
Purrow
Cats leave the shelf one by one
About the game
The shelf is packed with cats: shoulder to shoulder, every one of them staring off its own way. Tap one and it stands up, stretches, and strolls off the way it was looking. Unless, of course, a neighbour is sitting in the way. There is nowhere to lose here: a cat leaves over the edge and traps nobody behind it, so the shelf only ever breathes easier. And the cats do not vanish — they settle into the manor; the shelf, meanwhile, now and then parts with something of the household: a copper mug, an acorn in its cap, a jar of jam.
What’s inside
- One rule: if the path is clear, the cat walks off
- No dead ends — you simply cannot lose
- No timer, no move limit, no lives
- Call one, laser and catnip — for when your eyes get tired of looking
- 36 cats and 18 rarities
- Six places in the manor, each with its own six
- Shelf of the day — the same one for everyone, leaderboard included
One rule
“Cats leave one by one”
The whole game is one tap. A cat with a clear path has business elsewhere: up, off, gone past the edge of the shelf. A cat with a blocked one gives you a twitched ear and an indignant meow, and stays exactly where it is. There is nothing to plan here, but plenty to look at — among all those cats sitting elbow to elbow, find the one that actually has somewhere to go.
And that is the thing worth knowing about Purrow: you cannot box yourself in. A cat frees its cubby and never claims a new one, so the moves keep multiplying rather than running out — no losing, no undo, no starting over. Nor do the departed go anywhere: they move into the manor and stay, six apiece to the yard, the garden, the porch, the roof, the attic and the shed.

The Yard cats
The Yard is the first place in the manor, and six cats make it home. Which one the next shelf brings is not up for discussion, but the game only ever picks from those who have yet to arrive: it will not hand you the same cat twice. So the yard fills up — completely, without repeats and without hurry. Then the garden, the porch and the rest: 36 cats across the manor, six to a place.

Moss
The Yard
Grey-green, as though dusted with moss off an old fence. Against dark shelf wood you do not spot him straight away — and he is in no rush about it.

Hush
The Yard
Smoke-grey, with a collar and a little bell. The only cat in the yard you hear before you see him — and rather pleased about it, by the look of things.

Ginger
The Yard
A ginger tabby, the brightest thing on the whole shelf. He is usually the first to go — simply because he is the first you notice.

Smoke
The Yard
Dark grey, all but dissolved into the shadow of her cubby. Which way she is facing you read off her pose, not her coat.

Snowy
The Yard
White, fluffy and indecently conspicuous. Your eye finds her before you have decided who to send off.

Speck
The Yard
White with ginger patches — a pattern nobody else wears. You could not mistake her for another cat if you tried.
The manor and its places
You are always somewhere in the manor, and the cats on the shelf belong to that somewhere. Gather all six and the gate to the next place swings open. Leaving is optional, though: the objects turn up more slowly than the cats, and nobody stops you staying to finish the set. Nothing is lost either — every place keeps its own memory, and you can go back anywhere, any time.

- The YardCopper mug, wicker basket, capped acorn
- The GardenWatering can, glass float, pressed flowers
- The PorchTin lantern, knitted rug, jar of jam
- The RoofOld weathervane, roof tile, paper plane
- The AtticOil lamp, button box, old photograph
- The ShedHorseshoe, glass ball, whetstone
Finds
A cleared shelf sometimes brings a guest, and sometimes hands over an object — something local and thoroughly useless: a tin lantern, a glass float, a whetstone. Nothing ever drops twice, and the collection does eventually end — which is fine, that is the idea. Neither a find nor an extra roll is for sale here in exchange for a video.
- 36cats
- 18rarities
- 6places
- A shelf gives either a cat or an object, never both
- A guest every 2–4 shelves, and always one you have not met
- An object from the fourth shelf of a place, by the eighth for certain
- The same thing never drops twice
- Nothing is locked behind an ad, and there are no re-rolls
The Yard
Copper mug
Wicker basket
Capped acorn
The Garden
Watering can
Glass float
Pressed flowers
The Porch
Tin lantern
Knitted rug
Jar of jam
The Roof
Old weathervane
Roof tile
Paper plane
The Attic
Oil lamp
Button box
Old photograph
The Shed
Horseshoe
Glass ball
Whetstone
An empty slot keeps its “?”, so you can see how much is still out there waiting for its shelf. The first object can turn up on the fourth; by the eighth the game gives in and hands one over: nobody leaves here empty-handed.
Gallery
Where to play
Still writing and drawing. It lands on Yandex Games — see you there.