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.

- 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
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.