Published Jul 9, 2026, 11:00 AM EDT
Stephanie Watel is a Contributing Writer at DualShockers who has been covering games professionally since 2022. She specializes in guides and reviews, with additional experience writing lists and features across RPGs, horror games, cozy sims, action games, open-world RPGs, JRPGs, and indie titles.
Before joining DualShockers, Stephanie contributed to GameRant, IGN, MovieWeb, Pro Game Guides, Twinfinite, and Prima Games. Her work has covered major releases, underground sleeper hits, and indie games across a wide range of genres. Stephanie holds a B.A. in English, including studies in journalism.
Sign in to your DualShockers account
Simulation games have since become a beloved niche in the casual corner of gaming, and it feels like they encompass just about every possible setting and scenario at this point. They vary from the hyperrealistic to the whimsical, supernatural, and nonsensical, so there's something for everyone who's tempted to dip their toe into running a supermarket, a coffee shop, a farm, a zoo, you name it.
However, what about a post office? This is one particular type of simulator that I've noticed doesn't really exist. Well, until now, that is. Furthermore, what if you threw cats into the mix? Enter Cat Mail Co., the latest indie IP from Maracas Studio. This undeniably cozy and charming sim puts you in the paw shoes of a cat who needs to keep their local post office running smoothly, and you can even bring your friends along to help lighten the load, if you want.
After some round-the-clock shifts behind the counter, I found that Cat Mail Co. is definitely on the right track with what it's wanting to accomplish from a simulator standpoint. However, it could still do with some polishing in certain spots, and encounters an ironic mundanity that could be fixed with some touch-ups to its features.
Smooth Gameplay That's Missing Some Bells and Whistles
One thing I've noticed many cozy simulators do, usually from the outset, is give a wholesome backstory for the character you ultimately spend the rest of the game with. However brief it may be, even if it's just a few seconds on the screen, this can help lend just enough gravity and meaning into the decisions you make in the day-to-day, whether it's for other NPCs in the game or just yourself and your motives.
I was hoping to encounter that same element here in Cat Mail Co., given that it puts a twist on an otherwise ordinary line of work by putting cats (albeit anthropomorphic ones) in place of humans. However, the game drops you immediately into a pseudo-tutorial behind the counter with no narrative buildup really at all, which is kind of a bummer. It's certainly not a game-breaker by any means, but it's a small touch that can atmospherically impact the game as a whole when you take the time to include it.
The tutorial itself is basically your first shift as it were, with steps to show you how most of the game's mechanics work. How to tend to customers, how to stamp and organize packages, etc. It all feels very straightforward, up to a point, before some blips start to show themselves.
After you take care of a customer or two, the back rooms of the post office will open for you, without much explanation for how to make effective use of them. This is where you actually manage and organize all your mail, and it starts you off with a literal avalanche of it. From there, you have to essentially guess what goes where, as there are no sign-based indicators for what's ingoing or outgoing, and the numerous shelves are left for you to categorize yourself. The game alludes in text that this mountain of mail is something "someone didn't want you to find", so you're evidently here to clean up someone's mess. Unfortunately, it does feel like the game takes that a bit too literally by not giving you enough tools to manage it.
To keep the game cozy and manageable for the most casual of players, when it comes to micromanaging countless piles of mail that come and go daily, there needs to be enough of a system in place to keep it simple, straightforward, and enjoyable enough to keep playing from one shift to the next. If you just dump a literal mess at their feet and expect them to deal with it almost entirely on their own, it can give the wrong impression of the kind of experience you want them to have.
If You Like Organizing, This is a Dream
While the game unexpectedly leaves much of the actual organizing of the mail up to you, there's still a silver lining in that. If categorizing items exactly how you prefer them is something that sparks joy, then this game hits that mark head-on. You can use the shelves in every room exactly how you want them, at least in the space they provide. The game leaves it almost entirely up to you to make the system you want, so that degree of liberty is a perk in itself.
The game alludes in text that this mountain of mail is something "someone didn't want you to find", so you're evidently here to clean up someone's mess. Unfortunately, it does feel like the game takes that a bit too literally by not giving you enough tools to manage it.
As you progress through the shifts and earn points for your efforts, you'll also get to unlock special rooms located on either side of the building, which you can in turn use for unique parcels. Some require cold storage, others require a dark room. There's also a room specifically for repairing mail that's been damaged for one reason or another. However, for some reason, I struggled with this particular feature in terms of getting to work. The game only tells you that you can repair packages by leaving them in the respective room, but that didn't seem to do the trick, nor did I try to actively do it myself. Unfortunately, as of this writing, there's no standalone tutorial to help figure it out, so I basically had to just leave it to the side.
