‘I Am Cat’ isn’t the kind of VR game that takes itself seriously. You play as a cat. You knock stuff off shelves. You terrorize living rooms with claws and physics. That’s the core loop and now, you can do it with friends.
A recent update brings multiplayer to the experience, letting up to four players enter the same chaotic space. It’s not a full overhaul, but it does shift how the game feels and plays, especially for those who enjoy shared absurdity.
Up to four cats, same amount of destruction
Multiplayer is now live and supports up to four simultaneous players. You still embody a house cat in VR, but now other cats are right there with you, tossing potted plants, launching themselves across furniture, or causing chain reactions with falling shelves.
The sandbox structure remains untouched. No new objectives or missions, just more paws in the mix. That’s kind of the point. The freedom to mess around has always been the draw, and adding other players turns that into more of a social toybox than a solo toy. Whether players cooperate or compete isn’t dictated by the game. It’s all emergent. You can race to wreck the most furniture or team up for synchronized chaos. Either way, the systems are flexible enough to support both.
Core mechanics still favor physics-driven play
‘I Am Cat’ has always leaned on exaggerated, slapstick physics. Objects fly with minimal contact. Movement is bouncy and slightly unhinged, and nothing feels overly predictable. That style translates well to multiplayer, since unpredictability becomes part of the entertainment.
There’s no penalty for mistakes. Knock over the same vase 10 times and the game doesn’t care. That low-stakes design is what makes it ideal for multiplayer VR. Players can drop in, mess around, and leave without needing to commit to a structured session. It’s also a good reminder that not all VR has to be about immersion or realism. Some of it is just about embodying a tiny menace and seeing what breaks first.
Visuals stay simple, but functional
The game’s visuals haven’t changed much. Interiors are cartoony and slightly sterile, which works in context. The real focus is on object interaction and motion, not fine detail. Cats look like chunky caricatures enough to convey personality, but not trying for realism.
That approach keeps performance solid across headsets, and it supports the quick, exaggerated animations that define the game’s slapstick tone. Multiplayer adds visual noise, but the simplicity of the art style helps maintain clarity even when four cats are sprinting across the same living room.
No voice chat, but physical comedy carries it
There’s no built-in voice chat, at least for now. Communication comes from action and reaction — paw swipes, jumps, synchronized furniture assaults. In that way, the update leans into physical comedy as its main interaction layer.
Whether that’s enough for extended sessions is debatable, but for short bursts of shared nonsense, it works. Most of the humor comes from failed coordination and unexpected collisions anyway. It’s less about tactics, more about timing and chaos.
Multiplayer fits the tone, not just the format
What’s interesting here isn’t just that ‘I Am Cat’ added multiplayer. It’s that the update doesn’t try to gamify the experience more than necessary. There’s no new scoring system or leaderboard. No ranking cats by destruction. Just more bodies in the sandbox.
That restraint keeps the game aligned with its original tone casual, weird, and deeply unserious. For a title that already knew what it wanted to be, this update doesn’t reinvent anything. It just expands the surface area for mischief.

Virtual Reality Explorer & Game Reviewer
Always the first to plug in. VRSCOUT dives head-first into the most immersive VR worlds, analyzing mechanics, comfort, innovation, and that elusive “presence” factor. If he says it’s worth it, it probably is.