Stray in 2026 — What Still Works, and What Doesn't

Fran revisits Stray four years after launch and looks at what still holds up, what doesn't, and what modern developers can learn from its atmosphere, animation, and world-building.
When Stray launched in 2022, it quickly became one of the most memorable indie games of the decade. Its unique premise, atmospheric cyberpunk world, and emotional storytelling made it stand out in a crowded market.
Four years later, we wanted to revisit the game with fresh eyes. Rather than reviewing it based on launch-day excitement, we asked a simple question:
How well does Stray hold up in 2026?
This devlog is the first in a new series where members of the Helix team analyse existing games through the lens of design and development — focusing on what the industry can learn from them rather than assigning a score.
You can watch Fran's short video review here (goes live at midnight):
What Still Works
Atmosphere
One of Stray's greatest strengths remains its world-building. The neon-lit city, layered environments, and environmental storytelling still create a believable world without relying on lengthy exposition. Every alley, rooftop, and apartment feels lived in, encouraging players to slow down and explore.
Environmental Storytelling
Instead of telling players everything through dialogue, Stray lets the environment do much of the work. Small details, abandoned spaces, and subtle interactions reveal the history of the city, making exploration rewarding.
Animation
The cat's movement is still incredibly convincing. From stretching and jumping to scratching furniture and curling up for a nap, the attention to detail makes controlling the protagonist feel natural and believable.
Accessibility
Stray remains approachable for a wide audience. Its straightforward controls and focus on exploration make it easy for players of different experience levels to enjoy.
What Doesn't Hold Up as Well
Limited Player Freedom
Although the environments appear open, progression is often quite linear. Many jumps are contextual, meaning players can only leap where the game allows. While this keeps movement polished, it can sometimes limit experimentation.
Gameplay Variety
The strongest moments are driven by exploration and atmosphere, but some gameplay sections can feel repetitive over time. Players looking for deeper mechanics or more varied systems may find the experience relatively simple by today's standards.
Replay Value
Once the mystery has been uncovered, there are fewer reasons to revisit the game unless you're hunting achievements or simply want to experience the world again.
What We Learned as Developers
Looking back at Stray reminds us that memorable games aren't always built on complex mechanics. Sometimes it's the combination of strong art direction, thoughtful level design, and emotional storytelling that leaves the biggest impression.
As developers working on Chikki: Forgotten Roots, it's a reminder that every mechanic should support the experience you're trying to create. Atmosphere, pacing, and world-building can be just as important as introducing new gameplay systems.
Developer Takeaway — Great games aren't always remembered because they're the most mechanically complex. They're remembered because every design decision supports the experience they're trying to create.
Final Thoughts
Even in 2026, Stray remains an excellent example of how artistic direction and environmental storytelling can create a memorable experience. It isn't perfect, and some design choices show their age, but its world, presentation, and emotional tone continue to make it worth playing.
As developers, revisiting games like Stray helps us better understand what creates lasting experiences and how those lessons can influence our own projects.
What Do You Think?
Do you agree with Fran's thoughts on Stray? Which aspects of the game do you think have stood the test of time, and what would you improve if it were released today?
We'd love to hear your perspective — drop a comment on the YouTube Short once it goes live and join the conversation.