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Do NOT Take This Cat Home

Do NOT Take This Cat Home begins with the player encountering a stray cat sitting alone in a box at night. The situation looks ordinary, but the game makes it clear from the start that taking the cat home carries unknown consequences. The main character brings the cat inside the apartment, setting the stage for a series of events that unfold through interactive choices and brief exploratory scenes. The story progresses day by day as small changes appear in the home and in the cat’s behaviour.

Do NOT Take This Cat Home begins with the player encountering a stray cat sitting alone in a box at night. The situation looks ordinary, but the game makes it clear from the start that taking the cat home carries unknown consequences. The main character brings the cat inside the apartment, setting the stage for a series of events that unfold through interactive choices and brief exploratory scenes. The story progresses day by day as small changes appear in the home and in the cat’s behaviour.

Daily Routine And Early Signs

During the first in-game days, the player interacts with basic tasks such as feeding the cat, checking messages, or exploring the apartment. The routine initially resembles a slice-of-life setup, yet the cat’s reactions start to deviate from normal. Food goes untouched, movement patterns shift, and the atmosphere in the apartment subtly changes. These early moments serve as warnings that the situation is not what it seems. The game uses these signs to guide the player toward larger decisions that shape the narrative.

Player Choices And Branching Routes

Do NOT Take This Cat Home follows a branching visual-novel structure with many possible outcomes. Throughout the story, the player must:

·         decide how closely to interact with the cat;

·         choose whether to investigate strange noises;

·         respond to unusual behaviour with caution or confrontation;

·         search the apartment for clues;

·         determine whether to stay in the home or try to leave.
Each choice influences the direction of the plot. Some decisions unlock entire routes that reveal different aspects of the cat’s nature, while others may lead to abrupt endings.

Tone And Narrative Progression

As the player moves deeper into the story, the game shifts from ordinary domestic life to psychological tension. The apartment becomes a place where normal rules feel unstable. The cat may appear in unexpected locations, or certain scenes may change depending on earlier actions. The narrative frequently highlights uncertainty, using small inconsistencies to indicate that the story is affected by forces the protagonist does not fully understand. The tension builds through dialogue, pacing, and shifts in presentation rather than direct action.

Do NOT Take This Cat Home contains numerous endings, ranging from short failures to extended routes with more complex revelations. Some endings uncover details about the cat’s origins, while others simply reflect the consequences of careless decisions. Because the game rewards attention to detail and experimentation, replaying becomes part of the experience. Each run may unlock new scenes, alternative behaviours, or hidden routes. The variety of outcomes gives the game long-term replay value and encourages players to revisit earlier choices with new understanding.

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