I Hate Cuteness

Coming soon3D Hack-and-Slash Roguelite

Save them before they Turn.

Playable for the first time at gamescom asia x Thailand Game Show in Bangkok, 29 October – 1 November 2026.

I Hate Cuteness is a 3D hack-and-slash roguelite inspired by Bangkok, rebuilt every run. Almost every animal in the city wears a collar that lets it talk, and the collars need a tower to work. One night the towers changed, and the cats and dogs in their range started to turn.

You play Pae, who runs a noodle shop on the ground floor of an old apartment block and happened to be awake when it started. Break a collar before the turn finishes and that animal walks free. Miss, and you fight what it becomes.

The collars were supposed to be a gift

Someone found an element nobody could explain, and the first thing it was good for was letting animals talk. Put it in a collar and a cat could say “hungry”. A dog could say “home”. Within a few years, most of the animals in the world were wearing one — as long as they were in range of a tower.

Pae has run the same noodle shop on the ground floor of the same Bangkok apartment block for thirty years. The strays at his door have said “hungry” every morning for the last five. Tonight the tower at the end of the soi is humming a different note, the collars are glowing, and the cat that just bit his regular’s cat is not a cat anymore.

Nobody knows what’s happening. Pae picks up the ladle.

A smiling cat in a glowing collar turns into a snarling purple creature.

Save them, or stop them

Out of a tower’s range, the animals are just cute. Inside it, they turn — and once they turn, there’s no going back.

  • Break the collar

    Hit it before the corruption finishes and the animal walks free. The hitbox is small. Your swing is not.

  • Overkill

    Hit too hard and you destroy the animal along with the collar.

  • No mercy button

    Only your weapon and your aim. Every run keeps score in two bars: saved and killed.

Pae swings through a crowd of collared cats while the hit counter climbs.

Towers change the world

The towers were built to carry the signal. Now each one projects a dome of corruption that keeps growing if you ignore it. Everything inside — buildings, streets, animals — turns into something armored and wrong.

Hit the tower and the dome shrinks. Destroy it and the block comes back. Get sloppy and it takes the district.

A tower switches on, a dome rises around it, and everything inside turns purple.

The same neighbourhood, never the same streets

Shophouse rows, noodle stalls, parks and side streets — the district is generated from a city map every run. The main roads, the water and the landmarks stay where they are, so you learn each district the way you’d learn a real neighbourhood. Everything in between is rebuilt each time.

A district map is generated block by block, then shown in 3D around a tower dome.

Made by two brothers, one city at a time

We’re two Thai brothers — Jate in Canada, Krittin in Thailand — building the game in Unity. Bangkok is district one because it’s home. The districts after it will come from other places we’ve lived and worked in: not copied, but reinterpreted through our own eyes and our own art style.

A Bangkok street of shophouses with a glowing tower dome rising behind it.

Screenshots

  • I Hate Cuteness screenshot 1
  • I Hate Cuteness screenshot 2
  • I Hate Cuteness screenshot 3
  • I Hate Cuteness screenshot 4
  • I Hate Cuteness screenshot 5

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