
MOUSE: P.I. For Hire
SHOW TYPE
GAME
DEVELOPER
Fumi Games
PROTECTION
T (Teen)
RELEASED
2026
Join private investigator Jack Pepper on a guns blazing, jazz-fueled adventure in MOUSE: P.I. For Hire. MOUSE combines the charm of hand-drawn rubber hose animation inspired by the classic cartoons of the 1930's with the adrenaline and action of an explosive first person shooter.
The narrative kicks off in media res as Jack Pepper confronts Melford Sawyer, the leader of the political organization known as the Big Mouse Party (BMP) who wants to take over the city. After a clash with goons on a giant blimp, Jack is tricked and falls off—with the rest of the game unfolding as the story behind how he got there.
Set in 1934, Mouseburg is a segregated, crime-ridden black-and-white world. Wealthy mice run politics and business, rats control organized mobs, and shrews are pushed into poverty as second-class citizens. Guided by tips from Wanda at the Mouseburg Herald and connections like his friend John Brown, Jack takes on multiple interconnected noir cases. Underneath the rubber-hose cartoon aesthetic and illegal cheese-trafficking plots, the investigation exposes darker themes, including the targeted abduction of shrews, police complicity, and a political conspiracy tied to fascism.
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Comments and reviews
Wes Calder
+14 cloutSep 12, 2026
I booted this thing up expecting pure novelty bait and walked away with cheese powder on my keyboard and a weird soft spot for a mouse detective who solves crimes by dumping magazines into cartoon goons. MOUSE: P.I. For Hire is one of those projects that feels like somebody watched a stack of 1930s rubber-hose shorts, then mainlined Doom and decided the two belonged in the same blender. Jack Pepper is your standard hard-boiled private eye, except he's a rodent in a fedora and the whole city of Mouseburg is drawn like it just hopped out of a Fleischer reel that got left in the rain. Black and white, stretchy limbs, that bouncy walk cycle on every NPC—you half expect a steam whistle gag every time somebody takes a punch. The campaign opens on a blimp, Jack squaring off against this Melford Sawyer character who runs the Big Mouse Party. Big Mouse Party. I kept calling it the Big Cheese Party in my head for the first hour until the game corrected me with a newspaper headline. Anyway, there's a fight up there with the city spinning underneath, goons sliding around the deck, and Jack ends up taking the long fall. The rest of the game is the how-we-got-here loop, classic noir structure, cases stacking on top of each other while you bounce between the Herald office and various dive bars. Wanda feeds you tips, your buddy John Brown opens a door or two, and the underbelly of Mouseburg starts looking uglier the deeper you dig—rats running mobs, shrews getting squeezed into the worst neighborhoods, some nasty abduction racket that the cops are conveniently half-asleep about. It plays the species hierarchy straight as setting rather than a speech, which kept me in the chair. I never felt like the game was pausing to grade my moral homework. Gameplay is pure boomer-shooter muscle memory with cartoon grease on it. You chain weapons, dodge, reload, and the guns have that snappy exaggerated kick that matches the rubber-hose limbs flying around. I spent a stupid amount of time in one warehouse level where the lighting was all swinging single bulbs and the walls were covered in those hand-painted "Vote BMP" posters peeling at the corners. You clear a room of Sawyer's boys, they ragdoll with the old slapstick flail, then the next wave comes through the loading doors while a jazz trumpet line kicks in like the band just got the cue. That whole stretch—maybe twelve minutes real time—felt like the developers finally stopped second-guessing themselves and just let the toy box empty out. The way the cartoon physics still let you use cover and angle shots properly instead of turning every firefight into a looney-tunes free-for-all is the craft I kept coming back for. It's not precise like a modern tactical thing; it's closer to those early Serious Sam maps if they had been inked by the same guys who did the old Mickey boat cartoons. I kept thinking of Cuphead, then catching myself because Cuphead is platforming and boss patterns and this is hallway clearing and noir beats. Wrong comparison. Closer to if somebody had made a first-person take on Who Framed Roger Rabbit but the toons all carried Thompson guns and the plot cared about cheese smuggling routes. Story-wise it holds together better than a lot of indie shooters that try the same multi-case structure. The fascist-flavored politics of the BMP never turn into a chalkboard lecture; they're just the shape of the conspiracy Jack is circling. You feel the segregation of the city in the way certain districts look poorer, the way shrews get spoken to, the way the police suddenly find somewhere else to be. It never pretends the hierarchy is cute. That said, some of the side characters stay paper-thin—John Brown especially feels like he was written to open doors and then politely leave the frame. I wanted more texture on the Herald newsroom, more of Wanda actually chasing her own angle instead of just being the quest-marker lady. And yeah, the final stretch does get a little shouty when the pieces slam together, but it never face-plants into pure monologue territory. Mostly it's still Jack kicking doors and putting holes in the people who deserve them. Presentation is the real glue. The soundtrack is wall-to-wall period jazz that knows when to swing and when to go minor-key for the darker alley beats. Pop-culture winks are there if you're looking—little poster gags, radio bits—but they don't elbow you in the ribs every thirty seconds. The hand-drawn style holds up even when the frame rate dips in bigger brawls; you can tell somebody actually loved those old shorts and wasn't just hunting for a marketable filter. Controls are tight enough once you settle into the movement, though the jump feels a tad floaty in a way that matches the animation but sometimes bites you on vertical maps. Not every level hits the same high. A couple of the mid-game investigations drag when the shooting pauses for too much clue-clicking, and the difficulty spikes unevenly if you wander into the wrong side alley under-geared. Still, when it clicks—when the trumpet swells and the rubber-hose goons start flying and Jack is just a silhouette in a trench coat unloading into a corrupt setup—it feels like a proper pulp night out. I finished it wanting a New Game Plus with harder enemy layouts more than I wanted a patch notes essay. If you like your shooters with actual visual personality and you're willing to forgive a few thin supporting parts, this one's worth the time. Just don't expect every case file to stick the landing the way that blimp opening does. The cheese trafficking plots and the fascist shadow government stuff stay in service of the adventure instead of hijacking it, which is rarer than it should be. I'll probably replay the warehouse section again tonight just for the soundtrack drop. Yeah. That part ruled.