Catacomb Kids is a brutal platformer roguelike that pits you against the deadly Catacombs aided only by magic, steel, and your quick reflexes. Traverse procedurally generated dungeons and hack, slash, burn, and blast your way through hordes of things that want to kill you.
User reviews:
Overall:
Very Positive (284 reviews) - 92% of the 284 user reviews for this game are positive.
Release Date: Feb 20, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“After being in development for a few years now, Catacomb Kids has now reached a point where the core of game is fun and playable. From here on out, I want to continue development in an open fashion that allows players to keep up with the game's progress in a way that lets them experience it firsthand.”

Approximately how long will this game be in Early Access?

“The game will be in Early Access until it's complete. Until that time comes, Early Access supporters will receive a regular, continuous stream of updates with a new build at least once every month or so. There will also be a website through which everyone can track the game's latest development, and I livestream development regularly at http://twitch.tv/fourbitfriday.”

How is the full version planned to differ from the Early Access version?

“The full version will have four primary environments, two major bosses, at least eight mini-bosses, dozens more skills and abilities, and a metric f-ton of secrets.
The finished game will also include various game modes including The Gauntlet, Co-op Mode, and Infinite Mode.”

What is the current state of the Early Access version?

“Currently the game is fully playable, with much of the first environment completed and two mini-bosses implemented. Most of the game's systems are in place and functional with the remainder of the work largely consisting of fleshing out and expanding the world with new enemies, traps, environments, etc. Due to the procedural nature of levels, however, there is currently enough game present to keep players well occupied until the new areas become available.”

Will the game be priced differently during and after Early Access?

“It will be the same price upon release.”

How are you planning on involving the Community in your development process?

“I host regular, weekly livestreams where players can watch as I work on the latest features and talk with me about the game. In addition, every build release will be followed by an 'open house' Google Hangout where players can come to talk to me directly about the latest build and the game in general. I'll be active on the forums and irc, where players can reach me easily.”
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Recent updates View all (27)

May 15

0.1.2b

Just some quick bugfixes, as well as getting Mac and Linux caught up!

Changes Disarm now disarms upon critical hit Fixes Some particles are drawing incorrectly Fixed 2-tile water flickering bug Tracking off-hand items as Wanderer doesn't properly show items equipped by enemies

3 comments Read more

May 12

0.1.2

Ahh! Sorry! This build is kinda way overdue! I know the last build was pretty buggy and crashy, and this should hopefully fix a lot of that. It's only available on Windows for the time being, with Mac and Linux following sometime this weekend, hopefully.

There isn't too much new stuff to play around with yet, but I'm making very good progress on the upcoming Tinkerer class, as well as implementing a currency to be spent between runs.

New New Reaper Spell! New Amulet! Changes Can now aim Chain Lightning's trance downward Reaper spells are now considered "Dark" for charge types Fully realized Amulets now have a (Realized) tag Push and Push trance now affect crush traps and falling icicles Amulet of [Void] no longer drains energy Absorbing magic with the Amulet of [Void] now restores energy to the bearer Amulet of [Void] no longer disables the Orb of Leveling Amulet of [Hunger] now has a fully realized version Enemy amulet abilities now tied to enemy INT Enemy amulet effects are now invisible unless you already know said amulet Can skip logo intro on main menu Blink trance now protects from projectiles and being crushed by the Grumbul Tank Fixes Pouncing with Chain Lightning's trance expends all minibolts at once Crash when trying to display context button prompts for nonexistent objects Tomed spellbooks sometimes the visual of being used when using another object Spellwright shopkeepers crash when casting an aimable spell Looting menu shows stats for last selected item when selecting Amulets Sometimes the same amulet type will appear and identify as two separate ones Sometimes two different amulet types will have the same appearance Plague poisons allies Plagued flame bodies are excessively explosive INT requirement for identifying amulets was wrong Another crash related to Reaper arena blocks spawning in Get stuck in ceiling while standing on grumbul tank with extra tough while it jumps The bottom row of tiles in a level is often cut off or misgenerated Running Water Anticropolis transition freezes during generation Thermal indicator shows during level generation Near Future TO-DO Next Class Metacoin Currency Flesh out Encyclopedia

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About This Game

The Origin Of Dungeons

500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.

What Lies Beneath

Catacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.


The game is streamlined but not "simple", featuring a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise. The world is your crafting space, allowing you to create new items and tools from within the game-space itself, never needing to farm materials or navigate a menu to demonstrate your cleverness.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP / Vista / 7 / 8
    • Processor: 1.2GHz processor
    • Memory: 512 MB RAM
    • Graphics: 256MB
    • Storage: 100 MB available space
    Minimum:
    • OS: Mac OS X 10.6 Snow Leopard
    • Memory: 1 GB RAM
    Minimum:
    • OS: Ubuntu 14 or above
    • Memory: 512 MB RAM
    • Graphics: OpenGL-capable graphics card with valid driver
Customer reviews Learn More
Overall:
Very Positive (284 reviews)
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