$1.99Catch Me! Tag, cats and total mayhem
One player runs and scores, three chasers throw cats, and every round ends in a laughing sprint.
Is Catch Me! worth it?
Catch Me! is worth it if…
- you want a party game with short rounds and rules everyone understands in a minute
- you miss real tag and want it back, with electrocution added
- you like fast platforming where reading the map matters as much as reflexes
- you play online with a small group and enjoy friendly betrayal
Screenshots
Tag, but with consequences
One player runs and tries to reach scoring spots on the map. The other three hunt. Get caught and the roles flip on the spot: the runner becomes a chaser, and the whole match turns around in a second. That constant swap keeps everyone busy, because nobody stays in the same job for long. The rules take a minute to explain, and then you are already sprinting across a rooftop with three people on your heels. Easy to pick up, and there is real depth once you start chaining jumps and picking smarter routes.
The whole map is a weapon
You do not just run through the levels, you mess with them. Interactables let you change the world mid-chase: close a window to slam the door on your pursuers, open a new escape route when the old one is cut off, or stun a chaser outright. Some tools are less subtle. You can electrocute the other players or throw cats at them, which the game assures us harmed no cats. Reading the map fast and knowing which lever to hit is often the difference between a clean escape and a very short run.
Built for a loud evening
This is a party game in the truest sense: four players, short rounds, and rules you can explain before the first round ends. The comedy comes from the chaos itself, from wobbly chases and plans falling apart the moment someone shuts a window in your face. Nobody sits out either, since every tag swaps the roles around and puts someone new on the run. Whether you play online with friends or get matched with strangers, the rounds are quick enough that "one more" is an easy sentence to say.
Chasing together, winning alone
The co-op hook here is a sneaky one: the three chasers technically share a goal, but only one of them gets to become the next runner. So you work together to corner the runner, then jostle for position to land the tag yourself. It makes for a friendly kind of betrayal, the sort that gets laughed about rather than argued over. Join a lobby, jump into rounds, and keep the sessions casual or competitive as your group prefers. Team-based play and PvP live in the same match.

































