Psychocat

Hitman, but you are the family cat, and nobody suspects you.

A 3D third-person stealth sandbox set in one house. You play a secretly evil house cat who builds chain-reaction pranks so the family believes the house is haunted, while every objective pushes toward a bigger goal. A new Unity project started in October 2026.

The Level 1 house from above, gray-box
Subject:
The family cat
Motive:
Make the family believe the house is haunted
Location:
One house, two floors, a garden
Status:
Early development
Status
Early development
Role
Solo developer and designer
Timeline
October 2026 onwards
Platforms
PC first, controller support later

Psychocat is at an early stage, and the name is a working title. Everything on this page is gray-box: plain blocks, no art yet. It shows how the game plays, not how it will look.

  • 4design pillars
  • 8paths designed for Level 1
  • 5paths in the first slice

Surveillance footage

A cat-only route: the tree branch to Leo's window.
The planning view: the day is frozen and you scrub the timeline.
A chain: the vase falls, Biscuit barks and Mom blames the dog.
A second chain: the slipper goes into the dog bed and Dad finds it chewed.
Vision cones: being seen doing something guilty raises suspicion.
The rebuilt house, from the front yard to the back garden.

The case file

Exhibit AThe ideaWhat it is and why

The player plans first, then watches the plan play out. Every action gets a reaction from the world, and the reaction is where the humour comes from, from slapstick to darker themes like a planted lipstick mark that ends a marriage. The cat can always read who is where and what is risky, and nobody suspects it, except in the places a cat does not belong. Failure costs position or time, never injury, and the family dog, Biscuit, is never harmed.

A 3D third-person stealth sandbox set in one house. You play a secretly evil house cat who builds chain-reaction pranks so the family believes the house is haunted, while every objective pushes toward a bigger goal. A new Unity project started in October 2026.

Exhibit BWhat I built7 parts
  • Built a first playable prototype in five days (5 to 9 October 2026): a cat that runs, crouches under furniture, climbs where a paw prompt shows it can, walks thin beams and hides, in a small house with a family on a clock.
  • Family members that follow schedules from 7:00 to 21:00 on a game clock, so a day plays out the same way every time. Pressing F freezes the day into a planning view with each person's route, see-through ghosts of where they will be, and a timeline you can scrub.
  • Two chains of cause and effect: push a vase while Biscuit lies beside it and Mom blames him, or drag a slipper into the dog bed so Dad finds it chewed. Who gets blamed depends on who is where, and the prototype had five endings.
  • Vision cones for every person, shown while planning. Being seen doing something guilty raises suspicion, and at the first stage Mom moves the vase out of reach.
  • Then redesigned it. The game design document is written, with four design pillars, the cast, and a Level 1 plan with eight paths on paper and five picked for the first slice.
  • Rebuilt the base for the real game: a two-floor house with a front yard, side passage and back garden, built from a written map of rooms, doors and furniture, with a continuous clock and world state kept as data.
  • New jump rules: up to 1.5 m from standing, 2.0 m across a gap, 2.0 m down, and a bit more beside the tree trunk. You aim a jump with the camera, and cat-only routes (a gap behind the shelves, a pipe, a tree branch to a window, a dumbwaiter) are climbed hop by hop.

Stack: Unity (URP), C#

Exhibit CPlanA closer look

Build the first playable slice of Level 1: the house, the family routine from 7:00 to 21:00 and five paths. Playtest it until it is fun, then decide how far to grow. An art style test comes before the content is finished.