As Dariusz mentioned, it is a visual scripting tool at its core. CAT runs within the Unity3D editor. I'm not familiar with the examples Dariusz mentioned, but with CAT comes with a set of Conditions, Actions, and Triggers that you can assemble like building blocks to make your game. Unlike a lot of other visual scripting systems, it doesn't use a node based flow graph as those tend to turn into a mess of spaghetti once you try to do anything complicated. It also works with higher level building blocks, so you aren't just using Unity's C# API in visual form.
CAT also includes several game systems (and more will be included in the future through updates and add-ons). These systems work with the Conditions, Actions, and Triggers to amplify their usefulness. For example, it includes a quest / mission system, and you define each quest step using one or more Triggers. Triggers in CAT listen for some state to change (like the player colliding with an enemy) and then they fire. So, for example, you might use a Proximity Trigger in a quest step in order to complete the step when the player reaches some area of the game.
As a programmer, I find CAT makes code I write much more reusable. Once you get the hang of it, if you need to create a custom Condition, Action, or Trigger, it's pretty easy to make one that's fairly widely applicable. I'd also say that one place where it really does shine is when building new systems around CAT or integrating existing ones with it. Say you wanted to integrate some specific analytics package. You might just have to write one short Action which fires off a configurable analytics event, and then you could insert that anywhere that Actions were allowed.
Prototyping, iteration, and content generation are also much faster with CAT. These are the main reasons we built it originally. We needed some way to meet some insane deadlines and this was our answer. Anyway, I'm happy to go into more detail if you're interested!