Cat Chess leaves the rules alone and spends everything on the pieces
4 min read
Most chess products sell you a new rule. Cat Chess sells you the same rules and a cast, and puts everything it has into the layer chess leaves empty.
The rules are untouched, everything around them is not
What you do with your hands is chess. Pawns two squares and then one, bishops on the diagonal, castling, en passant, the whole ruleset arriving intact and unedited. There is no cat-shaped piece that moves in a new way, no energy bar, no card you get to play once a game. Capricia Labs did not touch the part that already works, and that restraint is the actual design decision here.
What changes is who the pieces are. Every one is a cat breed with its own animations and personality, and the two sides are factions rather than colours — Stray Cats, fierce and witty and rebellious, against House Cats, elegant and calculated and smug. A capture stops being a piece leaving the board and becomes one animal doing something to another animal, with an interaction built for the pairing.
The genuinely clever verb is the one that happens on the opponent’s clock. In an online chess game the time you spend waiting for the other player is dead time — you stare at a position you already understand and go and look at something else. Cat Chess lets you play with your cats while you wait. It hands you something to do with your hands during the part of the game that has never had anything in it at all.
The rest is the shape you would want a chess product to have, done thoroughly. Custom online matches against friends, local play on one screen, a single-player campaign of challenges that unlocks more, a bot that scales all the way to 3000 ELO, emotes, and enough customisation to change cat colours, skins and board elements. There is also FEN support for pasting in a specific position, which is a tournament player’s tool sitting one menu away from a cat skin picker.
Where the design budget goes when the rules are fixed
Secrets of game feel and juice is the essay this whole game is built out of. Its argument is that a game is decided in the second-to-second action — movement, impact, sound, camera, feedback — and chess has almost none of that. A move is instant, silent and abstract, and the entire feedback layer of a normal chess app is a highlighted square and a click. Cat Chess spends everything on the layer classic chess leaves empty, which is also the only layer it is allowed to touch without breaking the game.
What makes good AI is the harder one to live up to. It argues that opponents feel smart when they are legible and consistent, and that good AI is built around the player’s experience rather than around raw strength. Chess engines are the purest counterexample in games: unbeatable, and completely unreadable. You cannot tell what a 3000 ELO bot wants, only that you lost about fifteen moves before you noticed. The interesting question for a scaling bot is never whether the top rung is strong enough — it is whether the bot at 1200 plays like a person who is bad at chess, or like a strong engine that has been told to blunder on a timer.
What’s the point of hard games, anyway? makes the case that difficulty is not one dial but a set of separate tools, and that each one decides whether failure produces mastery or the urge to quit. Chess arrives with exactly one dial, and a rating is the least motivating form it can take: it tells you that you are worse without telling you what to do next. A campaign of specific challenges is the other tool, and it is the more useful one — it gives difficulty a shape, and a shape is something a player can learn.
What you actually get
Cat Chess is developed by Capricia Labs and published by Capricia Productions. It is out now on Windows, filed under Casual, Indie, Strategy and — correctly — Sports. There are Steam achievements, full controller support, and both online and shared-screen play, so one install covers a ranked game against a stranger and two people on the same sofa passing a pad back and forth.
The pitch is a joke the developer has fully committed to, which usually separates a real product from a reskin. Their own store page asks why a chess game with cats did not already exist, and the likely answer is that the people who ship chess software are thinking about engines and opening books, not about what two animals do to each other when one takes the other.
The other game on this list that works the same way is YOU ARE THE MONSTER, which is built on one verb and refuses to add a second. Cat Chess is that same discipline pointed at a game that already existed: no new piece, no power-up, no resource to spend. It holds the rules still and puts the entire budget into the thing you are looking at.
Keep reading
- Secrets of Game Feel and Juice
- What Makes Good AI?
- What’s The Point Of Hard Games, Anyway?
- YOU ARE THE MONSTER
One game at a time, with the mechanic that makes it interesting.
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