
Become The Cat Bounty Hunter
You've been hired as a bounty hunter to eradicate dangerous cat-hating, dog-loving monsters. Your arsenal of weaponry ranges from Corporate Pizza Parties and Batling Guns, to Laser Pointers and Kitty Wands. Survive time-based bounty hunts while you wait impatiently for gravity wells to transport you to your next contract.

Purchase Unique Meta Progressions
Collect fish bones during each bounty hunt to unlock permanent abilities and mutations, perks, ship mounts, and hire new bounty hunters. An achievement-based system is used to reward you after every accomplishment -- because after all, 'curiosity killed the cat bounties'.

Face Off Against the Galaxy's Toughest Bounties
Take on Elites, Outlaws, and Colossal enemies solo or with up to 4 bounty hunters. As you grow stronger, so will your bounties. Learn from your mistakes and keep striving to unlock the full potential of each bounty hunter -- you'll need it to face what's coming.
Additional Features
Scalable auto-firing weapons and abilities; wield up to 6 unique weapons and 6 cat-themed abilities
Defeating tough bounties will reward you with Purr Packs; the only way to unlock powerful weapon fusions (when compatible weapons and abilities are paired)
Casual 15-minute bounty hunts; 30-minute and Endless bounty hunts are also available
Navigate through deep space with 8 distinctive bounty hunters; with each playable character having a rechargeable special ability
Take bounty hunts to the next level with Local Co-Op for up to 4 players
Collect tuna cans to level up your abilities and weapons in-game, while collecting fish bones allows for purchasing meta-progressions outside of bounty hunts
Tune the gameplay to your liking with enemy modifiers (health, damage, and speed), 5 difficulty modes, and other accessibility features
MINOR PATCH NOTES
Hello, bounty hunters! I hope Patch v1.0.3 has been a huge improvement since v1.0.2!
I have gotten some great feedback so far, and I am excited to introduce some bug fixes and minor improvements in this latest demo patch update!
Please see the release notes below for Patch v1.0.4, and thanks for doing your part in the hunt! :)
Squashed Bugs
Fixed an issue where hovering the mouse over upgrade cards lost focus and would require a double click to select an upgrade card
[/*]Fixed an issue that prevented saving weapon fusion data when the Enable Purr Pack Animation toggle was disabled (i.e., purr pack animations were skipped)
[list]This patch also fixed an issue where fusions earned while skipping purr packs were not displayed as equipped under the Weapons widget in the Pause Menu
[/*]
Fixed an issue where the Bounty Hunter portrait was still playing the Cat Nip animation on restart if the Cat Nip effect did not finish
[/*]Reduced the number of particle effects for the Nitrous Boosters Flame Burst ability, which was causing slight performance lag on Steam Deck
[/*]Steam Features
Integrated automatic pausing during gameplay when the Steam overlay is toggled on
[/*]Implemented scripting logic on game startup to check if any in-game achievements were earned while Steam was offline; the script will set the appropriate flag for these Steam achievements to be earned
[/*]
Gameplay
Added WASD keys for Keyboard/Mouse players as options for navigation in UI menus
[/*]The Return To Game animation that plays during upgrade selection is now sped up, which aims to prevent breaking the flow of the gameplay by returning to game quicker
[/*]Slightly modified difficulty settings for Easy, Normal, and Hard difficulties. Enemy health/speed/damage still remain (and will always continue to remain) an option for configuration in the Accessibility Settings Menu
[/*]
UI
Added a texture underneath both the Health Bar UI and Level Bar UI during gameplay; this improves readability while in-game and sits on top of the map so the background does not affect transparency of the health bar
[/*]Changed screenshots in the How To Play tutorial to reflect new gameplay mechanics and UI themes
[/*]Added a highlight to the Sidekick indicator to improve readability during gameplay
[/*]
SFX
Introduced three new songs: Encore, Encore (Slowed), and Primitive. These songs are featured under Rues Playlist and the All Playlist
[/*]
MAJOR PATCH NOTES
Hello, bounty hunters! It\'s been a while. I\'ve been hard at work in the background, updating both the official Cosmic Tails build and adding fun and exciting details from the main game into the Cosmic Tails Demo!
