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I Am Cat VR is a virtual reality game that places the player directly in the role of a house cat. Viewed through a first-person perspective, the game replicates feline movement, senses, and behavior in a home setting. Players navigate rooms by jumping on furniture, squeezing into tight spaces, knocking over objects, and exploring every corner from a low-to-the-ground viewpoint. The controls are designed to simulate cat-like actions such as swatting, pouncing, and curling up in unexpected places.
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I Am Cat VR is a virtual reality game that places the player directly in the role of a house cat. Viewed through a first-person perspective, the game replicates feline movement, senses, and behavior in a home setting. Players navigate rooms by jumping on furniture, squeezing into tight spaces, knocking over objects, and exploring every corner from a low-to-the-ground viewpoint. The controls are designed to simulate cat-like actions such as swatting, pouncing, and curling up in unexpected places.
Most interactions in the game are built around physics. Players can push items off tables, scratch furniture, open drawers, and chase moving objects. Some elements react with weight and motion, meaning the way something falls or bounces is influenced by where and how it was hit. The house is filled with interactive props, from loose cables and vases to balls, curtains, and boxes. Causing disruption is part of the design, and many objects are there just to be swatted or broken.
While there are no missions in the traditional sense, the game includes dynamic events. Humans enter rooms, attempt to clean up messes, or try to interact with the player. Cats can ignore, provoke, or avoid them. Day and night cycles change lighting and behavior patterns, while sounds like vacuum cleaners, birds, or sudden bangs create distractions or reactions. Each play session unfolds differently depending on how the player chooses to behave in the environment.
I Am Cat VR is not built around levels or objectives, but rather around acting like a cat in a space that responds. Players create their own fun by testing the limits of what they can climb, destroy, or interact with. The house reacts in subtle ways, and the freedom to act without rules turns every session into a new set of possibilities. Whether calmly resting in a drawer or sprinting across countertops knocking items to the floor, the game keeps players engaged through cause-and-effect interactions in a detailed VR setting.
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