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Mewgenics is finally out, introducing turn-based roguelike strategy from the creators of The Binding of Isaac and Super Meat Boy. Be warned—this game is just as graphic and over-the-top gross as their previous titles, but it’s also incredibly fun and engaging. As you progress further in each run, you’ll find it more exciting and rewarding.
As you explore Mewgenics’ creepy world, you’ll collect more collars to equip your cats. These collars serve as the game’s roles, allowing you to assign your units as tanks, healers, mages, or damage dealers. Proper team formations and builds make each run easier and more effective.
What Are Collars?
Collars are essential for customizing your cats before each adventure. Each collar grants a specific class, but the abilities your cat gets are random for each run, although they generally suit the assigned class. For example, the Hunter collar emphasizes ranged attacks, while a Tank collar boosts defensive stats.
Some collars focus on close-range combat, while others provide buffs or healing, making each cat unique and useful. While each class has its strengths, they work best when paired strategically with other classes, matching your playstyle and the active abilities of your cats.
It’s wise not to overload your team with damage dealers focused solely on attack power. A well-balanced team with ranged and melee damage, a tank, and a support or healer will give you a much better chance at success.
Every Collar And How To Get Them
There are 13 unique collars in Mewgenics, with a 14th collar that copies the abilities of a currently equipped one, which can create some wild strategies given the classes’ capabilities. Most of these are unlocked by defeating specific regions in each act of the game; it can take time to unlock everything.
Every collar plays a vital role in combat, affecting the character’s stats. Some collars improve speed, allowing cats to act faster, while others boost intelligence or mana regeneration. More details about each collar and how to unlock them are listed below.
All Collars
| Collar | Description | Stats | How To Unlock |
|---|---|---|---|
| Fighter (default) | Basic damage class, good movement to land back attacks, excels with weapons. | Strength +2, Speed +1, Intelligence -1 | Starts unlocked. |
| Hunter | Ranged damage specialist, uses traps to attack from a distance. | Dexterity +3, Luck +2, Speed -2, Constitution -1 | Starts unlocked. |
| Mage | Casts elemental spells, good for exploiting enemy weaknesses. | Charisma +2, Intelligence +2, Constitution -1, Strength -1 | Starts unlocked. |
| Tank | High health and armor, can deal and take a lot of damage. | Constitution +4, Dexterity -1, Intelligence -1 | Starts unlocked. |
| Cleric | Focuses on healing and support, can revive fallen cats. | Charisma +2, Constitution +2, Dexterity -1, Speed -1 | Unlocks after beating “The Alley” in Act One. |
| Thief | Stealthy assassin, teleport behind enemies for critical hits. | Speed +4, Luck +1, Constitution -1, Strength -1 | Unlocks after completing “Sewers” in Act One. |
| Necromancer | Reanimates dead cats and revives allies. | Constitution +2, Charisma +1, Strength -2 | Unlocks after clearing “Boneyard” in Act One. |
| Druid | Controls battlefield with familiars and buffs; effectiveness depends on build. | Charisma +3, Luck +1, Constitution -2 | Unlocks after “The Crater” in Act Two. |
| Tinkerer | Crafts unique weapons and turrets for combat. | Intelligence +4, Charisma -1, Luck -1 | Unlocks after “Bunker” in Act Two. |
| Butcher | High damage and health, can grab targets with a meathook. | Constitution +3, Strength +2, Speed -2 | Unlocks after “The Core” in Act Two. |
| Psychic | Uses mind control and debuffs, can manipulate enemy positions. | Charisma +1, Intelligence +1, Speed +1, Constitution -1 | Unlocks after “The Moon” in Act Two. |
| Monk | Versatile fighter, skilled in both ranged and melee combat. | Charisma +2, Intelligence +2, Dexterity -1, Strength -1 | Unlocks after “The Lab” in Act Three. |
| Jester | Copies abilities from other collars, a jack-of-all-trades. | (Requires specific unlocking) | Unlocks after completing “The End” in Act Three. |
| Blank Collar | Mirroring another collar, allows dual equipping of the same type. | Copies stats of the duplicated collar. | Can be bought from Tracy any time. |
You can also choose to go into battles without any collar for a bigger challenge, which disables special stats and abilities. Completing certain achievements with collarless cats can unlock special rewards, making this a fun route for experienced players.
With so many collars, every choice shapes your strategy—each collar’s unique strengths and weaknesses matter in battle. Building a balanced team with different roles will always give you a better chance to succeed in Mewgenics.