In celebration of Cosmic Tails participating in the October 2025 Steam Next Fest, I have included a TON of new features including, but not limited to:
You wanted access to Patches\' Flea Market to purchase some goodies and see what the meta progression is like in the demo? You got it!
[/*]You wanted boss battles in the demo? You got one!
[/*]Getting bored of the same set of weapons? I\'ve introduced 20 new toys (10 normal weapons / 10 fusions) for you to play with in the demo!
[/*]Feeling like your bounty hunter\'s special ability isn\'t enough against the endless hordes of alien monsters? Now, you\'ve got two new abilities (more details below), Sidekicks, Badges, Ability Upgrades, and perhaps a special surprise waiting for you once you complete all in-game achievements in the demo!
[/*]
UI
Completely redesigned most UIs in the demo to closely align with the full game. This includes widgets in the pause menu, UI notifications, and in-game menus.
[/*]Overhauled the controls system with a dynamic input system with automatic icon remapping when changing between keyboard/mouse and controller (huge thanks to rsubtil and the Godot Assets library)!
[/*]In addition to the dynamic input system, input remapping has been added for both keyboard/mouse and controller (huge thanks to Nathan Hoad)! Keys/Buttons are mapped to movement, as well as the various special abilities / equipment on ships. This feature can be accessed via the Accessibility Settings menu. Please note that this is only supported for single player; multiplayer input remapping is being considered as a feature for the full release.
[/*]Completely overhauled the Purr Pack animation with brand new animations; which hint at the type of reward (Rare, Epic, or Legendary) that you will receive after the animation completes. You are also welcome to skip purr pack animations entirely by disabling the feature toggle in the General Settings menu.
[/*]Fusion blueprints are now enabled (originally disabled) in the demo. These UI icons will appear under upgrade cards where the weapon/ability is used in a fusion recipe that has been unlocked in a previous run. This setting can be enabled / disabled at any time in the Accessibility Settings menu.
[/*]Added animations for each character portrait during gameplay.
[/*]Each weapon in the top-right corner when a bounty hunt is active now has a cooldown feature so you can view how long until each weapon fires and cools down.
[/*]Added animations to equipment widgets underneath the Weapons/Abilities in the top-right corner when a bounty hunt is active.
[/*]Overhauled Patches\' Flea Market with new animations, and shop items now play animations when interacted with.
[/*]Wishlist page has now been updated with a sub-menu/button that shows many of the key features offered in the full game release. Please feel free to reach out to me with any questions or concerns about the full game!
[/*]
GAMEPLAY
Completely redesigned and overhauled the original, static tutorial section. The tutorial is now fully interactive, and a special reward / Steam achievement is offered when the tutorial is completed!
[/*]Added in basic meta progression for the demo, which includes a total of 20 items to purchase (15 ability upgrades, 2 sidekicks, and 3 badges) in the demo. Purchase them all, and you\'ll receive a special item in-game that can be used exclusively for the demo!
[/*]A total of 20 new weapons (10 normal weapons / 10 fusion weapons) have been added to the demo. This now mirrors the same weapon set available in the full game.
[/*]A total of 8 Steam Achievements map to in-game achievements, and are available exclusively for the demo. Steam stats are also utilized to show progression for the 20 items to purchase in-game.
[/*]Steam Cloud has been implemented in the demo to allow auto saves between Steam devices.
[/*]Steam Remote Play Together is still a built-in feature that can be utilized for Multiplayer, and Steam Remote Play can be utilized for streaming to other devices.
[/*]Two new abilities have been added to the demo: Dash Shield and Nitrous Booster. View the tutorial for how to use these rechargeable abilities during gameplay. These abilities are available in both single player and multiplayer!
