Crunchyroll: Gato Roboto (Unlocked FULL GAME)
Description
Gato Roboto drops a tiny cat named Kiki into a crashed alien facility, and one hit outside her mech suit ends the attempt on the spot. Newcomers on the mobile release who keep losing Kiki on foot get a clear upgrade order, sector routes, and boss habits that keep her alive. The biggest payoff is simple: all 32 collectible items sit outside the Laboratory, so clearing every sector before that final area is the only path to 100 percent.
How to Play Gato Roboto: Kiki, the Mech, and the Crash
Gato Roboto is a side-scrolling Metroidvania where you play as Kiki, a cat who pilots a mech suit through an abandoned alien outpost to rescue Captain Gary. You fight inside the suit, then eject to climb, swim, and squeeze through gaps the suit cannot reach.
The studio doinksoft built the game, and Devolver Digital first released it on PC and Nintendo Switch on May 30, 2019. The mobile version arrived in September 2026 through Crunchyroll Game Vault on iOS and Android. So you need a Mega Fan or Ultimate Fan membership to play it on a phone.
Everything on screen uses crisp 1-bit black and white art that recalls the old Game Boy. However, the tone stays light, and tight platforming carries most of the challenge.
How Kiki’s Mech Suit and Cat Form Work Together
Inside the mech suit, Kiki works like a small tank. She soaks up several hits, fires a blaster, and gains new moves as you collect upgrades. Outside the suit, by contrast, she is a plain house cat with no attack at all.
That weakness comes with real freedom, though. On foot, Kiki climbs vertical walls, swims through water, and slips into pipes the suit cannot enter. The catch is harsh, because a single hit on foot ends the attempt. In my runs, the best rooms forced a quick hop out, a short climb, and a fast return to the suit.
Captain Gary, the Crash Landing, and the Talking Mouse
The story opens on a routine patrol. Captain Gary answers a distress call, but Kiki steps on the ship’s keyboard during the approach and sends it into a crash landing. The wreckage pins Gary in his seat, and the rest of the crew is out cold.
Gary stays in touch through Kiki’s radio collar, and their banter carries most of the humor. Meanwhile, a talking mouse in a rival mech keeps turning up to pick fights. Voice logs in quiet corners also hint at a scientist who once ran the facility.
Gato Roboto vs Dead Cells and Grimvalor on Mobile
Dead Cells and Grimvalor are the two mobile action platformers most players weigh against this one. Dead Cells builds around roguelite runs that reset your progress, while Grimvalor leans on sword combat and a 3D look. By contrast, Gato Roboto keeps one fixed map and gates it with ability upgrades.
It is also far shorter than either rival. For example, a full clear fits into a few evenings, and the difficulty sits in precise jumps rather than long skill trees. That makes it the better pick for players who want a compact adventure with no grinding.
Android Version vs the PC and Switch Release
On PC and Switch, the game is a one-time purchase played with a keyboard or controller. On phones, it comes bundled with a Crunchyroll membership instead of carrying its own price. The port keeps the same sectors, bosses, and item layout, so any completion map for the original still applies.
Touch controls are the real difference. Precise jumps and quick ejects feel harder on glass, so a Bluetooth controller helps if you own one. Many titles in the Crunchyroll library also support pads such as the Backbone One, which suits this style of play.
Gato Roboto Mech Suit Controls and Cat Movement
Kiki’s mech suit runs on a short action set: move, jump, fire the blaster, launch missiles, and eject from the cockpit. Each input has a clear job, and almost every room asks you to choose between armor and reach.
Staying inside keeps you safe but blocks narrow paths. Ejecting opens those paths but leaves Kiki with zero armor. The save stations tie the two halves together, since most of them hand Kiki a fresh suit when she arrives on foot.
There is also a dedicated meow button. It does nothing in a fight, but it shows how fully the game commits to the cat joke. Later, the double jump and the dash slot into this same set of inputs, so the controls never feel crowded.
Blaster Shots, Micro-Missiles, and Rock Barriers
The blaster is your default weapon. It fires straight ahead, handles most small enemies, and briefly stuns bigger ones. Because shots stun, you can pin a charging enemy in place while you line up the next jump.
Micro-missiles do the heavy work once you have them. They break rock barriers, and those barriers mark spots worth noting on the map. Enemies that drop from ceilings also punish anyone who stands still, so jumping to line up shots usually beats planting your feet.
