
A floating joystick
Your thumb never hides the action. Drag from anywhere, let go anywhere — the stick follows you instead of sitting in a corner.
Twelve cursed critters.
One thumb. Ten minutes to survive.
A bullet heaven for your phone. You never aim, you never tap to attack — you drag your thumb, and the weapons do the rest. Everything you pick up stacks, and somewhere around minute seven it stops being a game about dodging and becomes a game about how much screen you can fill.
Free to play · No gacha · No subscription
How it plays
Put your thumb anywhere on the screen and a joystick appears under it. There is no fire button, no aim, no menu to open mid-fight. Every decision you make is a decision about where to stand — and, at every level-up, about which of three upgrades to take.

Your thumb never hides the action. Drag from anywhere, let go anywhere — the stick follows you instead of sitting in a corner.

Enemies drop XP gems. Every level hands you three upgrades: a new weapon, a level on one you own, or a passive. Four weapon slots, four passive slots — you cannot have everything.

Max out a weapon, own the right passive, and something new shows up in your cards. Thirty-six of them exist. A run that finds two is a run that ends very differently from one that finds none.
The twelve
Not a skin and a stat line. Each one owns a starting weapon, a power that rewrites how the whole arsenal behaves, and a curse that takes something real away. Each one also owns its world — its own arena, its own bestiary, its own music. Three are yours on install; the other nine are unlocked with gold or by pulling off something specific.

Claws · The Kitchen

Machine gun · The Bedroom Front

Stink aura · The Landfill

Fried eggs · The Battery Farm

Shotgun · The Big Top

Shield · The Old Aquarium

Acid · The Night Garden

Lightning · The Rooftops

Orbiting pans · The Cage

Turret · The Dam

Familiars · The Anthill

Boomerang · The Jungle Temple
The arsenal
Each weapon has three evolutions and each one wants a different passive. The same claws become a vertical scythe, a blood whip or a shredder depending on what else you took — which is why the cards you refuse matter as much as the ones you take.
Vertical ScytheClaws + Size
MinigunMachine gun + Fire rate
NovaAura + Size
ThunderstormLightning + Fire rate
Colossal EggFried eggs + Damage
War BoomerangBoomerang + Damage
CarouselPans + Speed
Vampire FamiliarFamiliars + LifestealThe run
The clock is the difficulty curve. Nothing is random about when the floor turns against you — only about what you have in your hands when it does.

Whatever you collected stays after you die. It buys the five permanent upgrades of the Pantry — and the nine locked critters.

One free chest per day, no strings. Open it and go — or watch a short ad to triple it, entirely your call.

Win once and a sandbox opens: pick your weapons, your passives, your level, and go break the game on purpose. It keeps its scores separate.
The deal
The whole game is winnable without spending anything. Ads are never forced on you — you press a button or you don't — and paying only ever buys time or removes the ads. Nothing is exclusive to money.
Gold or a specific feat unlocks all nine. No paywall in front of content.
Three optional spots: a second chance, doubled gold, a tripled daily chest. Never mid-run, never on a timer.
Your save lives on your phone. No account, no login, no server telling you when you can play.
No random pulls, no pity counters, no currency you buy to spin something.
No battle pass, no season, nothing that expires because you stopped playing for a fortnight.
We never ask who you are. See the privacy policy for exactly what the game does send.
The studio
Micro Games was founded in Paris by two brothers, Justin and Valentin Reverdi, and is published by VR Holding. Micro was their cat. He died in the summer of 2025, the studio carries his name, and he is the shape sitting in the beam of the logo.
Cursed Critters is built in the open: every critter is a photographed object turned into a monster, every icon is modelled in plasticine and shot under a single lamp, and the whole thing runs on a hand-written simulation rather than a game engine.