Predict offspring stat ranges, track inbreeding, and plan multi-generation cat dynasties.
Mewgenics uses a Mendelian genetics system. Each kitten inherits stats, abilities, and mutations from both parents. Key rules:
Donating kittens to Tink is the primary way to unlock genetic visibility. Each milestone reveals a new layer of information β without these upgrades, breeding is guesswork. Prioritize any kitten that doesn't advance your stat goals.
| Kittens Donated | Unlock | Why It Matters |
|---|---|---|
| 1 | Fancy Bow (cosmetic) | Decorative only. |
| 11 | Base Stat Visibility | See the 0β7 scale and distinguish base stats from gear/buff modifiers. Critical for evaluating breeding candidates. |
| 21 | Inbreeding Status | Visual confirmation of genetic degradation level (None β Slight β Moderate β Severe). Prevents accidental Moderate crossings. |
| 31 | Sexuality, Libido & Orientation | Shows Sex, Orientation (Straight/Gay/Bi), and Libido (Low/Average/High). Only select Straight or Bi cats with Average or High Libido for the breeding loop. |
| 41 | Marking System | Unlocks icons for rapid visual sorting and bloodline tracking (see Marker System below). |
| 51 | Aggression Levels | Shows likelihood of a cat starting fights (Low/Medium/High). High-aggression cats in the Breeding Room disrupt cycles. |
| 61 | Social Icons | Displays Love/Hate icons to predict breeding compatibility and pairing frequency. |
Tink pays 25 coins per 10 kittens donated after the unlocks are complete. In the early game, every non-essential kitten should go to Tink β the data visibility at 11 and 21 kittens is worth more than any single cat.
Each room in the House has a hard capacity threshold. Exceeding 4 cats per room triggers a cascade of negative effects that can destabilize your entire breeding program.
| Trigger | Effect | Recovery |
|---|---|---|
| 5th cat in a room | Comfort decay: -1 Comfort per excess cat, per night | Remove excess cats |
| Sustained overcrowding | Territorial fighting β permanent stat loss on involved cats | Separate fighters; stat loss is permanent |
| Severe overcrowding | Disease outbreak β spreads to all cats in the room | Quarantine + Rest node cures |
Systematically remove cats that cannot contribute to your breeding program: cats with Gay orientation or Low Libido occupy precious room slots without breeding. Donate them to Tink or send them to Dr. Beanies. Maximum room size of 4 is the primary constraint that forces you to make hard choices about which cats to keep.
"Grey" skills are abilities that bypass the Class Collar system. They are acquired through low-stimulation breeding environments β specifically, breeding cats in rooms with Stimulation below the first breakpoint so the collar does not overwrite inherited abilities. Grey skills are the most powerful abilities in the game.
| Grey Skill | Cost | Effect | Priority |
|---|---|---|---|
| Chosen Warrior | β | Game-breaking combat skill. Required for 100% completion on Impossible difficulty. The single most powerful ability in the game. | Essential β Breed For |
| Brainstorm | 7 mana | Permanently reduces ALL mana costs by 1 for the rest of the run when used. Stacks. | High Value |
| Forbidden Fart | Variable | Massive AoE: 5 damage + 4 poison. Poison damage scales with boss turn frequency β stronger the longer a boss battle lasts. | Boss Fights |
| Copycat | Variable | Replicates the last spell cast by any unit β friend or enemy. Used immediately after a powerful ability for doubled effect. | Combo |
Place breeding cats in a room with Stimulation below 32 (the first breakpoint). At low Stim, the collar's overwrite priority drops, allowing Grey skills to pass through inheritance. Breed the cat with the Grey skill against multiple partners to spread it through your population. The Spare Sibling Strategy is the most efficient method β breed a sib pair in low-Stim specifically to create Grey skill carriers, then introduce those offspring into your main high-Stim breeding line.
Linking the Autism disorder (-2 mana cost to starting spell) with Chosen Warrior creates the game's most efficient high-power build. Chosen Warrior becomes available at reduced mana cost, enabling its use every turn in sustained boss fights. This combination is the target for Impossible difficulty runs. See Afflictions for how to breed Autism intentionally.
Compare two parent cats and predict offspring stat ranges. Enter base stats (3-7 range).
Stimulation is the most important room stat for breeding. Each point improves inheritance probability:
| Stim | Stat Pick-Better | Active 1 | Passive | Active 2 |
|---|---|---|---|---|
| 0 | 50/50 | 20% | 5% | 2% |
| 25 | 55.6% | 82.5% | 30% | β |
| 32 | ~57% | 100% β | 37% | β |
| 50 | 60% | 100% | 55% | β |
| 95 | ~65% | 100% | 100% β | β |
| 100 | 66.7% | 100% | 100% | ~ |
| 196 | ~74% | 100% | 100% | 100% β |
| 200 | 75% | 100% | 100% | 100% |
32 Stim = guaranteed active ability inheritance. 95 Stim = guaranteed passive inheritance. 196 Stim = guaranteed second active (practically unreachable).
