Foxnut Games
You don’t remember the cards.
You remember who laughed the hardest.
Foxnut Games designs physical card and party games built around one question: what makes people lean in? In-house designed. Obsessively playtested. Made for the moments that happen between the moves.
§ 01 · The collection
Title 01 · First print run
Cats from Hell.
The card game for cat lovers, cat haters, and everyone who enjoys chaos.
Cats from Hell is a fast, vicious, extremely relatable card game about trying to get through an ordinary day — breakfast, work calls, a nap you’ve earned — while cats dismantle it with impeccable timing. Complete task sets to score. Attack your friends. Defend what’s yours. Watch an Event card ruin everyone’s plans equally.
It began as a notebook of true incidents involving Kulfi, the studio’s presiding cat, and became 118 cards across eight types — playtested through forty-plus game nights with five hundred–odd players across Bengaluru, Mumbai, Pune, Delhi, Chiang Mai, and Koh Samui.
Kulfi was not consulted on the final designs, but did review several drafts by sitting on them.
₹799 · Ships across India · International coming soon
| Players | 2–6 |
|---|---|
| Time | 20–40 min |
| Ages | 14+ |
| Cards | 118, across 8 types |
| Price | ₹799 |
| Status | First print run · pre-orders open |
More titles are in design and playtesting now. Every Foxnut game ships in a box designed to look good on the shelf — because if it lives on the shelf, people remember to play it.
§ 02 · How we design
We don’t design games.
We design what happens between the moves.
The social dynamic first
Before we write a single rule, we ask: what kind of conversation does this game create? What does it make people reveal? What does it make them argue about? What does it make them remember? The mechanics are in service of that answer — not the other way around. Most game design starts with a mechanic. We start with a moment.
No licensing. No shortcuts.
Every game in the Foxnut collection is an original — designed in-house, from the first napkin sketch to the final print spec. We do not license IP, adapt existing formats, or white-label games from a catalog. The factory conversations, the prototype disasters, the playtest sessions that revealed what we had wrong: that experience is in every card we print.
Playtested until it’s inevitable
A good game feels like it could not have been designed any other way. That feeling doesn’t come from inspiration. It comes from running the same scenario across forty game nights — with groups from Bengaluru to Chiang Mai who have no investment in being polite about what isn’t working — until every decision point produces something interesting. We ship a game when it stops surprising us and starts surprising the people who play it.
The test of a great game isn’t that everyone has fun. It’s that the conversation keeps going after the cards go back in the box.Foxnut Games · design principle
§ 03 · What people say
Don’t take our word for it.
We playtest with strangers. We ship to friends. The quotes are from both.
“Picked this up expecting a quick 30-minute game. We ended up playing for almost two hours — nobody really wanted to stop.”
“I don’t have a cat. I still understood every single card. I think I’ve watched enough cat videos to have parasocially lived this experience.”
“All the Attack Cards feel so personal and real.”
§ 04 · Part of something larger
Foxnut Games is one of three verticals under Foxnut Studios.
Foxnut Studios is a deliberately small, senior-only Proof Studio — an advisory practice that earns the right to advise by having already done the work.
Foxnut Games is where the doing happens. The same people who designed, manufactured, and launched these games also run Foxnut Consulting (growth, marketing, sales, and AI enablement for brands and B2B companies) and Foxnut Publishing (end-to-end publishing partner for independent game designers ready to take their prototype to market).
The experience of making these games is not a side project. It is the credential.
Foxnut Consulting → Foxnut Publishing → About Foxnut Studios →
§ 05 · Good questions
A few things people ask before they order.
What kind of game is Cats from Hell?
A fast, chaotic tabletop card game about completing ordinary life tasks — breakfast, work calls, naps — while cats create beautifully timed disruptions. You complete task sets for points, attack the people you love, and defend yourself with whatever dignity remains. Best played with people you can attack relentlessly and still call friends at the end of the day.
How many players, and how long is a game?
Two to six players, twenty to forty minutes. It works as a warm-up for game night and as the whole evening — several playtest groups intended the first and discovered the second.
What age is it designed for?
Ages 14 and up. It isn’t built on edgy content — it’s built on the shared experience of living with (or adjacent to) a cat, which turns out to be universally understood.
Where can I buy it?
Directly at catsfromhell.co. Pre-orders are open for the first print run — limited copies. Shipping across India now; international shipping is coming soon.
Are more Foxnut games coming?
Yes. Cats from Hell is the first title in the collection, and the next games are already in design and playtesting. The fastest way to hear about them is the Cats from Hell Instagram.
Can you bring the game to our game night or event?
We playtest constantly and we like new tables. Write to us — if the city works, we’ll bring cards.
The best night of the year
is still this year.
We make the games. You bring the friends, the table, and something to drink. The rest takes care of itself.
Questions? Write to us — contact@foxnutstudios.com
From the studio
We didn’t start by designing games.
We started by living with a cat.
The first Foxnut game began as a notebook. Swati kept writing down the small, absurd, true things that happened while living with Kulfi — the breakfast interrupted, the video call annexed, the nap that was never hers to begin with — and kept discovering that every cat person had the same stories, told with the same defeated laugh.
So the notebook became cards. The cards were terrible at first — the rules took twenty minutes to explain and nobody wanted a second round. We playtested anyway. Then we redesigned. Then we playtested again, through more than forty game nights and five hundred players across six cities, until strangers were still going two hours after they’d planned to leave.
Somewhere in that process — the print specs, the prototype disasters, the sessions where we threw out weeks of work because the fun wasn’t where we thought it was — we learned the thing we now believe about all of this: a great game is not designed. It is discovered. You build a structure, put people inside it, and watch where they go. Then you redesign the structure to make them go somewhere better.
That’s what we’ve been doing since. We hope you can feel it in the cards.
Swati (and Kulfi, who supervised) · Foxnut Games · Bengaluru