Wicked Whiskers is a mischievous, chaotic, pun-filled 3D cat adventure. You play a clever, resourceful cat on a farm, up to no good in all the best ways.
⬇ Download Wicked Whiskers Windows · 60 MB
The farm garden is home to a padlocked shed, a pond, a bird tree, and a rather smug mouse. A red tractor waits in the yard. And a wise old cat with a long grey beard sits in the garden, watching everything.
Beyond the farm lies a town straight out of a Dick Whittington storybook. The gates stay closed until you've earned your way out — and every step there is packed with feline wordplay.
Wicked Whiskers has real whiskers, a tapering tail, and an attitude. He walks, idles, breathes, swishes, and does a comedy face-plant when he tries to chase mice the old-fashioned way.
Because catching things by chasing is for dogs. Cats build convoluted contraptions.
Every catch in Wicked Whiskers is craft-only — a proper board-game-Mouse-Trap style contraption. You gather the materials, build the gadget, and let the chaos unfold.
Chasing never works (comedy face-plant guaranteed). Build a convoluted Heath-Robinson mousetrap from string and sticks, place it, and lure the mouse in.
Birds perch in trees. Craft a ladder from string and sticks, lean it, and climb. Or take the tractor to the tree and knock the bird out. Your call.
The pond holds one fish. A paw attempt always fails with a "that's oFISHial" toast. Craft the rod, cast, and reel it in.
A feline version of Albus Dumbledore: long grey beard, half-moon spectacles, a pointy hat, and a calm authority that comes from nine lifetimes of wisdom. He gives quests, offers advice, and trades — selling surplus food for gold when you're doing well.
The sun, moon, and stars cross the sky. The farmhouse is locked at night and open once a day at first light. The shed needs its padlock combo — the last three digits of the tractor's number plate, fresh every game.
Food lasts a day. Energy drains as the day wears on, and sleeping is only allowed when you're genuinely tired. Run out and it's a cat-astrophic setback.
Nine lives, each one a chance to retry a challenge or a humorous milestone on the way. Lose the lot and the game restarts — with a fresh shed combo.
Catch an animal and it stays caught. No respawning, no farming the same fish forever. Every catch is a real trophy.
Every legend starts somewhere. The first three chapters are live — Dumbleclaw, a flying twit, a smug mouse, a village chaos, and the most over-engineered mousetrap the farm has ever seen.
Scene 1 (the farm garden) and Scene 1.5 (the shed interior, its own scene) are playable: gather string and sticks, craft all three contraptions, catch the mouse, bird, and fish, meet Dumbleclaw, trade, and ride the day/night + food/tiredness economy with nine lives.
Scene 2 (inside the farmhouse) and Scene 3 (the town) are next.