Inbreeding coefficient determines defect risk. Keep it under 5% for safe sustained breeding.
Visual guide to how inbreeding accumulates across generations. Each relationship type has a fixed coefficient.
Build your breeding lineage interactively. Add cats, select a male + female to breed, drag nodes around, and watch inbreeding coefficients update automatically.
Click a cat to select it. Click two cats of opposite genders to enable breeding. Drag background to pan.
| Relationship | Offspring Coef. | Inbreeding Level | Body Defect? | Disorder Scale? | Verdict |
|---|---|---|---|---|---|
| Parent × Child | 25% | D SlightlyβMod | Yes | Starts at 20% | Never |
| Full Siblings | 25% | D SlightlyβMod | Yes | Starts at 20% | Never |
| Half-Siblings | 12.5% | C Slightly | Yes (>5%) | Not yet | Avoid |
| Uncle / Niece | 12.5% | C Slightly | Yes (>5%) | Not yet | One-time only |
| Grandparent / GC | 12.5% | C Slightly | Yes (>5%) | Not yet | Avoid |
| First Cousins | 6.25% | C Slightly | Possible (>5%) | No | Acceptable |
| 1st Cousin 1× Removed | ~3.1% | B Not Inbred | No | No | Safe |
| Second Cousins | ~1.6% | B Not Inbred | No | No | Ideal |
| Unrelated / Stray | 0% | A Not Inbred | No | No | Best reset |
"Uncle distance" (12.5%) is the community sweet spot for locking traits once β disorders don't scale yet, but body-part defects CAN roll. Always follow with a stray reset.
Six-step cycle for building a bloodline without hitting dangerous inbreeding levels.
Identify a cat with 6-7 base stats in areas you care about. Use Tink's stat vision. This is Gen 0.
Cross your Stud with high-quality strays (Appeal stat raises stray quality). Keep offspring with best stats. These are Gen 1 half-siblings.
Breed the best Gen 1 cat with a fresh stray. This creates Gen 2 grandchildren with 0% inbreeding. Stack missing stats here.
To lock a rare trait: breed a Gen 1 cat (uncle) with its Gen 2 niece once. Coefficient ~12.5% β body defects possible. Breed out with stray immediately after.
Safer consolidation: breed two Gen 2 grandchildren (first cousins). Coefficient ~6.25%. Follow with stray outbreed.
After any inbreeding step, always introduce a fresh stray. Strays have 0% coefficient and dilute cumulative inbreeding.
Rule of thumb: No consolidation pairing without a stray reset plan already decided.
The mathematically sound method for maintaining a perfect 7-7-7 bloodline indefinitely. It exploits the "Uncle/Aunt" relationship tier, which resets the inbreeding counter to Slight β the safe operational limit. Crossing into Moderate is a critical failure point that sharply increases negative mutation risk.
Breed your perfect 7-7-7 stud with a high-quality stray (aim for at least one "7"). Goal: produce a "Half-Stud" with five or more 7s and the opposite gender of the stud's sibling.
OutbreedPair the Half-Stud with the original stud's sibling (a perfect 7-7-7). This Uncle/Aunt pairing keeps inbreeding at the Slight level β safe and stable.
Safe LoopProduce two new perfect 7-7-7 siblings to restart the loop. Retire the previous generation to the Royal Family Room.
Loop Reset| Critical Success Factor | Rule |
|---|---|
| Inbreeding cap | Slight = safe. Moderate = failure. Unlock the Inbreeding Status display at 21 kittens before running this loop. |
| Libido & Orientation | Only keep Straight/Bi kittens with Average or High Libido. Low Libido stalls the loop and risks extinction. |
| Gender wildcard | Watch for the Question Mark sex icon (miracle birth). These cats can breed with either gender β invaluable for saving a stalled bloodline. |
The endgame challenge is layering abilities onto 7-7-7 base stats. Passive inheritance requires 95+ Stimulation for a guarantee. The Spare Sibling method lets you introduce traits without risking your main loop.
Keep mutation furniture out of the Breeding and Royal Family rooms. Mutations introduce "net-positive but dirty" results (e.g., +2 CON / -1 STR). Use the Barracks to selectively stack mutations on designated combat cats only β never on your breeding stock.
