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:
Very Positive (284 reviews) - 94% of the 284 user reviews for this game are positive.
Release Date: Feb 20, 2015

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Early Access Game

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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”

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 (19)

July 3


More bug fixes, including the changes from 0.0.16b now on Linux and Mac.

Daily Run doesn't reset the next day after a failure
More fixes for gamepad/keyboard inputs
Crash when blocking attacks
Map sometimes fails to draw
Crash when stomping on Ogo or Grumbul Turrets
Two players can pick up the same object simultaneously
Charred corpses not labeled as such

Discovered teleport traps, doors, passages, and the ghost now appear on the map
Break breaks barrels
Flaming barrels burn their contents
Rottenness of food separated from burnedness of food

4 comments Read more

June 27


Bugfixes! Only on Windows for now, but Mac and Linux should be coming along in a few days. I'm out of town at the moment and not in the most build-ready circumstances.

Humanoid corpses' heads crash like mad
Crash when fighting AI in vs mode
Sound effects from Player 1's split screen inaudible when above Player 2 in co-op
Cannot redefine Player 2's gamepad controls
Some fixes for gamepad/keyboard inputs failing for various dialog boxes and menus
Controllers rumble even when not in use
'Nevermind' on Pipes does nothing

Added action indicator to ui for ghost form in co-op
Made orb and learning points indicator in co-op look less ugly and dumb
Added message for using pipes with nothing to drop

6 comments Read more
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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

Mac OS X
SteamOS + Linux
    • OS: Windows XP / Vista / 7 / 8
    • Processor: 1.2GHz processor
    • Memory: 512 MB RAM
    • Graphics: 256MB
    • Storage: 100 MB available space
    • OS: Mac OS X 10.6 Snow Leopard
    • Memory: 1 GB RAM
    • OS: Ubuntu 14 or above
    • Memory: 512 MB RAM
    • Graphics: OpenGL-capable graphics card with valid driver
Customer reviews
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Very Positive (284 reviews)
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228 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
1 person found this review funny
18.8 hrs on record
Early Access Review
Posted: October 4
This game brings new meanings to clasic phrases such as "Last night I stared at my computer screen and lost all of my kids."
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
4.3 hrs on record
Early Access Review
Posted: October 12
One of the most interesting takes on the procedural platformer I've seen. It does need some work on balance, and it certainly needs some work on exposing the more interesting systems it has. But even in early access, it's very fun to play.
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1 of 2 people (50%) found this review helpful
1.6 hrs on record
Early Access Review
Posted: September 24
Really great game with a lot of potential, can't wait for new updates.
Was this review helpful? Yes No Funny
3 of 9 people (33%) found this review helpful
Not Recommended
13.4 hrs on record
Early Access Review
Posted: September 26
Before you hate me for the negative review, let me explain.
TL;DR at the bottom.

I love the game, it has a ton of potential, and I really hope that it gets updated, as I really do love playing it. That being said, in its current state, it is way too buggy, and not showing any sign of solid promise for a full release (so is the blight of 99% of all EA games). The last major content addition was over a year ago, and I am still experiencing the same bugs that I had when I played the game even earlier than that (I had a non-Steam copy for those who are curious).

Most of the deaths I experience in this game are either unfair or just due to glitches, be it my head tapping a wall next to me when I am going up an elevaotr (instant death) or the walls around me crushing me from some instant spawn due to a boss battle (no indication as to where these walls spawn, they just kill you if you are near them).

And even past the cheap deaths (which are plenty, 90% of the deaths I experience are total ♥♥♥♥), the dev doesn't pay his fans any justice. No real feed on the games progress is ever given, and you never really know when development is on track or where in the hell it is. Just a simple tweet or announcement on how the next patch is going, but he can't even be bothered to read or respond to the forum posts. Furthermore, it is usually a bad sign when a dev is going to conventions and stuff, when he has an EA game that isn't even remotely done yet.

So all in all, I don't recommend this game at the moment, ESPECIALLY at $16 dollars.

Good game but bad dev and NO updates ever
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Most Helpful Reviews  Overall
43 of 47 people (91%) found this review helpful
47.9 hrs on record
Early Access Review
Posted: February 20, 2015
Despite my (currently) low play time, rest assured I've put at least 30 hours into earlier kickstarter-exclusive builds. This a simply fantastic roguelike platformer. To me, it feels like a combination of Spelunky and Super Smash Bros in a fantasy environment.There are four big selling points I'll discuss below. TL;DR: Very fun, fluid movement, challenging skill based combat, incredible variety of organic environmental interactions, and all play styles are equally supported

The thing that initially drew me to this game is the way the player moves throughout the environment. It's the smoothest system I've ever played with, and traversing the environment is not just a means to an end, it's a pleasure. The only gripe I have with it is there are occasionally environmental hazards you can't protect against, but they're few and far between.

