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SPACE EATERS: They took your cat

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Race through alien stations and zero-G arenas to rescue your stolen cat in a fast FPS with bunny-hops, dodge timing, and crunchy robot physics. Play on Kiz10. Shooter tag.

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Play : SPACE EATERS: They took your cat 🕹️ Game on Kiz10

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Rating:
9.00 (153 votes)
Released:
04 Nov 2025
Last Updated:
04 Nov 2025
Technology:
HTML5
Platform:
Browser (desktop, mobile, tablet)
The message arrives like a slap. They took your cat. Not a commander, not a planet, not some ancient artifact with a choir behind it. A cat. And that turns out to be the most powerful reason in the universe to pick up a gun and sprint straight into the neon rib cage of an alien station. SPACE EATERS They took your cat does not waste energy on subtlety. You land, you hear the metallic chirp of drones spinning up, and the floor lights trace a rude little path that says come on then. You answer the way heroes do when nobody is watching. You tighten your gloves, bounce once to feel the floor, and move.
Guns that speak your language 🔫💥
Four archetypes, four moods, none of them shy. The pistol is that quick friend who always knows the shortest sentence. Tap tap tap and the bot goes quiet. The shotgun is punctuation, a full stop that deletes arrogance at arm’s length. The machine gun hums like caffeine, steady recoil that becomes a rhythm you can dance to. The rifle is the letter you write at distance, a single line that says not today. None of them are decorations. Each one reshapes your route through a room. Pistol for surgical strafes, shotgun for corner collapses, machine gun for hallway melts, rifle for the one drone pretending it owns the sky.
Movement as a superpower 🐇⚡
Bunny-hopping is back, not as a relic but as a simple joy with teeth. You skim, you slide, you chain jumps until your boots whisper on the deck instead of thudding. Dodge windows are generous but not lazy; you commit or you eat sparks. The best rooms feel like skate parks built by engineers who loved gunfights. Ramps tuck into corners, rails fold into catwalks, and a misplaced leap becomes an opportunity because the map is always offering a second line to anyone brave enough to try it. When you find the flow, your hands go quiet and the whole station becomes a sentence you can read without looking.
Robots that believe in physics 🤖🧪
Shots don’t just tick numbers off a bar. They move bodies. A burst to the chest pops a drone backward into another drone, turns metal limbs into billiard balls, and starts a chain of clanks that makes you giggle even while you reload. Stunned bots fold like bad origami, then wake cranky if you dawdle. Scrap explodes correctly, in arcs that make sense and debris that behaves like it remembers weight. You will start aiming for ankles and elbows because you’ve learned how fun it is to send a patrol skittering into a wall you were already planning to use as cover.
Levels with a pulse 🌌🚪
Orbital stations hum like sleeping animals. Airlocks cough pressure when you sprint past. Windows sell you stars you could almost touch if the glass forgot its job. Alien strongholds go colder, cleaner, sharp angles and meaner lines. The lighting is a guide as much as a vibe; warm spots mean ammo or a better angle, bruised blues and purples often mean trouble. When gravity goes missing for a chapter, the whole game tilts into a new vocabulary that teaches you to kick off a wall, spin mid-air, and line shots while you float like a very determined comet. Zero-G isn’t a gimmick. It’s a playground where recoil becomes steering and silence sounds louder.
Encounters written like jokes with good timing 🎭🎯
Simple rooms are an overture. Two drones, one turret, an excuse to practice your slide-to-shotgun handshake. Then the game gets clever. A narrow bridge with intake fans that shove you sideways. A maintenance bay where stunned robots tumble off catwalks and become hazards for the friends behind them. A long atrium with floating crates you can bounce between as if the station accidentally built you a parkour course. A boss arena that feels unfair until you notice the angled panels that reflect rifle rounds and turn precision into mischief. Any fight you win loudly can also be solved beautifully. The game never says which you should choose. It trusts you to know.
Cat energy as mission fuel 🐈‍⬛🚀
