Here with a cozy little review of I Am Cat, a weirdly charming (and sometimes frustrating) VR sandbox where you play as a cat. If you like laid-back, silly games that let you poke at the world and make your own fun, this one will speak to you — but be warned: a few technical hiccups keep it from being truly purr-fect.

Overall Impressions
What stood out most to me was how unabashedly silly and playful the game is. Being a cat in VR is such a delightful premise, and I Am Cat leans into that with fun interactions and lots of little toys and objects to experiment with. It’s the kind of game you can jump into just to mess around for 20 minutes and come away smiling.
That said, the polish isn’t consistent. Controls and movement feel rough in places (more on that below), and that occasionally kills immersion. Compared to other cozy VR sims or sandbox experiences — think simpler, more refined titles that focus on comfort and accessibility — I Am Cat is more experimental and rougher around the edges. If you go in expecting a perfect, smooth VR experience, you might be disappointed. However, if you want something goofy and full of moments that will make you chuckle, there’s a lot to like.

Gameplay Mechanics
Playing as a cat is the core joy here. You climb, hop on counters, bat at objects, knock things over, and generally live your little cat fantasy. The sandbox nature means there’s no rigid structure — you make your own stories. I found myself chasing sunbeams, hiding in boxes, and accidentally setting off slapstick chaos when I pushed the right thing at the right time. Those emergent, funny moments are the game’s best feature.
Where it hurts is in the controls and movement. Several players have pointed out — and I can confirm from my session — that grabbing and holding objects can be fiddly. One player specifically mentioned needing to “death grip” Valve Index controllers to keep items in hand, and even then, items sometimes slip away. That was a real frustration for me. The sensation of interacting with things should be satisfying in a tactile VR game, and when objects behave unpredictably it breaks immersion.
Movement is another sore spot. Some users call it “outrageously bad,” and while that’s strong wording, I get it. Locomotion options and responsiveness felt clunky, especially when jumping or making precise platforming moves. If you’re sensitive to awkward VR locomotion, this might be a deal-breaker. I tried a gentle, exploratory playstyle and still hit moments where the cat’s movement didn’t do what my body expected.
Story and Characters
I Am Cat doesn’t have a heavy narrative — and that’s okay. The game is about being a cat in a lively world rather than following a deep plot. Characters are mostly found in the environment: toys, NPCs, and small set pieces that suggest little stories. For me, the charm came from the environment design and the things that happen when you interact with it. The world feels varied enough that wandering through different areas gives you new toys and little surprises.
If you prefer structured storytelling or strong character arcs, don’t expect that here. But if you enjoy emergent narrative — the story you make when you decide to knock over a vase and then sprint across the room — this game delivers.

Visuals and Graphics
Graphically, I Am Cat is colorful and playful rather than hyper-realistic. The art style fits the cozy, silly tone of the game: environments are varied and full of little objects that invite interaction. I wouldn’t call it a looker by VR blockbuster standards, but it has personality. The visual clarity is generally fine for exploring and spotting things to play with, though some textures and animations feel a bit basic in spots.
Sound and Music
Sound design is sweet and effective. Ambient noises, little meows, and the clatter of knocked-over objects all help sell the experience. There’s a light, whimsical music bed that plays while you explore, which I liked for keeping things relaxed. There’s no standout voice acting (and you don’t need it for this kind of game), but the audio does a good job of enhancing the cozy, playful tone.

Difficulty and Replayability
Difficulty isn’t really the point here. It’s gentle and accessible in that you can’t “lose” much — the challenge is in mastering movement and controls, which might be frustrating for some. Replayability comes from the sandbox: different play styles, testing what reacts to what, and discovering little hidden bits across the map keep it interesting. The control problems do limit how much fun you’ll have returning to it though. If the grabbing and locomotion are patched and smoothed out, this could become a game I’d play over and over.
Player Feedback Alignment
A lot of community feedback mirrors my experience: people loving the goofy moments and family-friendly appeal (one player mentioned playing it with their younger brother and having a blast), while others are frustrated by VR control quirks — especially with certain controllers like Valve Index. Movement complaints are common too. If you own a VR setup with more reliable controller tracking for physics interactions, your experience might be better than mine.

Behind The Scenes / Trivia
A neat bit of context: NEW FOLDER GAMES LTD both developed and published I Am Cat, which isn’t uncommon for indie VR titles but does speak to the small-team, independent spirit behind this project. The studio leans into experimental, playful design here rather than trying to make a big-budget simulator. That ambition — trying to do a cat sandbox in VR — is part of why the game feels so unique.
Final Thoughts
I Am Cat is a delightful, silly sandbox with a cozy vibe and lots of funny moments. It’s held back by inconsistent controls and some rough locomotion that can ruin the immersion. If you’re patient, enjoy emergent play, and can forgive a few rough edges, you’ll find lots to smile about. But if you want polished VR interaction, wait for fixes.
Rating: 3 out of 5 stars
Tips: Try different controller settings if available, play seated if movement makes you uncomfortable, and expect a playful sandbox rather than a polished simulator. If the devs smooth out the grabbing and movement, this could easily climb to a higher rating.