This game is extremely difficult, make no mistake. In my opinion, not all of the stats are as balanced as they should be; it's very difficult to survive hits from Grumbuls (humanoid enemy, think orc) early on, and getting good will definitely take practice. That said, the combat is very fun. Killing the enemies is always satisfying, and your deaths feel horribly brutal, but never unfair. The magic system is very intuitive and is useful both in and out of combat.

The third and perhaps biggest selling point for me is the interactions that happen organically in the world. For instance, within the game there are poisonous mushrooms, boulders, pools of water, and fire magic. Let's look at the interactions possible between these four objects. If there are fish in the water, a mushroom can be thrown in to leak poison into the water and weaken the fish. Using fire magic, you can burn up the mushroom and it's poison cloud to safely pass. Using the same magic, you can super heat the boulder, and hit it into an enemy to deal extra damage and potentially set them alight. If you need food in a pinch, you can heat the rock, push it into a pool to boil the water, and then throw in the mushroom, which will cook and become edible.

The final aspect is that this game supports playing essentially however you want. In many roguelikes, leveling up is based on getting experience from fighting enemies, completing objectives, and so on. In Catacomb Kids, each floor has a leveling orb, which, once picked up, allows the player to level up once. Nothing else matters, as long as you get the orb, you can level up. That means if you want to play by dodging dangerous situations with teleportation magic, no problem. Want to slaughter everyone you come across? Cool. Tackle the levels however you want, because you won't be punished for skipping rooms and opponents like you would be with an EXP system.

Overall, it's a very fun and unique experience that I think is absolutely worth $16 in the current state. The developer is very communicative as well, and does weekly Dev streams on Twitch.

Edit: I forgot a HUGE aspect (equal playstyle representation), so I've updated the TL;DR and added the section.
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57 of 72 people (79%) found this review helpful
123 people found this review funny
5.6 hrs on record
Early Access Review
Posted: February 20, 2015
I have been playing this game for 15mins. It's hilarious!

The controls are very good and responsive, which is a must for this type of game...
Because it's also unforgiving.

Not because it's stupidly unforgiving, but because there's just SO many unexpected ways you can interact with items... and die.

Now, onto some of my favorite deaths:

#1 I manage to jump and swim across a pond full of piranaes.
- Haha, look at them. They're biting and still looking at the edge of the water, mad that I managed to make it across!
*Piranae picks up speed and jumps out of the water into my face* X_X

#2 Hmm, a pounding trap... let's see if I can activate it using my slime!
- Yes! Ah crap, now the trap is glued to the bottom of the shaft, preventing me from passing...
- I wonder if I can unglue it by jumping on it and hitting the chain repeatedly
- Oh oh, its unstuck and coming back my way X_X

#3 Sweet, I just killed this orc thing.
Let's loot it!
- Ooops, I ate it. Only the bones remain.
- Okay, what's up with these bones... let's eat them too?
X_X Died from choking on the bones.

10/10, would die from choking on bones again.
Was this review helpful? Yes No Funny
33 of 37 people (89%) found this review helpful
2 people found this review funny
999.0 hrs on record
Early Access Review
Posted: July 23, 2015
HARDCORE DEATHS. WILL DIE HUNDREDS OF THOUSANDS OF TIMES. Hands down this is the best roguelike ive played. extremely polished for an ALPHA game and very, very addicting. i keeep getting sucked back in for more death. i wait eagerly for each update, slow as they come. the lack of updates is my only complaint. worth the money for sure, and the price is actually increasing. get it now!
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41 of 52 people (79%) found this review helpful
14 people found this review funny
17.1 hrs on record
Early Access Review
Posted: October 20, 2015
A thing people always loved about those cranky old-school ROGUELIKES was the fact that the worlds they presented adhered to rules and could therefore "play on their own". A foe could find a flask of poison you dropped, try it and die. A monkey could steal a bomb from your backpack, run away and explode around the corner, taking an enemy with him. That kind of thing. The game that REALLY popularized this concept was SPELUNKY and, I'm sorry to say, it has also soured games for me since. Many games following SPELUNKY'S example misunderstood this concept and bludgeoned the player with sheer randomness: BROFORCE is the pinnacle of this sorry development. Not a fan.

