Quick Hits · Deep Dive · Trends
Wednesday · 6/24/26 · Issue #359
Early Access
From The Underbite
The biggest brands in premium dog food only look alike.
We pulled thousands of public data points on nine of the biggest freeze-dried and air-dried dog food brands, across advertising, reviews, pricing, hiring, ingredients, ownership, and more.
One place to see how each brand buys attention, where its reviews are turning, what its hiring signals about next quarter, and what's working organically versus propped up by ad spend. Refreshed monthly, with the names attached.
Built for the operators, investors, and retailers who'd rather move first.
We start with freeze-dried and air-dried, then expand into fresh and beyond. Access opens soon, and this is likely the last time we open the list.
Quick Hits

💰 Omni raised $14.5M for vegan dog food and the real bet is an Ozempic-style weight-loss supplement

🤳 This pack of good boys and girls were the stars of a new iPhone commercial

🛩 Vicuna Air just added three EU cities and the in-cabin pet flight niche is getting crowded fast

🚜 Premium dog food just found its next channel and it's the farm-and-ranch store

🦴 Woof Gang Bakery just brought in Great Hill Partners and now has two PE firms behind its 450-location grooming franchise

😽 Cats age like humans neurologically and researchers think that makes them the best natural model for dementia research

Deep Dive · Distribution & Earned Media
The Cats Did the Marketing
Two weekend projects reached millions without a marketing team. What pet brands should take from them is a way to earn the kind of attention no ad budget can buy.
11 min read

On June 21, a developer in Dresden named Sebastian Seidel posted that his new app had crossed two thousand users on its first day and his backend was, in his words, fighting for its life. It was a funny, slightly panicked little message. It also undersold what was happening, because by the time he wrote it, two strangers had already done the real work for him.

One video about his app, posted by an account that had nothing to do with him, pulled 4.5M views. Another did 1.3M - Seidel's own announcement, the one where he asked everyone to please chill, did about 20K. The person who built the thing reached a rounding error of the audience. Other people reached the rest.

That gap is the entire point, and it is worth sitting with before we talk about cats.

We are used to a world where the builder and the distributor are the same party, or at least where the builder pays the distributor (influencer, media entity, etc.). Here the distribution happened over the builder's head, for free, faster than his servers could absorb it.

The app is called CatchCat, and the concept is exactly as silly as it sounds. You see a cat in the street, you open the app, you photograph it, and the cat becomes a collectible card with a name, a rarity, and stats.

Pokemon Go, except the eccentric critters are the actual strays on your block or your friend’s couch. There is a world map of everyone else's catches and a battle mode on the way. The whole thing reads like a joke a developer makes to himself on a Sunday. Seidel more or less admitted as much, telling the r/vibecoding crowd that he honestly did not expect this many people to want to catch random street cats.

They did, though.

And the useful question is not the one a rival developer would ask. It is the one a pet brand should be asking while it watches one developer out-reach its last paid campaign by a factor of a few hundred, over a weekend, on a budget of nearly zero. If one person with a laptop and a cat can manufacture that, the feasibility question is already settled.

What is left is the question worth actually asking, and it is not "how do we make the next cat or dog app." It is "how do we use these tools, and a real grasp of the subcultures inside pet ownership, to build something people genuinely love or actually use, whether it simply delights them or quietly solves a small but real friction in pet life, the kind of thing only a brand that lives in the culture could make."

That is the destination, and the rest of this is the route there. It starts with a more basic question most brands skip.

How did a cat app out-reach a marketing department in the first place?

Building the thing was never the hard part, and it gets easier every month. The hard part, the one that did not get cheaper, is getting a stranger to care. CatchCat solved that part mostly by accident, which is what makes the mechanism worth isolating. It has three parts, and only one of them is "cats."

Anatomy of a thing that spreads itself

Call it virality if you want. It is more useful to look at the parts.

The first part is a weird, concrete artifact that does something a person can grasp in one sentence.

"Collect the street cats you meet like Pokemon" is a complete idea delivered in under ten words. There is nothing to explain, no category to define, no before-and-after. The pitch and the product are the same object.

The second part is that the artifact plugs into a subculture that already exists and already has somewhere to put it. Cat internet is not a trend Seidel started. It is one of the oldest, densest, most reliably engaged corners of the web.

He did not have to build an audience. He had to hand an existing one a new toy. The same is true of the Pokemon-collecting instinct he borrowed. He even rebuilt the catch ritual, the little timing game where you line up a moving marker in the zone to land the cat, the exact muscle memory a generation already carries.

