作品的话希望能好好打磨关卡设计。
A game that tries to be Celeste, Sanabi and Katana ZERO, but fails at everything. I struggle to pinpoint anything good within this game. Physics? Way too inconsistent (for some reason you get momentum when dashing off of spikes, but don't when just dashing). Level design? Difficulty ramps up way too fast + some setups are too close for comfort. Music? There is only one track. Visuals? This one is better, but it is still to noisy and hard to read sometimes. Story? There is no story. At all. This game could have been good if it was polished more, A lot more. P.S. If you want to get all collectibles, you'll have to get through chapters from the ending using backtrack portals while manually looking for ones you've missed. Just why??
goob ⠀⡿⢘⠀⠀⢠⠆⠀⠀⠀⡰⠬⢉⣽⣿⣿⡿⠟⠋⠁⠀⢿⣞⣷⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⢀⡟⡌⠀⠀⢐⠌⠀⠀⠄⡡⠃⠞⠛⠉⠀⠀⠀⠀⠀⠀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣤⡇⡆⠁⠀⢘⡎⢤⠀⠀⠁⠀⠀⠀⠀⠀⠂⠠⠄⠂⢀⢹⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⢸⡇⠅⠂⠀⡸⡜⢢⠅⠀⣀⡀⡀⠤⢶⣺⣿⡒⢄⠀⢭⣘⡻⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⢾⡀⠁⠆⠀⢱⡎⢁⣶⣿⣿⠁⣸⡇⢸⣇⣿⣷⢸⣆⠀⣿⡿⣆⠹⢾⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⢺⢸⠀⠀⠀⢎⣴⣾⠿⠟⠿⣷⣿⣫⣾⣿⣿⣿⡎⣿⠿⠟⠉⠚⠻⣮⡙⣿⣿⣿⣿⣿⣿⣿⣿ ⣻⢨⠐⠀⣠⣾⠿⠉⠀⠀⠀⠀⠙⢿⣿⣿⣿⣿⣷⣅⠀⠀⠀⠀⠀⢩⣙⠚⣿⣿⣿⣿⣿⣿⣿ ⣽⠰⠀⠈⠁⣠⣶⡀⠀⠀⠀⢀⢀⣾⣿⣿⣿⡿⣿⣿⣤⣤⣀⣀⣤⣾⠿⠇⠈⢿⣿⣿⣿⣿⣿ ⣿⠆⠀⠀⡀⠙⠉⢀⢽⣿⣿⣿⣿⡿⢏⠿⡿⡭⢭⠻⣿⣿⣿⣿⣿⣷⣾⠐⡆⠈⢿⡿⠿⠿⠟ ⢻⡃⠀⣀⣠⡄⠀⣈⣺⣿⢿⣿⣿⣿⣦⣀⠓⠃⣠⣾⣿⣛⣿⣟⣿⣿⠷⢿⣿⣇⢠⣤⣴⣶⣾ ⠀⠀⢐⣾⠗⠈⠁⠤⣾⣷⣿⣾⣿⣿⣿⣿⡅⢌⣿⣿⣿⣿⣷⣿⣿⣽⣏⡀⠀⠉⣘⣚⡉⣩⣾ ⠀⠄⠀⣀⠄⡠⣴⣾⣿⣿⣿⣿⣿⣷⣶⣤⣴⣦⣬⣴⣿⣿⣿⣿⣿⣿⣿⣶⣵⣈⢟⡟⣱⣿⣿ ⠀⠂⠈⣡⣾⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢷⡿⢗⣵⣿⣿⣿ ⠀⠀⢱⣿⣷⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿ ⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⢻⣿⣿⣿⣿⣷ ⡀⣨⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣼⢿⣿⣿⣿⣿ ⢳⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣟⠮⠹⠜⣯⣛ ⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡧⠀⠀⠀⠀⠉
对于横版过关游戏还算可以的,流程不算很长,游戏机制与画风都很像蔚蓝看得出来有学习的部分,但冲刺手感、冲刺后迷之惯性使操作不佳以及部分莫名其妙死掉的BUG让游玩体验并不是那么好,希望能优化一下并且增加多点机制。
Cute Black Kitten Tangyuan takes on spiked platform traps through bouncing and dashing. It's invincible the moment you hold to dash – many areas require intentionally dashing toward spikes to rebound and reach new spots. The combat feel is satisfying, with cute, fresh visuals and an affordable price. Definitely recommended. Features: - Long-pressing dash triggers time slow, encouraging strategic use to clear levels. - Combines spike dashing and normal attacks, playable with just 4 buttons – no excessive controls. - Includes light hack-and-slash and puzzle elements, not purely precision platforming, suiting those who dislike pure parkour. Drawbacks: - Unclear initial controls. Dash charges only refill on horizontal platforms; dashing toward springs also refills (and bounces you up). Long-pressing dash horizontally rolls forward a long distance. - Lacks volume and screen settings. - Angle indicators for spike dashing are vague, needing adaptation. - Some levels feel cramped due to the layout of map mechanisms. Overall, it's a slightly challenging platformer with simple gameplay and UI. Early levels have guidance; there are minor bugs, but developers are proactive in fixes. Looking forward to future updates.
玩了一下,感觉这游戏现在问题很大: 首先你冲刺是没法取消的,只要按了鼠标左键就不能松开了,松开就冲刺,有些时候很烦; 其次关卡中有很多地方你是可以去到地图外面的,但是你去到地图外面你的视角并不会被同步拉过去,就导致你完全不知道那里有没有隐藏。我一开始以为作者可能就是这么设计的地图外本身就是不让你去的,直到我有一次掉下去没死上来之后发现有个鱼…… 就你要往里面放隐藏,你就让主角过去的时候视角同步拉过去,这我去地图外面没死,吃鱼又没声音,我都不知道我吃没吃到隐藏,我还得在没视野的情况下想方设法跳出去再回来,谁知道你地图外面是真的一无所有还是围了一圈刺中间有个鱼? 最重要的问题是这游戏的手感,真的太反直觉了,你砍刺反弹之后,我们正常直觉上是人物应该先加速后减速,先快后慢,这游戏不是,你砍完刺之后人物竟然是由慢变快的,还不是一个平滑的加速过程,而是一开始很慢中间突然变快,导致很多时候因为空中的突然加速导致无法刹车撞到刺,而且你如果以惯性往右冲,你按左往回拉,他是完全不减速以相同甚至更快的速度让人物瞬间往左移动,你完全搞不懂他人物运行轨迹的; 还有砍左右刺的时候,比如你跳起来砍右边的刺,你砍到之前不能按左,你如果在按住左键的时候按住左的同时劈右刺,你往左冲的距离会大大降低,你要什么都不按,直到开始反弹的时候,再按住左,才能冲的更远,这真的太反直觉了,真的越玩越难受,感觉游戏还是需要好好打磨一下
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3K | 15 | 93% | $7.99 | |
| $10.5K | 41 | 83% | $9.99 | |
| $2.3K | 35 | 69% | $2.99 | |
| $1.8K | 42 | 74% | $2.99 | |
| $208 | 2 | 50% | $4.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.3K | 92 | 75% | $2.99 | |
| $4.3K | 55 | 78% | $3.99 | |
| $4.3K | 271 | 71% | $0.99 | |
| $4.3K | 91 | 66% | $1.99 | |
| $4.3K | 164 | 89% | $1.99 | |
| $4.3K | 59 | 69% | $4.99 |