Aside from that, the layout of the back of the building does function well in terms of overall flow and keeping specific packages in specific places. It's easy enough for one or multiple players to move around freely while staying on task.
A Job That Trades Pressure For Mundanity
Normally, you'd think that a post office simulator would be among the most challenging in terms of management and juggling tasks in a timely fashion. However, Cat Mail Co. pretty much tosses the notion of time management in particular out the window, meaning you retrieve and prepare packages at your own pace. Customers don't have wait timers, so you can take all the time you need to find their package if they're picking one up. Time only passes once you've completed a task, so there's no pressure to get a lot done before the shift ends.
That also goes for the Captain of the boat that sails twice a day to drop off mail from other map locations, and also pick up anything you need shipped. You can take as long as you need to offload and subsequently upload. There is an awkward twist to it all, though, because due to that lack of necessary time management, there's not really any indicator of when packages should be mailed, only where. You can quite literally have boxes sit for days before shipping them, with no judgment against your work ethic or points lost. In other words, you're running the most laid back post office there is.
However, after playing for well over a dozen hours, there's a caveat in that lack of pressure on the job. The tasks at hand, whenever you get around to them, can start to feel monotonous over time. One shift feels barely different from the other, and the tasks themselves don't really change in any way, aside from your routine visits from the Captain. If you like that ease of task completion, then it definitely works to your benefit, but for a player who wants to feel a sense of development and progression in their management, it can feel a tad lackluster, even with the addition of rooms for unique packages.
Ultimately, your goal is to see what's hidden within all the mountains of mail left behind, but whether that's really enough remains to be seen, in all senses.
Some Hairballs in the Soup
As mentioned previously, based on the overall experience, the gameplay of Cat Mail Co. is definitely on the right track. There's seldom a shortage of anything to do, though again, it can depend on whether you prefer variety to quantity. Shifts transition without a hitch, and there's no real fear of negative outcomes of any kind. Sure, you can have a package sent back if you shipped it to the wrong place by accident, but it doesn't reflect on you in any way really.
You can quite literally have boxes sit for days before shipping them, with no judgment against your work ethic or points lost. In other words, you're running the most laid back post office there is.
That said, there are certain elements of the game that could honestly do with a bit more polishing, or even a small rework from where they currently are. The tutorial does need some more in-depth explanation and/or hands-on demonstrations of how to complete certain tasks, such as the aforementioned repair feature, or one that helps reveal secrets marked on packages. Or otherwise, a manual accessible from the pause menu. Also, perhaps an in-game map that helps players better understand the layout they're working with.
Aside from that, small blips that may have just been overlooked, such as the ability to 'Decline' a customer. This is also introduced in the tutorial, but it's never explained why or how it works. There's also some small localization and name generator issues in customer dialogue, particularly with notably gendered names. Sometimes they're the only hint you get from the customer when being asked to retrieve a package, or they'll ask for one that's for their "wife". Spending several minutes going through female names of all kinds until one labeled "Hugo" or "Xavier" ends up being the right one can feel a bit misleading and frustrating. Other times, the name doesn't appear at all in the dialogue box, which seems to just be an error in itself.
Otherwise, I was also left wondering how exactly points are tabulated in the game, and feeling like certain packages (normal, hot, cold, dark, etc) don't actually count for much in terms of where they're stored. I found myself storing normal parcels inside the hot and cold rooms at times, which apparently doesn't affect anything in hindsight, nor does handing off damaged ones. Perhaps that deducts points, but again, the game doesn't clarify that enough. If you have a points system in the game, the points themselves shouldn't feel pointless, aside from "make bar go up".
Cat Mail Co. is a good, heartfelt take on a simulator scenario that's seldom been seen in the sub-genre. Cats running a post office is charming, whimsical, and the game keeps in line with that vibe, pretty much from beginning to end. That said, it does feel like it could have used a bit more time in the oven, and it genuinely needed a few more bells and whistles to feel like a "total package" experience. More visual UI features and a reliable tutorial would go a long way in helping this otherwise incredibly cute game shine.
Pros & Cons
- No time management makes task management a breeze
- Whimsical and simple aesthetics
- Can organize to your heart's content
- Tutorial is lackluster with no manual to consult
- Customer hints for packages are often misleading
- Progression feels unclear and mundane
- UI for package management is underwhelming
.png)
2 weeks ago
11








![ELDEN RING NIGHTREIGN: Deluxe Edition [FitGirl Repack]](https://i5.imageban.ru/out/2025/05/30/c2e3dcd3fc13fa43f3e4306eeea33a6f.jpg)
English (US) ·