[/*]Added a new pickup, Catnip, which will drastically slow down time and enemy movements (including projectiles), and offers a temporary speed and attack power boost.
[/*]You can now unlock a harder difficulty in the demo; facing new enemy types called Outlaws.
[/*]Purchasing the Rat Race badge will offer the chance to fight a special boss (only available when Hard mode is unlocked). In the full game, more bosses will be available in harder difficulties.
[/*]Sidekicks are a new feature added that, when purchased and used during a bounty hunt, will spawn a \"sidekick\" ship equipped with a minigun and static shield for a brief period of time. (Please note that this feature is only available in single player).
[/*]Mods are a new feature added specifically to multiplayer only; there are a total of 4 mods (Aura, Minigun, Thruster, and Mega Swarm) randomly assigned to each player. Mods are the equivalent of Ship Mounts in Single Player mode and are rechargeable special abilities designed specifically for working around team dynamics (i.e., healing, area of effect).
[/*]Better balance of both bounty hunter and enemy stats. Spent significant time tuning difficulty curves and maintaining balance when purchase meta progressions from Patches\' Flea Market. Accessibility options will continue to exist to allow for player-defined enemy tuning (i.e., health, damage, speed) in addition to a total of 3 difficulties in the demo.
[/*]
PATCH NOTES
Hello, fellow bounty hunters! I have a few exciting changes to share for the 1.0.2 demo patch -- including one change that many players have requested -- redesigning the Laser Pointer weapon mechanics!
Please read below for the latest changes!
GAMEPLAY
- Redesigned the Laser Pointer weapon to shoot omni-directionally (i.e., 10 lasers fire in all directions). Movement does not affect this redesign as it did the original weapon design (where the player needed to continuously move to fire the Laser Pointer).
- Elite bounties will now dynamically track and trail the player if the distance gap between the bounty and player is too high
- Added a slight buff to most weapon upgrades, including buffs to the basic starting stats for most weapons
TIPS
Please remember the following tips!- Check the Accessibility options menu (Gear Icon) to change gameplay elements and tune the game to your liking!
- Each bounty hunter has a special ability! Simply wait until the cat's portrait container in the bottom-left UI is filled with liquid, and the container will start to glow and a message dialog will appear above the container with the button/key to press!
Thanks for playing the Cosmic Tails Demo, and happy bounty hunting to you all!
Hello, and thanks for making the Cosmic Tails Demo launch day a success yesterday! I received some awesome feedback and wanted to include a few updates based on this user feedback. Please see below for the minor feature changes:
PATCH NOTES
UI
- Rebuilt the UI displayed when the player's special ability is ready. This UI will now display the appropriate button/key for using the special ability (Left Bumper on controller; 'Z' on keyboard). Although the tutorial displays the correct input mappings based on your operating system, it was not readily apparent to first-time players how to use the special ability and this was a design error on my part. This feature has been added to both single player and multiplayer!
GAMEPLAY
- Redesigned the pickup texture for powerups and health in the game (drops from green and purple asteroids). To help with visibility while in-game, the normal pickup texture has been replaced with a token with the pickup on it (identical to the corresponding buttons in the Glossary Menu) rather than the pickup itself. Fish bones and XP cans (astrofin, nebulark, and orbituna) will continue to display the normal pickup texture.
- Slightly increased enemy stats based on feedback from a focus group; this is applicable for both easy and normal difficulties. There are also settings available in the Accessibility menu to tune enemy health, damage, and speed to your liking!
Thanks again for checking out the demo -- I hope it was a near purrrrrfect experience for you all :)
Minimum Setup
- OS: Distributions Released Post-2016
- Processor: Dual-Core. 32-bitMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Integrated Graphics with Vulkan 1.0 Support
- Storage: 1 GB available space
Recommended Setup
- OS: Distributions Released Post-2020
- Processor: Quad-Core. 64-bitMemory: 8 GB RAM
- Graphics: Vulkan 1.0 Support and Metal 3 Support
- Storage: 2 GB available space
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