Ejecting Kiki to Climb Walls, Swim, and Enter Pipes
Ejecting drops Kiki out of the suit right where you stand. The empty suit waits there, so every trip on foot should loop back to it.
Narrow pipes and flooded shafts often hide cartridges and health upgrades. So when you spot a gap near the floor or ceiling, park the suit on solid ground first. Then climb, grab the item, and head straight back before an enemy wanders into your path. That rhythm of park, climb, and return becomes second nature after the first sector.
Save Stations, Mech Re-Entry, and One-Hit Deaths
Save stations do two jobs. They record progress, and most of them also give Kiki a mech suit if she arrives without one. That makes each station a safe reset point for risky climbs.
A death on foot sends you back to your last save. As a result, long stretches without the suit carry the most risk in any sector. Before a big climb, I always touched the nearest save first, and that habit spared me from replaying whole rooms.
How to Unlock Spin Jump, Phase Dash, and Mech Abilities
You unlock mech abilities by clearing sectors in order: the Missile upgrade and the Decoder in the Landing Site, the Spin Jump in the Aqueducts, then Coolant and the Phase dash in the Heater Core. Each one opens paths you walked past earlier, so backtracking pays off after every pickup.
Eight abilities exist in total. Six sit inside the sectors, including a blaster upgrade in Ventilation late in the run. Rebba the frog in the Nexus hands over the last two in exchange for cartridges.
The Spin Jump is the double jump the store page promises, and the Phase dash is its dash. Together they turn the alien outpost from a set of dead ends into one connected loop.
Missile Upgrade and Decoder in the Landing Site
The Landing Site works as the tutorial. You start on foot, reach the first mech suit, and pick up the Missile upgrade before your first fight with the talking mouse. After that fight, an elevator carries you down toward the Nexus.
The Decoder also sits in the Landing Site. Check every side room before you ride the elevator, because the early rooms get less attention once new sectors open.
Spin Jump in the Aqueducts
The Spin Jump waits at the end of the Aqueducts. You reach it after draining the flooded rooms and beating the talking mouse a second time. It adds a second jump in midair, which clears ledges the base suit could never touch.
The Nexus changes once you own it. For example, a tall Nexus room with two doors on its right wall hides a health upgrade behind the upper door. Only the Spin Jump gets you up there, so swing back right after the pickup.
Coolant and the Phase Dash in the Heater Core
The Heater Core holds two abilities, Coolant and the Phase dash. You shut down two overheating cores here, and a mini-boss guards each one. The Phase dash arrives right after the second core, and then a third fight with the talking mouse closes out the sector.
The Phase dash does more than speed you up. It carries the suit across short gaps and later slips you past flame columns in the Incubator. Once the dash feels natural, many old rooms suddenly look shorter.
All Gato Roboto Sectors From Landing Site to Laboratory
Seven sectors make up the Gato Roboto map: the Landing Site, the Nexus, the Aqueducts, the Heater Core, Ventilation, the Incubator, and the Laboratory. The Nexus acts as the hub that links the others together.
The Laboratory stays locked until you repair three systems. First you drain the Aqueducts, then you fix the Heater Core, and finally you clean out Ventilation. Each fix also reboots part of the alien outpost’s defenses, which is the whole point of Kiki’s mission.
This layout makes the game a true Metroidvania rather than a list of levels. You will cross the Nexus many times. Moreover, backtracking with a new ability usually opens a room that stayed out of reach before.
Landing Site and the Nexus Hub
The Landing Site is where the crash happens and where Kiki first climbs into a suit. Its rooms stay compact, and an elevator at the end drops you into the deeper facility.
The Nexus is the crossroads you keep coming back to. Rebba the frog lives here, and two secret lore rooms hide in its walls. Those rooms hold story notes, but they do not count toward completion. So skip them if you only care about the percentage, and visit them if the scientist’s story hooks you.
Aqueducts Drains and the Heater Core Reboot
The Aqueducts start flooded. You pull three drains in sequence, and each one lowers the water and opens fresh ground for the suit. Kiki can still swim the deep parts on foot, so the early drains are a good time to scout side paths.
The Heater Core flips the theme from water to heat. Shutting down its cores cools the lava rooms and changes which ledges you can stand on. One health upgrade near the start only becomes reachable after that change, so climb the long early room again once the heat drops.
Ventilation, Incubator, and the Final Laboratory
Ventilation asks you to clear out a clogged air system, and it hands over the blaster upgrade along the way. The Incubator comes next, packed with hives, a room with two ceiling turrets that plays like a mini-boss, and a spike pit under falling flames.