Anyways, CATACOMB KIDS gets it right. It gets it 100% right. Here's what happened today. I found a flask and ran into three Grumbuls. Even one of these dudes is a challenge - they fight smartly and chug potions to boost their skills - but three were a death sentence. I panicked and threw the potion at them - and I was really lucky because it turned out to be a potion of flames. One of the Grumbuls went down, another jumped into a lake to douse the flames and was eaten by pirahnas. The third attacked and I threw a ball of slimy goo in his face. He couldn't see me, so I charged, tripped a trap and killed us both while screaming BANZAIII.

CATACOMB KIDS. Never change. So good.
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43 of 58 people (74%) found this review helpful
2 people found this review funny
17.6 hrs on record
Early Access Review
Posted: March 24, 2015
Catacomb Kids is the Dark souls of the roguelike 2D platformers. If you mess up just a little bit in this game, it punches you in the gut and kicks you in the teeth. Randomly generated catacombs and randomly made characters make the game infinitely fun. Right now Catacomb Kids is in Early Access, but there is tons on different variants in the game. (Weapons, shields, armor, potions, catacombs layouts, and different types of magic.) Right now there is only two classes with more on the way in future updates. Along with all the single player features, there is a verses mode with eight different arenas, but there is only local co-op and verses an AI. The only bad thing that I can say about this game is that there is no setting for changing the difficulty.

  • Versus mode
  • Randomized catacombs
  • Randomized playable character
  • No game breaking glitches
  • Great controller support
  • No performance issues


  • Can be too hard for some
  • Very unforgiving
  • Barely any display options


Catacomb Kids is a brutally fun roguelike game, but it could be too hard for some people. It really needs a difficulty setting. Catacomb Kids has almost unlimited replay value because it has randomly generated playable characters and catacombs. In the end, Catacomb Kids is 100% worth a buy even in Early Access, and there is more content on its way to make this game worth it even more.

Video Review

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Was this review helpful? Yes No Funny
24 of 26 people (92%) found this review helpful
1 person found this review funny
5.6 hrs on record
Early Access Review
Posted: February 22, 2015
Twenty minutes into Catacomb Kids and I've died approximately twice every minute. Completing the tutorial alone saw my death toll rise into high double digits. With over three hours under my belt, I'd say I passed the 100 milestone some time ago.

Catacomb Kids is malicious. I'm not a skilled gamer, but I'm experienced enough to pick up a few universal tricks. This game cares nothing for that; if you go in overconfident, you're going to be humbled. Any bravado will be wiped clean as you're forced to learn the ropes from the very basics. It's difficult not to reference the Souls series, though I'm loathe to as it resembles it in spirit only, but it's still an apt comparison. The game may be a seething, malevolent entity but it's not at all unfair.

You have every means possible to succeed, even from the very beginning. The variety of classes possess myriad skills and equipment, while leveling offers increased stats and perks. Your melee swings must be timed but they're reliable and spells provide valuable effects from a safe range. Your repertoire is further boosted by agile rolls, boost jumps, throws and Mario-style head-stomps. On top of this, you can find loot all over the dungeon to increase stats, quaff or hurl at unfortunate enemies.

The danger you face is all-pervasive. You have your usual mobs which so far have been pretty standard aesthetically but their behaviour helps mix the action up. Slimes cling to surfaces and charge when they spot you, bats will pester you from the sky and bands of goblins will gang up but flee when over-powered. Empty rooms are no reason to let your guard down though; there are minute details revealing traps all over the level. Tiny, pixel-thin tripwires will trigger a flood of gas once broken leaving you a couple of seconds to flee before it ignites, setting the room aflame. Pressure plates will send massive weights crashing to the floor and hidden spikes will pierce you if you get close enough. The sheer variety of ways you'll be dispatched is enough to ease the blow when you're once more incinerated, devoured, flattened, stabbed, poisoned, decapitated etc.

The controls are a little wonky to begin with, at least with keyboard (no mouse necessary). I can see it improving greatly with a gamepad but there are currently some issues the developer plans to address so I've not tried it myself. Of course, I'll update the review once I've had a chance to test it out. There are three main buttons alongside the directional keys but apart from some initial confusion, it works well enough. Later skills, magic and items have appropriate hotkeys; it's all very standard and can be reassigned easily. Once you've adapted to both the control scheme and the mechanics themselves, all the initial issues have resolved.

It's one of those lovely Early Access experiences that could easily function as a finished product but that's not to say that it wouldn't benefit from the months of work ahead. I've had one instance of graphical glitching but nothing game-breaking, so far at least. There are clear plans to include extra content, with entire menus exhibiting future items and the class system promising more than the inital two types. It certainly could do with a little more of everything but what's here already is a solid product. It's hugely playable in its current version, which at least helps ease the worries that comes with all my EA titles.