The wildly popular documentary showing how dedicated online cat culture was to hunting down a perpetrator

The third part is the one most builders miss, and it is the one that actually does the spreading. The artifact has to be screenshot-native. Its output has to look like content the moment it exists. CatchCat's collectible card is not a feature that sits behind the share button. The card is the advertisement. Every time a player catches a cat, the app manufactures a small, postable, slightly absurd object that performs the player's taste and their sense of humor at once.

The user does not share the app out of generosity. They share it because the screenshot makes them look like the kind of person who would use it.

This is the boring academic finding underneath the fun, the one Jonah Berger and Katherine Milkman documented more than a decade ago, that high-arousal positive emotion, the awe-and-delight register, is what gets passed along. CatchCat runs on it.

There is one more thing the AI is doing, and it is more load-bearing than it looks. The app runs on-device machine learning to confirm there is a real, live cat in the frame, not a screenshot, not a photo pulled off the internet.

That check is the whole game. It is what forces you outside to find actual cats, the way Pokemon Go made people walk, and what keeps a collection feeling earned instead of farmed. Strip the verification out and you have a sticker maker. Leave it in and you have a reason to leave the house.

The AI is not the hook. It is what makes the hook real.

Earned, or just amplified?

Here is where an honest version of this story has to slow down, because the easy read is too flattering.

It is tempting to call this pure earned media, the dream where quality alone travels. Look closer at how it actually moved and the picture gets more interesting. The two posts that did millions of views were not Seidel's. One of the biggest was an Instagram repost from a faceless AI-themed page that racked up more than 27K likes and nearly 200 comments, an account in the business of harvesting exactly this kind of clip.

The reach did not come from the cat people finding Seidel. It came from a layer of repost accounts and aggregators whose entire job is to spot a postable object early and feed it to their own audiences.

Several posts on IG almost instantly covering the release of the app.

That is not a knock. It is the actual lesson, and it is more useful than the fairy tale success. The modern distribution surface is a population of accounts hungry for content that makes them look plugged in.

Build the right object and you are not asking those accounts for a favor. You are doing their job for them. Seidel did not go get his reach. He manufactured something the amplification machine wanted to run, then got out of its way.

For a brand, that is the entire difference between hoping for virality and engineering the conditions for it.

The press followed the clips, not the other way around.

Dexerto and Ukrainian outlet dev.ua (which gets 1M+ visits/mo) wrote it up within a day, by which point the servers were straining badly enough that the app temporarily stopped letting people catch or add new cats.

A second cat, a different machine

If CatchCat were the only example, you could wave it off as a fluke of one weekend. It is not, and the cleanest way to see the mechanism repeat is a project that runs on completely different rails.

Feed The Cat is a website, not a game.

It livestreams real cats and lets anyone on earth press a button to dispense food into their bowls while watching it happen. It was built, by its own account, by a developer who wanted to keep an eye on his own cat, Bishop, and took the idea from China's viral Hello Street Cat.

By spring it was drawing roughly a 110K monthly visits, per SimilarWeb's estimate. The engagement is the striking part, with visitors viewing ten-plus pages a session and staying more than two minutes.

Same mechanism, different chassis. A weird, one-sentence artifact, "feed a stranger's cat over the internet," plugged into the same cat subculture, producing a screenshot-and-clip-native moment every time a paw appears on camera.

What changed is the engine room. CatchCat is a free game with a paid subscription tier. Feed The Cat takes donations and routes them to infrastructure and shelters.

Two builders, the same distribution physics, two different bets on how attention becomes anything else.

And that phrase, how attention becomes anything else, is where the story stops being a victory lap.

The part nobody can show you

Run back through everything above and notice what is missing. Not one revenue number. Not one retention curve. CatchCat is not even a week old, so the honest answer is that nobody knows yet whether any of those millions of viewers become players who come back next week, let alone next month, let alone anyone who pays. Feed The Cat is only a little further along. The attention is real and measured. What it converts into is still a blank.

That blank is not a jab at either project. It is the most honest thing about both stories, and the base rate tells you which way it usually breaks. Across all apps, day-one retention now averages roughly a quarter of installs, and by day thirty only about 6% are left.

Novelty makes that curve steeper, not shallower.

The thing that makes a weird app spread, that it is surprising, is the same thing that makes it disposable once the surprise wears off. You cannot be novel twice to the same person. The last decade is littered with overnight sensations that hit a million users and were trivia answers within the year, which is to say the pattern long predates vibe coding.

