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 (11 reviews) - 90% of the 11 user reviews in the last 30 days are positive.
Very Positive (310 reviews) - 93% of the 310 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”

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 (23)

December 31, 2016

0.1.0c Changelog

Fixed the Crab Crash:

  • obj_en_crab crash

Good job me.

8 comments Read more

December 30, 2016

0.1.0b Changelog

Buncha bug fixes (AND SOME NEW STUFF) Windows only for now, Linux + Mac coming in the next couple days.

(Super sorry Linux folk for the delay in gettin’ this update to y’all! It's coming soon though 💙)

  • Can't make bottles of slime, et al
  • Number of current spell charges changes upon resurrection in multiplayer
  • Arrows don't spawn in barrels
  • Potions of health identify upon drinking them when overhealed
  • Fog of war is not cleared away while in Flame Form
  • anim_slash3 crash
  • Shooting downward with a bow spawns the arrows in the wrong place, causing them to hit tiles above
  • Transition stage music doesn't change upon continuing to the next floor (fixed?)
  • Reaper becomes invisible during its super strike
  • Several other things become invisible after being off-screen
  • Visual glitch with carrying learnable spells
  • Slimes still have the wrong spiced effects from 0.0.16
  • obj_item_claim_point crash
  • Player 2 can't move in co-op when using a gamepad while player 1 is looting
  • hud_draw_pause_traits crash
  • Touching horizontal moving blocks in the AC can be buggy
  • Using tome while holding an item doesn't play the proper tome attack animation
  • Grumbul assassins frequently get stuck in walls when jumping out of barrels
  • Sitting humanoids count as crouching and so arrows tend to miss them
  • Kids with "Archer" trait can have their bow overriden by the "Likes" trait
  • Maybe fixed the potion identification spam for real this time, possibly
  • Can't select a single-player character on keyboard if gamepad is enabled and detected
  • Device spawns too frequently, and multiple times
  • Standing near lava doesn't keep one warm
  • Level-up cancel screen doesn't accept keyboard input if gamepad is enabled and detected
  • Dpad input sometimes doesn't work properly in menus
  • Crash when attacking if LUC is greater than 14
  • Bone arrows ignite
  • Control reset uses the wrong defaults
  • Pressing 'esc' while control redefine is waiting for input leaves the control blank
  • Slimeballs crushed beneath crush-traps don't always leave slime behind
  • Arrows burn for longer before being destroyed
  • Increased arrow capacity from 5 to 8
  • Added ui for arrows
  • Arrow type no longer changes automatically until all of the current arrow type is used up
  • Increased durability damage to armor of reflection when hit by projectiles
  • Improved the new grumbul variant and made them more visually distinct
  • New visuals for horizontal moving platforms in the Anticropolis
  • Moving platforms stop briefly when they hit each other
  • Further changes Flame Wave trance (Flame Form)
  • Reaper fight now freezes lava into a solid version
  • Removed knockback effect upon reaper's death
  • Reaper room barriers are slower to come in and slower to kill
  • Summoning the reaper now also destroys mushrooms within the room
  • Leaving the reaper room mid-fight now angers the reaper
  • Added money indicator to co-op UI
  • In co-op, each player recieves a small portion of the gold that the other player collects
  • Reduced ███-███ hp
  • Refined ███-███ animation
  • Can now use ███-███ 's █████ to ███
  • Can now use claw arms to grapple when pouncing even with a weapon equipped
  • Hated weapons now go much further when thrown
  • Thrown spears fly straight
  • Added identifiable traits to Potions of Acid
  • Temperature guage position slightly improved, shifts to fit wanderer's tracking
  • Fishanha finally actually consume corpses over time
  • Fishanha target humanoid corpses regardless of whether they're bloody or not
  • Falling icicles break items like crush traps
  • Added unique portrait art to all arm types
  • Added death message to popcorn
  • Limited arrows' vertical velocity when firing bows in low corridors
  • Dagger haters can pocket daggers
  • Can once again rebind class ability on keyboard
  • Crushed slimes now always leave their slime effect

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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
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