Cattails: Wildwood Story

Become a cat! In this cozy life sim RPG, you'll lead your colony into the mysterious Wildwood. Hunt prey, harvest herbs, collect magical treasures, & defend your new home from intruders. Build a thriving town to recruit new cats. Get to know the residents, fall in love, & raise a litter of kittens!

Cattails: Wildwood Story is a life sim, cats and farming sim game developed and published by Falcon Development.
Released on October 20th 2023 is available on Windows and MacOS in 3 languages: English, German and Spanish - Latin America.

It has received 1,409 reviews of which 1,381 were positive and 28 were negative resulting in an impressive rating of 9.3 out of 10. 😍

The game is currently priced at 8.77€ on Steam and has a 55% discount.


The Steam community has classified Cattails: Wildwood Story into these genres:

Media & Screenshots

Get an in-depth look at Cattails: Wildwood Story through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: 2.0 GHz
  • Memory: 4 GB RAM
  • Graphics: Intel UHD Graphics 620
  • Storage: 500 MB available space
MacOS
  • OS: macOS 12.0 Monterey
  • Processor: 2.0 GHz
  • Memory: 4 GB RAM
  • Graphics: Intel UHD Graphics 620
  • Storage: 500 MB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2024
The game has good replay value, the characters are flushed out, the gameplay is good, and overall it is just amazing. However, it feels like the devs have abandoned the game after pushing a couple updates and calling it good, which also happened with the first game. They are still active and responsive in the community, but CWW has SO much potential. The community pulls through though with mods that enhance the game with more characters, furniture, maps, and more. Highly recommend, just wish that the devs didn't seemingly abandon the game after pushing their last update :(
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Sept. 2024
This game is super cute, but very grindy. I have enjoyed learning the game and playing quite a bit, but I do not have much interest in perfecting the game nor making it a staple in my game rotation. I love the customization of the playable character (made my own cats in the game to play as). I appreciate the unlocking of new NPCs and the way their relationships advance with one another. Though, some of the cat personalities were a bit too extreme for my tastes (almost like caricatures) so I didn't have a lot of interest in getting to know them. Beyond that, the game is a slog. You have a lot of fetch quests for very little reward. Earning money takes forever and the upgrade items are drastically overpriced for the amount of money you can earn. Don't even get me started on how you need a perfect score in every festival game to earn the upgrade perks and if you mess up just once, you'll have to wait all the way until next year to try again. Honestly, this just makes the game feel unbalanced and thus loses its appeal for wanting to progress in the story. TLDR; Fun game to putz around in for a while, but not interesting enough to grind through.
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April 2024
This game has become one of my favourites on Steam, I think its a simulation game like Stardew valley and all the other farming/life sims, but this one is much more enjoyable in my opinion. You don't have to worry about going to bed by a certain time, you can stay up all night with no penalties because you're a cat. And there's a good main story that takes a decent amount of time to complete including bosses and dungeons. The game isn't a farming sim although you can grow some plants if you want, so if you are looking for more like that then go for Stardew valley but this game feels very different so do play both! I haven't gotten bored with the gameplay loop of this game at all and find hunting and exploring and picking up items fun, and even though I only have two achievements left I want to finish everything possible in the game because I enjoy it so much. You can also replay and marry different cats on different play throughs, and you can have kittens in the game and they're soooo cute! Overall I definitely recomend this game if you are thinking about buying it, even if you haven't played the first one yet this one is really improves on that one in almost every way possible.
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March 2024
A mysterious dark force destroys the temple of the Forest Guardian, causing the feral cats to find a new place to live where they can construct a new temple. You, as a cat, are chosen to lead the group of feral cats and choose the new temple location. Once your new home is established, the real work begins in discovering what dark force is haunting the lands. Information • Though this is a sequel, you do not need to have played the first Cattails game to play this one, as the story is completely understandable on its own. • Coco, Ember, Jag, and Krampy from the previous game are NPCs in this one. • Time constantly progresses unless an event is happening, the kitty is in their den, or dialogue is being read. How fast time passes can be adjusted in settings. • Each season lasts only 10 days. • There are three mining caves, each with 100 floors. • Various types of herbs, flowers, and berries can be grown on the colony’s farm plot and it is important for having enough healing items for fighting. • Like in the previous game, hunting for prey is a little sad, but not particularly graphic. A pounce or swipe of the claw, and the pixelated prey will turn upside down. No blood or anything gross. The kitties must eat. (Honestly, after a while, it becomes so methodical, you don’t feel bad anymore.) • To romance another kitty, first a red rose is given, then once affection points are maxed again, a “shiny trinket” is given (it looks like a ring) and the kitties are married in a location of your choice. • To have kittens, after the “shiny trinket” was given, more affection points must be