Saving the world is abstract. Saving your cat is urgent. Between firefights you find dumb little clues that make you fond in a way shooters rarely allow. Scratches on a cargo crate shaped like the letter you taught them as a joke. A warm patch of blanket on a workstation chair that makes a rude little ache bloom in your chest. You chase the trail through labs and docks and those quiet, humming transit tubes where the stars don’t blink. Every leap feels a touch longer because you can picture the look on that furry face when you finally scoop them up and say absurd things in a brave voice you’d never use for anyone else.
Micro-skills that separate heroes from spectators 🧠🎮
Learn to feather the machine gun so the third and fourth shots always land center mass. Practice a short hop into a left dodge so your shotgun blast exits the corner with you instead of bouncing your nose off a railing. Count steps between rifle beats to keep your crosshair resets honest. In zero-G, tap the pistol between kicks to trim your drift. Switch weapons to cancel reload when you misread momentum. These are little habits, not secret tech, but they stack into runs that look like choreography and feel like air.
Sound and sight that keep you sane 🎧👁️
You will play better because the game respects your attention. Hit pings are crisp without shouting. Bot servos whine at a pitch you can track even through the machine gun’s drum. The UI stays out of your periphery’s way. Ammo is there when you need it, invisible when you don’t. Bloom and particles pop, then get out of the next decision’s light. In zero-G chapters the audio pulls low, almost submarine, so you can hear your own breath and time shots to the rhythm of your lungs. It’s honest design, and honest design makes you brave.
Routes for every mood 🔁🗺️
Speedrunners will find clean lines in minutes and spend hours shaving them. Explorers will wander side tunnels and poke at vents that hiss secrets. Aggressive players will stack machine gun pressure with shotgun closures and feel like a storm. Calculators will clear rooms with three pistol taps and a smug rifle flick. All of you will have the same objective. All of you will get there feeling like the game was built for your hands.
Why it sticks after the credits 🌟🏁
Because it never forgets why you came. The final stretch doesn’t bury you in cutscenes or monologues. It lets you do one perfect corridor exactly the way you wanted, then one messy room where physics rewards the stunt you almost didn’t try, and then a small, quiet ending where a little weight lands in your arms and purrs like a reactor at idle. You breathe, you laugh because you’re embarrassed at how relieved you are, and you realize this was always about something simple done well. Move well. Shoot well. Care about something small enough to fit in your backpack. The cosmos looks different after that.
Kiz10 instant action, all heart 🌐⚡
Open the browser, jump in, grab the pistol, and start making crunchy robot scrap. A five-minute break is enough to clear a bay; an hour will take you through a full arc with new lines to master and better stunts to post. SPACE EATERS They took your cat is lean, loud, and secretly sweet. You’ll come for the firefights. You’ll stay because you have a cat to save.
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FAQ : SPACE EATERS: They took your cat


1. What kind of game is it?
A fast first-person shooter with arcade movement, crunchy robot physics, and zero-gravity combat as you storm alien stations to rescue your cat. Keywords: FPS, bunny-hopping, zero-G.
2. How do the four weapon archetypes differ?
Pistol for precise taps, shotgun for close deletes, machine gun for lane control, rifle for long picks. Swap mid-fight to cancel reloads and match ranges. Keywords: weapon synergy, recoil rhythm.
3. Any tips for movement and dodging?
Chain short hops to keep speed, use corners for slide exits, and time dodges just before projectile impact. In zero-G, kick off surfaces and use recoil to trim drift. Keywords: momentum, slide-hop, recoil steering.
4. How do robot physics affect combat?
Shots shove bots into each other, stuns make them collapse, and scrap explosions create hazards. Aim for joints to trigger chain reactions. Keywords: impact physics, stagger, chain knockback.
5. What makes the levels varied?
Orbital corridors, alien strongholds, and zero-G arenas with readable lighting and multiple lines. Expect fans, catwalks, floating crates, and reflective angles. Keywords: arena design, multiple routes.
6. Similar games on Kiz10
Subway Clash 3D
Masked Forces
Crazy Shooters
Crazy Shooters 2
Zombie Clash 3D

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