The Laboratory is the last stop, where the story reaches its final fight. Although it is short, it pulls together every hint from the voice logs. I will not spoil the twist, but it lands better if you read the lore rooms first.
How to Unlock the Submarine, Turrets, and Cassette Tapes
The submarine and fixed turrets become available as the story reaches them, while cassette tapes are optional pickups hidden across the map. Use the submarine in deep water, take over turrets during enemy waves, and collect tapes to swap the 1-bit visuals for new color palettes.
These extras add variety without adding grind. Neither vehicle needs a purchase, since the game has no shop or currency at all. Instead, each one simply appears when a room calls for it.
Tapes also sit outside the completion count. The percentage only tracks health upgrades, cartridges, and abilities, so tapes are pure bonus for players who like a custom look. I still grabbed every tape I saw, because a fresh palette makes a second lap feel new.
Riding the Submarine and Manning Fixed Turrets
The submarine is its own vehicle for deep water. It moves freely where the heavy suit struggles and fires at aquatic hazards that block the way. Because it only works underwater, each submarine section feels like a short side stage.
Fixed turrets flip the idea around. You stop moving entirely and shred waves of alien pests from one spot. These moments test aim rather than jumping, which gives your thumbs a break between tough rooms.
Cassette Tapes and Custom Color Palettes
Tapes lie scattered across the map, often off the main path. Each one unlocks a new color palette that replaces the default black and white. You can switch whenever you want, so there is no wrong choice to lock in.
Palettes do more than look nice. On a small phone screen, a higher-contrast option can make spikes and enemy shots easier to read. In my runs, I leaned on a bright palette during the Incubator, where hazards stack up fast.
How Health Upgrades, Cartridges, and Rebba’s Trades Work
Progress in Gato Roboto runs on three item types: 10 health upgrades, 14 cartridges, and 8 abilities. Health upgrades raise suit health, cartridges pay for Rebba’s trades in the Nexus, and abilities open new platforming routes, with 100 percent completion needing all 32 plus a finished story.
There is no coin, gem, or shop anywhere in the game. Instead, every reward comes from a pickup somewhere in the alien outpost. Your completion number rises only when you grab one of these items, not when you fill in map squares.
Cartridges matter most, since they feed two of the eight abilities. That link between collectibles and power makes the cartridge hunt worth the extra backtracking.
Where the 10 Health Upgrades Sit
The 10 health upgrades split across six sectors. The Landing Site, the Nexus, the Aqueducts, and the Heater Core hold two each, while Ventilation and the Incubator hold one each. Every pickup adds one point of max health and also refills the suit if you took damage.
A few need extra effort. In the Aqueducts, one waits past a row of dirt blocks over water after the boss fight. The last one sits in the Incubator behind a stone wall you can blast open, and it needs the Hopper to reach.
Tracking All 14 Cartridges by Sector
Cartridges follow a similar spread. You find two in the Landing Site, three each in the Nexus, the Aqueducts, and the Heater Core, two in Ventilation, and a single one in the Incubator.
The in-game map helps more than it seems. Rooms with open exits you never took often point to a missing cartridge. Also, check every rock barrier you skipped before you had missiles, since items like to hide behind them.
Rebba’s Repeater and Hopper Rewards
Rebba the frog waits in the Nexus and trades upgrades for cartridges. Show 8 cartridges and you receive the Repeater. Bring all 14, and Rebba adds the Hopper, the final ability in the game.
The Hopper changes movement in a big way. After you get it, each Phase dash refreshes your Spin Jump, so a chain of jump, dash, jump, dash can climb almost any shaft. That chain unlocks the tall Incubator room holding the tenth health upgrade, which means the cartridge hunt quietly gates your final point of max health.
Common Gato Roboto Mistakes Before the Laboratory
Rushing into the Laboratory costs more than any boss in Gato Roboto, since that final sector holds none of the 32 collectible items. Anyone chasing 100 percent needs a full sweep before that last door.
The other common slips are smaller but still sting. Breaking alien hives carelessly in the Incubator floods the screen with enemies. Fighting the touch layout without a backup plan also drains patience fast, especially in the Game Vault version.
Most walkthroughs skip these points because they assume a keyboard or gamepad on PC. On a phone, however, the margins shrink, and boss patterns that felt easy with buttons turn punishing.
Entering the Laboratory With Items Missing
Community completion maps agree that every health upgrade, cartridge, and ability sits before the Laboratory. So the smart move is to finish your item sweep before you step inside.