Cats specifically may be the worst-case version of this. There is a long-running argument that cat content is the apex of the attention economy and the bottom of the conversion economy, attention that arrives in a flood and leaves without buying anything. A live comment section full of "take my money" is not revenue. It is a mood, and moods do not retain.

Then there is the detail that turns the whole thing into a parable. While Seidel kept his servers alive, strangers in crypto minted an unofficial $CatchCat token on Solana, and one account posted publicly about sliding into his DMs to pull him into the meme-coin scene, noting he was not crypto-native.

Seidel had just told his Reddit audience he had not even set up donations yet. So the first real money to gather around CatchCat was created by strangers, denominated in a coin he did not make, and it flowed to them.

The attention was so far ahead of the business that other people built a business on top of it before he could. A day later that coin had fallen by roughly two thirds even as a holder dangled three thousand dollars in token royalties to coax him aboard. None of it was ever his to begin with.

That is the conversion gap made literal.

You cannot fake plugged in

By the next morning the story had turned in a way that matters more than any view count. Seidel pulled CatchCat down for new sign-ups to fix the messy launch bugs properly, telling everyone it would be back better. That is not how a person hides from a flameout. He was posting through it, answering individual replies about when the app would return and whether it would reach Indonesia, fielding the same "where do I download this" for the hundredth time with a cat emoji. And the crowd did not punish him for the stumble. It adopted him.

One account told him to take his time because this was going to be the app of the year. Strangers from the r/vibecoding thread had already offered, unprompted, to help him ship a German version and an iOS build. Search interest in the term spiked toward the top of Google's trend index inside a day.

This is the part that should interest a pet brand more than the traffic, because it is the part money cannot shortcut. The community rallied because Seidel is unmistakably one of them. He speaks the native language of the vibe-coding and cat-internet worlds because he actually lives in them, and you can feel it in every self-deprecating, bug-confessing, cat-emoji'd post. That fluency is the real product. The app is just what it happened to produce.

For any brand chasing Gen Z, that is the uncomfortable lesson hiding under the fun one. You cannot buy your way into a subculture you do not understand, and this audience can smell a tourist from the first word. Resonance does not come from a louder ingredient panel or one more clinical claim. Those win the spec sheet and lose the heart. What earns real affinity is cultural fluency, the felt sense that a brand actually understands the world its customers live in, at a level of nuance no focus group can hand you.

What actually transfers

So what is a pet brand supposed to do with all this, other than admire it from the sidelines.

Take the distribution lesson first, because it is real and it is repeatable. The recipe is not a mystery. Make something that is a complete idea in one sentence, aimed at a subculture that already exists and already has a place to put it, and engineered so its own output is the content. Make the artifact, not the announcement, do the talking. Design for the repost account, not the press release.

That part of the cat-app story is not luck. It is a method, and the method shows up again and again, from a Wikipedia-powered card game that went viral in Japan to an AI-only social network of bots that got weird enough, fast enough, to be acquired by Meta.

The subculture changes. The physics do not.

A direct sale is also not the only thing attention buys, and the earned-media math makes that worth saying plainly.

Genuine third-party attention is getting scarcer.

Newsrooms keep shrinking, with the 2026 layoff wave running ahead of last year's, which makes independent coverage harder to come by and worth more when you get it.

A brand that can manufacture people talking about it, unprompted and for free, is producing the exact thing the old PR budget can no longer reliably buy. A viral moment that never moves a single unit can still be a win on those terms, and the cat apps are a clinic in generating it.

Here the half the solo builders cannot finish. Distribution is necessary and nowhere close to sufficient. The viral spike is not the achievement. It is the audition. The actual job, the one almost nobody in this genre has publicly cleared, is the handoff, turning a flood of curious strangers into people who come back and, eventually, people who buy.

That handoff is exactly where the cat-app builders run out of road.

Seidel has a server bill and a meme coin he never asked for. What he does not have is a product line, a retail shelf, an email list, a loyalty program, or a reason for anyone to stick around once the novelty fades.

A pet brand has all of it.

One developer proved you can summon the attention with nothing. The brand is the rare actor that already owns the machinery to catch it, before the novelty burns off and most of the crowd drifts back out the door. That asymmetry is the whole opportunity. Feasibility is no longer the question, capability is.

The cats, in other words, did the marketing.

What they were never going to do is the part that comes after, turning that attention into something that lasts. And that does not have to mean an immediate sale. It can mean a person who now trusts you, follows you, remembers you warmly, the kind of awareness and affinity that converts into a purchase down the line, or into a superfan who pulls others in with them.

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