Unlocked at 41 donated kittens. Markers are visual icons applied to cats for instant identification. Without them, managing a 15-20 cat household becomes confusing. Establish a consistent system from the moment markers unlock.
| Marker | Assigned To | Purpose |
|---|---|---|
| β Stars | Primary active studs | Your core 7-7-7 breeding pair. Never send these on runs unless farming via the Spare Sibling method. |
| β― β³ β‘ Shapes | Generational cycle tracking | Circle = Gen 1, Triangle = Gen 2, Square = Gen 3. Lets you see at a glance which generation any cat belongs to. |
| π Houses | Incoming strays being evaluated | Tag strays as they arrive. Remove the marker once they pass the stat check and join the main line, or cull if they don't. |
| βοΈ Swords | Super Soldiers (adventurers) | Combat-designated cats. These go on runs, not into breeding rooms. Often intentionally mutated in the Barracks first. |
Keep the total house population under 20 cats. More than 20 makes nightly food consumption unsustainable. Donate any kitten that fails to inherit the 7-7-7 spread immediately β it fuels the Tink economy and keeps the house clean.
| Body Shape | Stat Lean | Best Classes |
|---|---|---|
| Triangle Head | INT | Mage, Psychic |
| Square Head | DEF | Tank |
| Slender Body | Speed, Evasion | Fighter, Hunter, Thief |
| Heavy Body | HP, Defense | Tank, Butcher |
| Stat | Effect | Priority |
|---|---|---|
| Health | Cat recovery rate between runs. Higher = cats start runs at higher HP. Reduces affliction risk. | Medium |
| Comfort | Happiness recovery and stress reduction. Reduces negative traits. Important for long-term breeding. | Medium |
| Stimulation | Controls ability inheritance probability. Most critical breeding stat. See breakpoints above. | Highest |
| Appeal | Chance of attracting strays. Affects shop prices. Low priority. | Low |
| Item | Health | Comfort | Stim | Appeal | Notes |
|---|---|---|---|---|---|
| Basic Bed | +3 | +2 | β | β | Starter item |
| Premium Bed | +5 | +4 | β | +1 | Shop purchase |
| Food Bowl | +1 | +3 | β | β | Essential every room |
| Water Fountain | +2 | +2 | β | +1 | Stack with Food Bowl |
| Litter Box | β | +2 | β | β | Sanitary requirement |
| Scratching Post | β | +3 | +1 | +2 | Cheap Stim source |
| Cat Tree | +1 | +5 | +2 | +3 | Mid-game |
| Window Perch | β | +4 | β | +2 | Comfort |
| Exercise Wheel | +3 | +1 | +3 | β | Balanced |
| Toxic Waste | -3 | -2 | +8 | β | High Stim, penalties |
| Dead Rat | -2 | -3 | +6 | β | Stim trade-off |
| Bleach Jug | -1 | -1 | +5 | β | Budget Stim |
| Robo Toy | +1 | +1 | +4 | +1 | Robo set |
| Robo Bed | +4 | +2 | +3 | +1 | Robo set |
| Robo Feeder | +2 | +3 | +2 | +1 | Robo set |
| Luxury Couch | +2 | +6 | +1 | +4 | End-game |
| Aquarium | +1 | +5 | +3 | +5 | High Appeal + Stim |
Stim: +8 | Penalty: -3 Health, -2 Comfort
Highest single-item Stim. Best for dedicated breeding rooms. Limit to 1-2 per room.
Best Stim/ItemTotal Stim: +9 | No penalties
Robo Toy + Robo Bed + Robo Feeder. Premium Stim solution with Health/Comfort bonuses.
PremiumStim: +6 | Penalty: -2 Health, -3 Comfort
Good Stim-per-slot but heavy Comfort penalty. Reserve for short-term occupancy rooms.
High RiskStim: +5 | Penalty: -1 Health, -1 Comfort
Early/mid-game option. Mild penalties make it safer than Toxic Waste for occupied rooms.
Budget| Cats Rescued | Rooms |
|---|---|
| Starting | 2 |
| 1 | 3 |
| 25 | 4 |
| 60 | 5 |
| 100 | 6 (max) |
| Room | Primary Stat | Occupants | Purpose |
|---|---|---|---|
| Breeding Room | Stimulation 95+ | Primary stud + mate | Max inheritance. Minimum Health/Comfort. Cats only here to mate. |
| Royal Family Room | Health + Comfort | Retired studs, perfect kittens | Genetic cleanser β high Health provides nightly chance to cure negative mutations. |
| Barracks | Low Comfort | Super Soldiers (adventurers) | Low Comfort triggers aggression for combat buffs. Never put breeding stock here. |
| Stray Attractor | Appeal | Incoming strays | High Appeal brings higher-stat strays. Aquarium + Luxury Couch core. |
Each room has an effective stat cap past ~200 total points. Focus on breakpoints, not raw stacking. A room with 95 Stim and 40 Comfort is better than 120 Stim and 5 Comfort.
95 Stim for guaranteed passive inheritance. Place Food Bowl + Water Fountain here for minor Comfort offset. Litter Box in adjacent room frees a furniture slot for more Stim.