CAT Interstellar is a short story-driven science fiction game about humanity's attempt to terraform Mars. Pilot a DOG V4 unit on an alien world and uncover the past of a seemingly barren planet.
User reviews:
Very Positive (13 reviews) - 92% of the 13 user reviews in the last 30 days are positive.
Mixed (271 reviews) - 69% of the 271 user reviews for this game are positive.
Release Date: Apr 21, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Warning: This is a short story with ~15 minutes of gameplay in its current state.

While CAT Interstellar is a story driven game at heart we want to avoid the whole "Walking Simulator" by adding intuitive player controls as well as a fully dynamic and interactive environment. We chose to release the game to early access so that we could develop openly with the community and get unbiased feedback. We've reached a point were we are confident the game will be stable and fun to play.”

Approximately how long will this game be in Early Access?

“Currently we are planning to have the game completed by March 17 of 2017.

If you cared enough to expand the Early Access tab and look for more information WE WANT YOUR FEEDBACK!!!

You can pick up the game for super cheap in the Groupees bundles here:

How is the full version planned to differ from the Early Access version?

“The main additions to the game will be the amount of polish to the environments as well as the amount of story content and map sizes. We are aiming for a gameplay time of an hour.”

What is the current state of the Early Access version?

“The games current state includes the first 5 environments (~20 minutes of gameplay). The main goal of this release to get feed back on the player controls and game mechanics.”

Will the game be priced differently during and after Early Access?

“We plan to raise the price at release to $4.99 USD.”

How are you planning on involving the Community in your development process?

“We want to be as open and honest with the community throughout development to get unbiased feedback. We plan on using the Steam Community hub as our main hub for communication and hope to be able to translate that into updates every month.”
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Recent updates View all (22)

March 15

Hot Fix 2.0.4 (Screenshot Challenge, and VR Plugins Disabled)

VR Plugins Disabled
Unfortunately in the last update I left the Oculus libraries and SteamVR API plugins enabled. I've been doing a lot of work with VR lately and forgot to disable them. Most users wouldn't have noticed but if you had Oculus Home or SteamVR installed it was most likely causing a headache so I wanted to patch it as quickly as possible.

Community Screenshot Challenge
This is also a good time to have an impromptu community event. I've been trying to update the store front's media (Trailers, screenshots, banners, etc...) and I thought it would be interesting to have a competition to try and get some unique screenshots.

Best screenshot gets an in-game achievement.
Top 5 screenshots will receive a free activation key.

Lol, I realize you already own the game if you're taking screenshots but it's one of the few things I have to offer.

No post processing added
No Photoshop
No taking screenshots of superior games and posting them here. I don't care how good Witcher 3 looks.

When you think you have a good one, post it to the community screenshots and comment here (preferably with a link). If you want to use a past screenshot that is fine too.

If you have an Nvidia card you'll have a leg up on the competition with Ansel. If you're using AMD there is similar spectator system you can use in-game by pressing 'O'. It's still a work in progress so you will have to use the console command "restart" to exit the mode.

I will NOT use your screenshot on the store page unless you give me permission (I count your comment here as permission). I'll decide the winners in the next update (~1 week). The updates are going to start coming a lot faster from now on.

As the player base you also reserve the right to rise up and declare your own winners but we'll deal with that when it happens :)

8 comments Read more

March 5

Update 2.0.0 (Voice acting, Environments, Achievements)

Update Notes:
  • Voice Acting - You now how the option to switch between voice acting and subtitles at the main menu. Thank you to all the community members who submitted voice acting for the game. If you don’t see your submission in the game yet I’m still processing the audio files and it will be in the next update.

  • Destructible meshes - The rock animations for opening up new cave sections was awful. They’ve all been replaced with destructible meshes that your grav lift can blast through. Really interested in feedback on how to make this even better.

  • Music - Rebuilt the music system to be more dynamic in terms of what song plays when. Should help a lot with ambience.