given to max out the gauge again. A few days after they’ve been maxed out, the spouse will ask your kitty if they want kittens. Simply say “yes.” • Rival marriages allow NPCs to romance and marry each other, which locks out the protagonist kitty from being to romance them. There is a helpful Steam guide that shows you which NPCs can be involved in a rival marriage if you want to allow them all to play out. Preventing them from happening prevents their NPC kittens from being born. • Once again, there are mini-games and puzzles just like the previous game. I feel like the mini-games are easier in this one. The puzzles are about as challenging though. If you get stuck, there are Steam guides for help. • You can play on any difficulty setting and still get achievements. Original Cattails Versus Wildwood Story Original Wildwood Sad intro about domesticated cat being abandoned Happy intro about feral cats having a community together Other feral cats were enemies Voidling cats are enemies 3 Colonies 1 Colony 27 NPCs 19 (initial) NPCs No rival marriages Rival marriages – allowing NPCs to pair up and get married No NPC kittens Several NPC kittens Farming was trivial/optional Farming is important/needed No museum Glimmer presents a museum for human artifacts called Curios Praises • NPC kittens!!! They’re so f*cking precious! They have their own little portraits and say cute, silly things! I just want to scoop them up and hug them! Such cute overloads that I was brought to tears a few times. • Your own kittens have more customization and actual dialogue in this game. There are 4 of them and their coats can look like various combined patterns/colors of their parents. They’re absolutely precious! • Watching NPC romances are so cute and entertaining. • I was really glad that the enemies in this game aren’t other cats again, because that made me a little sad last time. I don’t want kitties fighting each other. (For clarification, voidling cats are shadow enemies controlled by the main villain of the story.) • Glimmer trying to guess what the human artifacts are for is quite amusing sometimes. • Achievements give in-game rewards of experience points. • Like last time, all cats are agender and use they/them pronouns. (I doubt real cats have a sense of gender either.) • I love that the currency is still called “mews.” That’s too cute! • Several customization options for coat color/pattern and accessories. My favorite was the “magic hat” for my black kitty. • The player gets to choose where things are placed in the colony. For each new cat recruited, they need a home, and the player can place them anywhere available. • The player can view stats about how many: prey have been caught, bugs have been caught, rocks have been broken, enemies have been slain, plants/mushrooms have been harvested, gemstones/ore have been obtained, and misc items have been obtained. Complaints • During winter, sometimes places that are supposed to have frozen rivers/lakes/lava will occasionally have running/unfrozen water/lava. • The cat can’t change direction once they’re charged or charging their attack, which is super inconvenient because enemies move around a lot. • Way too many enemies in the mines. Very tedious and annoying to get through. • My PS5 (DualSense) controller wouldn’t quite work right with the game. I could use it for the most part, but I did have to use the mouse for some things, and especially for using skills. (I believe it’s supposed to work for an Xbox controller, but I don’t have one of those.) If you like sim games and cats, you’ll probably like the game.
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Jan. 2024
**THINGS I LIKED BEST** -Game play is very similar to the 1st Cattails, but they improved basically everything. It’s a fun little cat village game, with hunting, foraging, building, & forming relationships. This is a very fun game, and I highly recommend it. -The customization for your cat avatar is absolutely amazing. You can choose super intricate details, down to things like the color of the tail tip. I was able to make a carbon copy of my late cat, & it was so touching to see him running around & see his name pop up. Thank you. :’) -Kittens are very cute, I like the opportunities to improve one’s relationship with them. It’s adorable that they’re a combination of you & your spouse. -Unlocking new colony residents works very similarly to the Stardew community center, which I think is neat. -Being able to choose the day/night cycle timing is nice - you can make days last super long or pass super quickly if you wish, & several steps in between. I also appreciate that there is no requirement to sleep or penalty for not sleeping - you can toodle around as much as you like. -I like that there are multiple options of how to craft various mining goods at the anvil. It gives you flexibility of what materials you need to gather. -There are a lot of little details that show that this game is really a labor of love. For example, I found a room inside the temple with a statuary of what I assume are kickstarter / funder cat statues, with little messages & eulogies to their cats. I read every single one & teared up a little. Very sweet. **NOTABLE IMPROVEMENTS OVER OG CATTAILS:** -It’s pretty much an all-around improvement over OG Cattails, to be honest, & I quite enjoyed OG Cattails. This game seems overall better balanced & interesting. -Tracking prey is so much easier, & the botany skill makes foraging much easier. -Inventory is more expanded IIRC (tho still not large enough). -Garden is vastly improved over OG Cattails (but still could be larger) -In-den storage is much better - items just stack into single stacks with no upward limit -Mining so much more interesting & in-depth. I like that there are so many moles, & 3 different mines. There are so many other ores & things to make with them than the OG version. Also, time doesn’t progress while you’re in the mines, which I love. -Friendship & buddy system seems