A fast action roguelike about a cat and a horde that never stops. Your skills fire where you aim, and a run is ten to fourteen minutes with two bosses. Three cats, nine skill trees, generated maps, quests, loot with uniques - and permanent progress, so every death still gets you somewhere.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Catacrawl is a roguelike, and in a roguelike the balance IS the game. Which skills are worth taking, which builds break the difficulty curve, how fast the ladder should climb, which monster is unfair rather than hard - those are design decisions, and one person playing his own game cannot make them well. I have my own way of playing and it is not yours.

So the goal is concrete: use Early Access runs to rebuild the skill trees and the difficulty ladder around how people actually play, and to decide what gets built next with the people who will play it. There is plenty still to build. Early Access ships with three stages and three cat classes; two more stages are already in development, more cats come after them, and there is no endless tier past Hell yet. How many of each the finished game ends up with - and which one arrives first - is exactly the kind of thing I want to settle with the people playing it rather than guess at now.

I am committing to the marathon: work on this every week, a Steam announcement with every build saying what changed and why, and a 1.0 that is a bigger and better balanced game than this one.”

Approximately how long will this game be in Early Access?

“Around three months, though I would rather take longer than release something half-finished. The plan is a substantial update every few weeks - content, plus the balance changes the previous update's feedback asked for.”

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

“The full version adds the two stages that are still in development - the White Cube, a museum where the exhibits fight back, and The Feed - each with their own monsters, bosses, traps and music. It adds more cat classes, each with its own animations and three skill trees of its own; which ones they are, how many, and in what order they arrive is something I want to work out with the community rather than promise today. It adds an endless tier past Hell for players who have cleared the ladder, and more uniques, boons and quest types.

And it will have a different balance to this version. The skill trees and the difficulty ladder are going to be reworked over Early Access on the strength of real runs, and after 1.0 I want them settled rather than moving every patch.”

What is the current state of the Early Access version?

“Three stages - the Fairy Forest, the Desert and the Abyss - each with their own monsters, two bosses, traps, music and side quests, playable on three difficulties. Three cat classes with 91 skills across nine skill trees and Diablo-style synergies between them. Level-up boons, loot with affixes and uniques, defend zones, shrines, a meta-progression shop between runs, a tutorial, achievements, Steam Cloud saves, leaderboards and controller support. A run is ten to fourteen minutes - the final boss arrives at ten - and clearing the whole ladder takes most players well over ten hours.

Three stages and three classes are what Early Access starts with: the other cats on the character screen are locked, and two more stages are in development and not in this build. The balance of the later difficulties has had far more testing from me than from anyone else, and it will change - sometimes enough that a build you liked plays differently after an update. That is what this phase is for.”

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

“Yes. Catacrawl costs less during Early Access than it will at 1.0 - the price rises as the stages and classes arrive. Everyone who buys during Early Access gets all of it at no extra cost, and any increase will be announced here before it happens.”

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

“The Steam Discussions are the main channel and I read all of it. Three ways it reaches the build:

Votes on what comes next. Before each major update the candidates - which class, which stage - go up as a poll, and I build the winner.

Balance from real runs. Every run records what killed you, what you had built and how long you lasted. If you switch telemetry on in the settings the game sends that record - the run itself and, if you allow it, your Steam name and account id - and that is what the difficulty and the skill trees get tuned against. It is off until you say yes and everything works with it off.

Patch notes that answer people. When a change comes out of a thread, the announcement says so.

Bug reports, build ideas and "this skill is useless" posts all belong in the Discussions. There is also a community link on this page.”
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This game is not yet available on Steam

Planned Release Date: Q4 2026

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About This Game

A cat. A horde that never stops.

Catacrawl is a fast 2D action roguelike. You are a cat, the screen fills with things that want you dead, and the boss that ends the run arrives ten minutes in. Mouse-aimed skills, two bosses every stage, loot on the floor, and progression you keep when you die.

You drop into a generated map with one attack and no plan. Every level deals you three boons and you keep one - more damage, a new element, sometimes a unique that rewrites the run. At five minutes the first boss arrives. At ten, the one that ends it. Die and you keep your levels, your loot and half your coins, and the next run starts stronger.

The Ranger fires arrows that curve, poisons, traps and a hunting falcon. The Sorceress burns, freezes and electrocutes. The Barbarian throws axes, leaps and screams. 91 skills with Diablo-style synergies, six hotbar slots to earn, and a skill tree that grows across every run.

Every monster has an attack of its own and a telegraph you can read: treants that grow roots under your feet, toads with a tongue you can outrun, balloons that hunt where you are walking instead of where you stand. Between them: defend zones that field whole formations, side quests, shrines, traps, sandstorms, and a Warden who sets three trials for anyone who clears the map.

Early Access

Three stages are in, with their own monsters, bosses and music; two more - the White Cube, a museum where the exhibits fight back, and The Feed - are still in development. Three cat classes are playable and more are coming; which one arrives first is something Early Access players get to vote on. And the balance is not settled - reworking the skill trees and the difficulty ladder around how people actually play is the main job of Early Access, and the runs you play are what it gets rebuilt from.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Pre-generated content only, nothing is generated while the game runs. Most of the pixel art for monsters, bosses, world objects (shrines, totems, traps, items), boon card art and the three hero cats was generated with PixelLab (an AI pixel-art tool) from text prompts and from our own hand-drawn references, then hand-corrected, quantized to the game's palette and animated frame by frame. The music and all sound effects are synthesized procedurally in our own code (no AI). Purchased asset packs (tiles, UI) are hand-drawn by their artists. No AI-generated text, voices or story.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • OS: Windows 10 or newer (64-bit)
    • Processor: Dual-core 2 GHz
    • Memory: 2 GB RAM
    • Graphics: OpenGL 2.1 capable GPU (Intel HD 4000 or better)
    • Storage: 300 MB available space
    Minimum:
    • OS: macOS 11 Big Sur or newer
    • Processor: Dual-core 2 GHz
    • Memory: 2 GB RAM
    • Graphics: Any Apple Silicon or Intel Mac from 2015 on
    • Storage: 300 MB available space
    Minimum:
    • OS: Ubuntu 22.04 or a comparable 64-bit distribution
    • Processor: Dual-core 2 GHz
    • Memory: 2 GB RAM
    • Graphics: OpenGL 2.1 capable GPU
    • Storage: 300 MB available space
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