I'm a roguelite/roguelike fanatic and the recent resurgence of the genre has been my personal "Golden Age" but I'm not blind to the flaws inherent in the formula. Catacomb Kids might not sidestep all those pitfalls but it works with what it has to be both unique and exciting. As such, this is easily one of my highlights even in its current iteration. It's one of those games I'll be genuinely enthusiastic to see updated so I can find what's been added.

It's an absolute delight to discover and explore both the environment and the mechanics. After all, a game where you can beat a goblin to death with its own severed arm can only be so bad, right?
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Recently Posted
33.4 hrs
Early Access Review
Posted: October 18
Gameplay itself is very fun, good for a couple hours. Sadly there is very little content to experience at the present time and the developer is making no serious effort to fix this, with updates being small and rare. I cannot recommend to buy it at full price as it seems unlikely to me the developer will deliver on what he has promised. If you can get it at sale for 50% off, the price is a lot more reasonable.
Helpful? Yes No Funny
14.7 hrs
Early Access Review
Posted: September 9
game is very well done.

nice game design and graphics.

didnt encounter bugs.

content is provided slow, though and game would be much better with more content.
Helpful? Yes No Funny
5.5 hrs
Early Access Review
Posted: September 4
= Played before purchasing on Steam =

This game is everything I've been waiting for - a soulslike roguelike that hits every mark it aims for while pushing its own brand of unique gameplay -- this isn't just a souls clone or an off-the-conveyor-belt roguelike. It's a faithful translation of what makes those games alluring, giving the player plenty of incredibly intelligent enemies, unpredictable situations and tools that have both obvious and not-so-obvious uses, encouraging experimentation and improvisation.

Expect to wrack your brain for ways that you could have better handled a terrible situation, and grin stupidly when you manage to pull it off.
Helpful? Yes No Funny
17.3 hrs
Early Access Review
Posted: September 3
Fun little roguelite platformer with a lot of potential and personality, comparable to games like Spelunky or Vagante, so if you enjoy those it's worth a try. I'd wait for sale or give it a little while to advance in development, but it can provide a pretty decent amount of fun and challenge at the moment.

Has 3 classes to choose from, akin to Warrior, Rogue, and Mage, but with more charming and stylized design ideas, the game has more planned to come in the future. When starting the game you get to pick from one of those 3 classes, and it will present you with a few randomly generated characters with their respective names, gender, physical features, traits/skills, stats, and equipment. Traits can be positive or negative. You can reroll the characters you get by going back to class selection and selecting again. The problem with this is being forced to reroll for something you're going to get anyways, same problem I had with a NIS game called Soul Nomad, where you would reroll for grids for your units to be placed in, and some were straight-up better than others, so you'd spend a lot of time rerolling to get the better ones. I understand this decision for the "daily challenge" mode, where you kinda just use the hand you're dealt, but otherwise? Meh.
Traits and character creation could use some polishing, my gripe is having to spend ANY amount of time rerolling so I don't get "unstable caster" on my casters, or clumsy on... anyone, really. Unstable caster makes your spells backfire or work incorrectly, which... why would you want this on a caster? Clumsy is a chance for you to get ♥♥♥♥ed over while in combat or tripping over ignorable items in the floor, which also results in you falling down pits or dying to a charging enemy. There's no skill or fairness involved in these kind of things in my opinion, just a random chance for something bad to happen. Other than these the game has felt challenging in fair and fun ways to me. To clarify, I really, really don't mind a character with worse gear or lower stats, but when the traits have a big chance of seriously screwing you up, that's a no for me.
Unlockable customization could be a nice thing, or "locks" like what elona uses during character creation so starting stats can't all be random. Personally I'd enjoy being able to pick the gender of my characters, since it doesn't impact gameplay meaningfully.
Game is a little rough around the edges currently, especially the UI. It randomly turns off my x360 controller and sometimes dpad inputs are really wonky in menus, like straight-up not letting me do basic commands until I use the analog stick instead. Trying to pick from items lying on the ground in the same general space is a massive pain as you just have to walk over them and hope the UI will prompt the right item for you.

Overall it's pretty solid, there's some fun interaction with items, spells, and environments, but needs some more polishing before I can recommend it wholeheartedly.
Helpful? Yes No Funny
13.1 hrs
Early Access Review
Posted: August 30
Amazing game, albeit a little bit hard.
This is another of those 2d rougelike dungeon crawler but here is the selling point:
The combinations! All the items have so many combinations with each other. That AND the fact that every run is randomized makes the game truly different every time.
Helpful? Yes No Funny
3.1 hrs
Early Access Review
Posted: August 28
Yes! All the interactions you hope for, high speed, very high skill ceiling.
Helpful? Yes No Funny