much more rounded & there’s a lot more to it, buddy perks make the game interesting. -Ability to unlock fast travel through the stockpiles is very helpful. Community projects are mostly all useful things. (I was a little unclear on how to get sand & wood at first, so there could be more clarity there.) **NEUTRAL COMMENTS:** -Standard difficulty is very easy, though the mines can still be somewhat challenging. In terms of the voidling cat battles or the main quest, everything is very simple, & the puzzles & mini-games are very, very simple. **CRITICALLY IMPORTANT QoL IMPROVEMENTS I’M REQUESTING:** -Inventory management is a pain - it’s *way* too small. You can pay to extend your pockets, but even at max things fill up way too quickly. I have to dump stuff multiple times going down just 25 levels in the mines at the higher levels, which is really annoying. Additionally, there is no trash can option within your inventory, which means you have to manually put down every single individual item you want to clear out. If you have the greedy paw equipped & accidentally pass by your pile again, it will get sucked back into your inventory. Your inventory should be big enough to at *least* accommodate a trip 25 levels down the mine - it needs to be at least 2x or possibly 3x what it is now. In addition, adding a trashcan to the inventory management screen would be very handy. -I would like there to be a way to disable your buddy from pouncing on the prey you’re stalking. My lovely spouse Alabaster & I were toodling around & he made me miss 2 legendary prey within about 3 minutes, when I had hunter’s gamble activated both times. I was so mad I was tempted to divorce him lol. VERY ANNOYING & stressful; it psychs me out & I wind up rushing & missing my prey even when I’m the one pouncing. **OTHER, LESS CRITICAL IMPROVEMENTS I’D REQUEST:** -More guidance on colony influence / control would be good. I didn’t realize that squads/stockpiles needed to have an unbroken chain of territory back to the settlement. I had maxed my influence but didn’t realize that didn’t guarantee control; while there are a few visual indicators (shields on the region name when you enter a region & yellow highlighting on the map), they’re subtle enough that it didn’t even register to me. I had to look it up. -Garden seems a little too small, but it’s *so* much better than OG Cattails -I would like to be able to reorder the scratching post ability menu. It would also be nice to have a few saved buildouts so I don’t have to go through the 5 pages of skills & manually put them in their places when I swap between my offensive set up & my gathering / hunting setup. Ideally it would be nice to be able to do something like have 2 swappable hotbar sets - IE when I’m out exploring I could swap between 2 sets of abilities, one for combat & one for foraging, without having to go back home & swap. -It would be nice if hated & disliked items also showed up in the villager details. It currently only shows liked & loved items. -Some of the combat skills are really not useful. A few of them are very good & make it so I wouldn’t consider using anything else. -I wish that you had more info about skills within the scratching post view. Specifically, I would really like to be able to see how much cooldown time each skill has - I’d like to be able to view it by level even from the start, so I can see what the level 10 cooldown would be, so I can decide whether it’s worth it to invest in the skill. Damage, range, & number of enemies targeted would also be helpful. As far as I can tell, the only benefit to upgrading a skill is shortening cool down time, but I can’t tell! And I don’t know by how much! -I wish the inventory tooltips showed the number of hearts healed or food consumed for each item. I’d also like to see the sell values within my inventory, but health & food hearts is more important. I would like to be able to see this both in my own inventory, & when I am looking at my crate storage inventory. -You lose so much of your stuff when you pass out. It would be nice to have a way to recover at least some of it. Like, it seems like half of everything just is toast, & it’s punishing when it’s half your shimmercrag & brightstone. (EDIT - this review was written before the Nov 24 ‘23 update that says it rebalanced this - I have not played since the update, but hopefully it’s better now). -It’s kind of odd to me that there’s no armor or way to increase your base attack damage. You can level up skills to reduce their cooldowns, but it doesn’t seem to actually change their damage either. Rainbow bats eat my face, & other enemies are also intimidating unless I take the time to sneak attack & wild claw. **TIPS AND RECOMMENDATIONS FOR PLAY:** -I recommend going into settings & selecting the option to always run. There’s no downside that I can see! -Wild slash is a really quick cooldown & is super useful for fighting & breaking rocks in the mines. It is my most useful skill. I also use deep cuts (also good for rocks), shield, & mortal wound. -For foraging I use the botany skill, wild slash in case I come across enemies, & hunter’s gamble. I usually put the return home skill in the last slot, until I unlock the fast travel entrances. -It is way cheaper to have Krampy heal you vs buying or using goldenseal. Golden seal **, which heals 2 hearts, costs 14 from ember, but is a fraction of that from Krampy. Save your goldenseals for the mines, & come back every 25 levels to get healed for cheap (& dump all your crap, since your pockets are guaranteed to be full lol).
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Last Updates

Steam data 23 November 2024 06:18
SteamSpy data 20 December 2024 19:15
Steam price 23 December 2024 12:32
Steam reviews 22 December 2024 06:00
Cattails: Wildwood Story
9.3
1,381
28
Online players
57
Developer
Falcon Development
Publisher
Falcon Development
Release 20 Oct 2023
Platforms
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