  • DOG’s Light - I’ve doubled its effective distance, thanks to optimizations in other areas, and added an IES profile to make it look a little better.

  • Rock collisions on The Surface are fixed. That’s right, everyone one of them is literally perfect. The collision for those meshes are now based on individual triangles. No matter how much the rock has been scaled up you should be able to climb in every nook and cranny without a problem.

  • Loading screen - Not very exciting but worth mentioning.

  • Ansel screen capture added (More on this at the bottom).

  • Dozens of smaller fixes, Dog’s HUD corrected, DOG’s sensor ability now tied into the flashlight, adjustments to level indicators, timing on speeches, audio volumes, trigger box adjustments, Android interactions, Surface lighting sharpness, landing particles, rock textures, push physics, flashlight added to player android, etc...

If you haven’t been keeping up with the beta branch the game is definitely worth another play-through from the beginning.

Achievements have been added!!! There is an achievement for each level but I also added a number of additional ones based on unique areas in the game to encourage exploration. There are also a few pertaining to easter eggs. I plan on adding a lot more so if you have any requests I’d love to hear them.

On this note I also plan on adding stats. This isn’t really the traditional type of game that stats would matter but right now I’m dependent of forum posts and playthroughs on YouTube to figure out where I messed up. So in the next update not only will your government and every social media site be collecting information on you, but I will too.


Almost every environment has been revamped. From very slight changes, like the direction of the SkyLift (Thanks LigH), to massive expansions in The Caves. The Base has some optical illusions that should help convey its size and The Mine needed a little more atmosphere and light work.

I had to tweak the story a little to reconcile an issue I’ve had since the beginning. If your sensor detects bacteria or “life” it should light up for every single instance of bacteria on the walls of the cave. This turned out to be essentially impossible to do because of the number of draw calls. I think the new “mission” fits a little better but as always I’d love your feedback on it.

  • Cut scene at the end of The Caves (what happens to DOG and Android 42).

  • Signals - Control Mechanics. I’ve been watching all the playthroughs on YouTube and it’s painfully apparent I messed up the control mechanics here. When the cat jumps it gets an additional force based on the direction you’re looking. Looking up gives the cat the highest jump while looking horizontal gives the cat its furthest jump. I thought that by adding the crates at the beginning it would force the player to learn this but it didn’t work the way I thought it would. That is the main road block in finishing Signals.

  • 3D Menu - This will rid the game of everything 2D. I should have something to show in the next week but, beyond fulfilling a lifelong dream of a 3D menu, this is essentially the last piece needed to implement VR.

  • Optimizations (always) - You probably don’t hear this much from Early Access titles but I’ve tried to be good about optimizations from the very beginning. I’ve made few changes to how some of the dynamic lights work so you should see improvements in frame rates throughout the entire game as well as the notorious frame drops inside the elevators. I’d still like to do one more purge of the system and combine/replace as many textures as I can. This won’t make as big of a difference as past purges but each one counts.

Ansel screen capture allows you to take all kinds of screenshots (Super Resolution, Add Post Processing, and 360 Capture). It will eventually replace the spectator option but for now it is just experimental. I’m in the process of getting white-listed by Nvidia but until then you’ll need to go through a few extra steps to get it working. For more information go HERE. There hasn't been any negative reports in the beta but I have not personally tested this with and AMD card so if there is a problem just report it in the forums and I'll push a quick-fix.

First off, thank you for your patience with this. There are two things I’ve been struggling with when implementing VR: How to handle the menu and implementing motion controllers.

The menu is going to be a high priority over the next couple of weeks. I honestly have no good excuse for hesitating on it this long. Similar to the subtitles, there are some obscure limitations inside UE4 when interacting with a 2D UI in 3D space and the idea of building a system from scratch seemed enormous. Those days are over and I’m very confident this new menu system will work.

