Stumbling Cat is quite the paradox when you consider just how graceful felines can be. The developer and publisher’s first major game Potions: A Curious Tale by no means stumbled it’s way to release. Led by Creative Director Renee Gittins, the indie team spent ten years crafting, refining, and polishing the game. Then in March of 2024 on International Women’s Day, Potions hit Steam with very positive reviews and a fanbase of cozy game enthusiasts.
You play as young witch Luna who brews potions to overcome challenges. When the game initially release, it was among the top on Steam’s New and Noteworthy category. However, it was overshadowed by 11 Electronic Arts titles all released on the same date. That didn’t stop the momentum that had been brewing among fans of Potions for the past ten years. Renee and Stumbling Cat have seen tremendous support for the title and it’s only grown since then.
Renee has been an advocate for game development her entire career. Having served as the Executive Director for the International Game Developers Association and now the Alumni Board Chair, she focuses on increasing diversity in the gaming industry and improving it for everyone involved. We got a chance to speak with her about working on Potions, Stumbling Cat, and her career.
“…you have the ability to pursue your dreams, even if your path is unlike that of others.”
Renee Gittins
What got you started as a game developer?
“I have loved games since I first played one when I was just 5 years old. I was so passionate about the medium and the games themselves that I cosplayed, wrote guides, and actively participated in online game communities throughout my childhood. However, I honestly didn’t realize I could even be a game developer until my senior year of college, but I started changing my entire career trajectory at that point to join the game industry.”
What was the first game you played that sparked your desire to be a creator?
“The first game that truly won over my heart was the original Half-Life. I played many FPSs as a child, but Half-Life was the first game that was a truly immersive experience that transported me into another world that felt dynamic and alive. The objectives and puzzles felt like real problems in the world, and every action you took had an impact, whether that was helping a scientist, slaying a creature, or just smacking a metal pipe with your crowbar. Half-Life truly ignited my passion for games.”

What are you hoping players take away from Potions?
“The number one lesson I hope players learn from Potions is that you have the ability to pursue your dreams, even if your path is unlike that of others. I wanted to break the mold of the classic adventure hero and put forward a character that anyone could embody, whose successes aren’t based solely on physical prowess and magical powers.
There are many other coming-of-age lessons in the story as well, but I also hope that players enjoy learning about the folklore and myths of other cultures through the stories, quests, and collectible magical cards, each which describe a creature from folklore.”
That live action trailer was a great way to showcase the game. How was it bringing the game to life that way?
“Being able to record a live action trailer was a truly magical experience. I was so lucky that Terrence Tolman, my friend and the director of the live action trailer, was able to storyboard, direct, record, and edit the whole trailer. He is extremely passionate about film and cinema, and I think his passion and knowledge truly shine through in the trailer.”
What does the road map look like?
“I am currently working on adding Italian localization, improving some of the art assets, adding additional sounds, and working on minor bugs and balancing issues. After those are handled, I am going to work on porting Potions to consoles! It’s a daunting task, but I am really looking forward to bringing Potions to even more fans, as many have noted they don’t have a PC they can play on currently.”
What are you most proud of being an indie developer?
“I am most proud that Potions has truly connected with its players. I’ve received many letters telling me that it’s revived their joy of games, empowered them with newfound confidence, or just brought smiles and laughs to their day. You never know how your creations will be received, so I am so overjoyed that it has brightened the lives of others.”

What were struggles and joys you found while working on the game?
“The size of Stumbling Cat has fluctuated over time, as many talented contractors have joined and left their team based on availability. I certainly have found it difficult to maintain my motivation and creativity over such a long development cycle, especially with some of the tragedies.
Nothing can match the wonderful joy of the smiles and giggles from players, the sweet fan letters, and the wonderful community that has built itself around Potions. I feel so very honored to have such delightful and kind people that enjoy Potions.”

Your advice for indie creators?
“Playtesting is more valuable than you can ever imagine. Playtest early, often, and with a wide set of people as possible. Every time I watched someone play Potions: A Curious Tale, I discovered multiple improvements that would make the game more enjoyable for others.”
What is your favorite potion in the game? And what potion would you want most in real life?
“I really love the Confetti Bomb. It’s such a silly potion, but still quite useful in the right circumstances! In real life, though, I think I would want Summon Cloud, which summons Cloudy from Rain on Your Parade to follow you around while raining everywhere you walk. It feels like it would be a super useful potion for gardening, even if I would need an umbrella.”
“I hope you’ll follow your dreams, one small step at a time. The journey alone is worth the effort.”
Renee Gittins