Before the final door, return to the Nexus and count your cartridges. If you hold fewer than 14, Rebba still has the Hopper waiting. That also means the tenth health upgrade is missing, because the Hopper is the only way up to it.
Breaking Every Incubator Hive at Once
The Incubator’s hives release swarms of bees when you destroy them. Break several in a row, and the screen fills faster than your blaster can clear it.
Instead, pop one hive, clear its swarm, and then move to the next. The room with two ceiling turrets nearby rewards the same slow approach. In both spots, patience beats speed every single time.
Fighting Touch Controls Instead of Pairing a Controller
The mobile port asks for pixel-precise jumps on a flat screen. The Incubator spike pit under falling flames is where my thumbs slipped most, because it demands a Phase dash and Spin Jump chain with no margin for error.
If you own a Bluetooth pad, pair it before the late sectors. If you do not, slow down and take each tricky jump from a full stop rather than a running start. Similarly, rest your thumb on the dash input before a flame gap so the timing stays clean.
Best Gato Roboto Tips and Tricks for Beginners
Short eject trips, planned cartridge routes, and patient boss play keep Kiki alive longest in Gato Roboto. Each habit targets a different way new players lose progress.
The first protects Kiki on foot, where one hit ends everything. The second saves you from walking the Nexus again and again. The third turns the talking mouse fights from coin flips into set routines.
None of them need special upgrades, so you can start using them from the first room of the Landing Site. And when a fight goes well, the meow button is right there for a victory yowl. Every habit works the same on touch controls or a pad.
Eject Only Near Save Stations or Safe Ledges
Before you hop out, look for two things: a checkpoint nearby and a flat spot to park the suit. If neither exists, clear the room of enemies first, since anything that touches Kiki on foot ends the attempt.
Keep cat trips short. Climb, grab the item or flip the switch, and come straight back. In my runs, the deaths that hurt most came from lingering on foot to scout one more room.
Route Cartridges Before Each Nexus Return
Every time a new ability lands, list the rock barriers, high ledges, and narrow gaps you skipped earlier. Then sweep them on the way back to the Nexus instead of making separate trips.
Stop by Rebba once you hold 8 cartridges for the Repeater, rather than waiting for all 14. There is no reason to hold off, because the Hopper trade still happens later. Meanwhile, the early Repeater gives you something new to play with in the middle sectors.
Reading Boss Patterns in the Talking Mouse Fights
The talking mouse fights you three times, once each in the Landing Site, the Aqueducts, and the Heater Core. Each rematch escalates, so do not assume the last fight’s timing still works.
Spend your first attempt only dodging. Watch where the tracking projectiles go and when the mouse pauses, then fire during those pauses. Also, grab any nearby health upgrades before each rematch, since the extra hit points buy room for that first read.
Frequently Asked Questions About Gato Roboto
Is Gato Roboto available on Android and iOS?
Yes. Gato Roboto runs on Android and iOS through Crunchyroll Game Vault, a perk that Crunchyroll launched in November 2023 for Mega Fan and Ultimate Fan members. You install it from the Google Play Store or the App Store, then sign in with your membership. The Vault version carries no ads and no extra purchases.
How long does it take to beat Gato Roboto?
Most players finish the story in about 3 hours, and a full clear with every item takes around 4, based on player-reported times. However, some newcomers to the genre report closer to 6 hours, so plan on two or three evenings. Speedrunners, by contrast, push the whole run under 1 hour.
Does Gato Roboto have replay value?
Yes, mostly through self-set challenges. Players chase a Sequence Break by finishing the Heater Core before grabbing the Spin Jump, or a Danger Cat run that skips every health upgrade. The PC release tracks 12 achievements around goals like these, and new color palettes give a second run a fresh look.
Who Should Play Gato Roboto on Mobile
Gato Roboto suits players who want a tight, short Metroidvania they can finish in a weekend, and it rewards anyone who enjoys precise platforming over long grinds. Crunchyroll Mega Fan and Ultimate Fan members should install it right away, since it costs nothing extra.
Players who hate one-hit deaths may struggle with the cat sections, but frequent checkpoints keep the pain small. I finished my run grinning at the meow button and wishing the Laboratory had come a little later. It is one of the most charming action platformers you can carry in your pocket.
Images
Download links
ℹ️ Download link not working? Please refresh the page and try again.


