The gameplay was another issue. Originally the game supported only Oculus with a gamepad because that’s literally all I had to develop with. Playing with motion controllers totally changed how I viewed VR and I really wanted to integrate that into the game but didn’t know how. The plan moving forward will be to stick with the original control scheme: sitting/standing VR with movement controlled by the keyboard or gamepad with one possible exception I’d really like your input on:

I want to change the last level for VR users from controlling a cat to controlling an android with the motion controllers. This would make an interesting dynamic in the community because VR users and normal users would have to share their experience to get the complete story. The VR DLC will be free so you can always go play Signals in 2D. This way you aren’t being denied content or being penalized for using VR and we have some wiggle room to design the last level specifically for VR users. At least that’s how I view it but I’d really like to know what you think. This could totally be an awful idea.

Sorry, but we ran out of animals to DNA test for the community events. Instead, I contacted a shelter I worked for and we, the community, are sponsoring 5 dogs. For those of you who haven’t worked in a shelter, it is extremely difficult to get older dogs adopted (anything past puppy status is an older dog). To try to help with with that we’re paying the vet fees and adoption fees for some of the dogs that haven’t had much luck. For now I’ll just tell you their names, ages, and breeds:

BoJangles - 4 y/o Male Shepard Mix

Sis - 3 y/o Female Pitbull/Shepard Mix

Foggy Nelson - 4 y/o Male Terrier Mix

Slim Jim - 2 y/o Male Rat Terrier

Roxy - 2 y/o Female Doberman Mix

This will obviously be a recurring theme whenever I get updates. I’ll keep the community informed on their status and we should have some videos of them coming soon.

As always,
Thanks again for everything,

Update 2.0.3 - 11 March 2017
Fixed a collision issue preventing the player from enabling subtitles at the start.
Fixed a bug with Android 42 not continuing through mine when using subtitles as well as interacting with drones (Thanks LigH).

Added 3D Menu!!! It isn't perfect but I thought it was better to get feedback on this as quick as possible. Please let me know if you run into any bugs or annoyances with this.

I realize this .gif sucks but it gives you the idea.

I'm going to try to start pushing updates every week.
- Signals Details.
- Menu redesign
- Android 42's navigation around destructible meshes.
- Scaling first person camera movement (VR).
- Adding Community Voice Acting

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About This Game

Warning: This is a short story meant to be played in a single sitting.

Play as a DOG V4 drone, a newly activated maintenance bot who is assisting in the terraforming effort on Mars. After a predictable yet unfortunate accident DOG finds himself uncovering the past of a seemingly barren planet.


The games current state includes the first environment (~15 minutes of gameplay) and an introduction to the second environment. The main goal of this release to get feed back on the player controls and game mechanics.


We're trying to bring the "science" back to science fiction. We also wanted to explore a scenario humanity might really encounter on the first planet we aggressively try to terraform.

Visit the webpage


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Or Contact Us Here

System Requirements

SteamOS + Linux
    • OS: Windows 7, 8.1, 10 (64-bit)
    • Processor: 2 GHz Quad-Core
    • Memory: 2 GB RAM
    • Graphics: Nvidia GTX 750
    • DirectX: Version 11
    • Storage: 6 GB available space
    • OS: Windows 7, 8.1, 10 (64-bit)
    • Processor: 2 GHz Quad-Core
    • Memory: 2 GB RAM
    • Graphics: Nividia GTX 970
    • DirectX: Version 11
    • Storage: 6 GB available space
    • Additional Notes: Recommended for 60 FPS
    • OS: Ubuntu 16.10
    • Processor: 2 GHz Quad-Core
    • Memory: 2 GB RAM
    • Graphics: Nvidia GTX 750
    • Storage: 7 GB available space
    • OS: Ubuntu 16.10
    • Processor: 2 GHz Quad-Core
    • Memory: 2 GB RAM
    • Graphics: Nvidia GTX 970
    • Storage: 7 GB available space
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Mixed (271 reviews)
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