GAME DETAIL
I Hate Cuteness
3D hack-and-slash action roguelite inspired by Bangkok, rebuilt every run. The collars let the city's cats and dogs talk to us — until the towers changed and they started turning. Break the collar before it finishes, or fight what they become.
このゲームについて
Steamの詳しい説明を読む
The collars were supposed to be a gift.
Someone found an element nobody could explain, and the first thing it was good for was letting animals talk. Put it in a collar and a cat could say "hungry". A dog could say "home". Within a few years, most of the animals in the world were wearing one — as long as they were in range of a tower.
Pae has run the same noodle shop on the ground floor of the same Bangkok apartment block for thirty years. The strays at his door have said "hungry" every morning for the last five. Tonight the tower at the end of the soi is humming a different note, the collars are glowing, and the cat that just bit his regular's cat is not a cat anymore.
Nobody knows what's happening. Pae picks up the ladle.
Save them, or stop them
Almost every animal in the city is wearing a collar. Out of a tower's range, they're just cute. Inside it, they turn — and once they turn, there's no going back.
Break the collar before the corruption finishes and the animal walks free. The hitbox is small. Your swing is not.
Overkill, and you destroy the animal along with the collar.
Two counters at the top of the screen: SAVED and KILLED. The district remembers both.
Soft Heart, then SHOO!
Pae doesn't want to hurt anything. Soft Heart fills as you fight; spend it on SHOO! — one swing that knocks the whole horde back without hurting a single one of them. That's your window to reach the ones that haven't turned yet.
Towers change the world
The towers were built to carry the signal. Now each one projects a dome of corruption that keeps growing if you ignore it. Everything inside — buildings, streets, animals — turns into something armored and wrong, and the edge of the field burns so you always know which side of it you're standing on. Drain the core and bring it down, and the field drops with it. The ones that already turned are still standing there.
Dinner is a stat
Saving animals and breaking towers earns blue shards. The street-food carts outside Pae's shop take blue shards. Moo ping makes you hit harder. No saves, no dinner.
The same neighbourhood, never the same streets
Shophouse rows, noodle stalls, parks and side streets — the district is generated from a city map every run. The main roads and the water stay where they are, so you learn each district the way you'd learn a real neighbourhood. Everything in between is rebuilt each time.
Made by two brothers, one city at a time
We're a two-person studio from Thailand, working between Canada and Bangkok. Bangkok is district one because it's home. The districts after it will come from other countries we've lived and worked in — not copied, but reinterpreted through our own eyes and our own art style.
On the road to 1.0
Two more residents to play — a high-school student who'd rather stop a cat than hurt it, and an office worker who looks at a collar and sees hardware. Each one fights their own way.
More weapons — and two carried at once, with combos that cross from one to the other.
Deeper combos and more skills — longer chains, upgrades, and more moves like SHOO! for when you'd rather not hurt anyone.
A city map where every run you finish becomes a permanent district, with its own corruption level and its own scars.
Districts that settle into Stable, Strained or Critical, and Surges you trigger on purpose for a bigger payoff if you hold.
The Sanctuary — where the animals you freed end up, and a memorial for the ones you didn't.
More animals and more tower behaviours.
Planned after launch
Co-op defence — hold a district with a friend.
New cities as new districts, each with its own wildlife and tower behaviour.
Seasonal surges and community stabilization events.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 1人 | 最終観測:2026年9月26日 07:43(33日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 履歴あり・更新待ち・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
機能カテゴリ
注目ポイント
更新あり 直近14日以内にSteamストア更新
ゲームライフログ
所有ゲームとして同期されると、 このゲームの記録を残せます。