CATACRAWL Wishlist on Steam

Steam · Windows, macOS, Linux · phones to follow

CATACRAWL

A fast action roguelike about a cat, a bow, and a horde that never stops. Twenty-minute runs, two bosses each, loot to carry home.

Closed playtest build 0.1.0-alpha · $4.99 at launch, more after Early Access

The theme

A cat in a world that wants it dead.

You are a cat. Everything that ever chased one is here, in order of how much it wants you.

The Fairy Forest

Toadstools that burst into spore trips, pixies that dart through you, bog toads with a tongue that reels you in, thorn boars, treants whose roots grab your feet, owls out of the canopy. Pretty. Poisonous. Home to the Bramblehorn and Queen Thistlewing.

The Desert

The real enemies of cats: sand vipers that burrow and erupt under you, wasps, scorpions with a stunning tail slam, jackal packs that circle and howl, a monitor lizard, a coyote alpha rallying the pack. Sun, sand, and the Scarab Sovereign.

The Abyss

What cats fear most: household horrors. Robo-vacs that beep and ram, dust bunnies, a cucumber that only moves while you aren’t looking, spray bottles, a sprinkler golem, the haunted vacuum that eats your loot, and Schrödinger’s kitten. Ends on a vampire jester or a many-eyed thing with lasers.

The run

Twelve and a half minutes until it comes for you.

The clock never changes. You do. Every run starts at the campfire and ends with a boss dead or a cat dead. A dead cat keeps its levels, its loot and half its coins.

0:00Out of the camp. Four zones to hold, quests in the dark, two vaults nobody has found.
6:00The first boss walks in from the tree line. Everything it does is telegraphed. You still get hit.
12:30The final boss. Kill it and the rung is yours, and your time goes on the board.
15:00It enrages. At 17:00 the dungeon overruns you. Nobody outlasts that.

Quests

The map is not empty.

Hidden until you walk into them. Every one pays in cards, coins and loot, and every one you fail costs you ten percent of your damage for the rest of the run.

Hold the zone

Four zones per map. Stand in one and packs come in formations (a wedge of ghouls, a ring of vipers, a pincer) led by elites, the last one biggest. Leave for three seconds and it’s lost.

Siege

Five waves of forty from every side, then the Siege Lord: twice the size, a ground slam, a charge and a war horn that rallies the survivors.

Escort

A lost survivor walks to the campfire as long as you stay close. Everything a monster throws hits it too.

Hold the pass

A palisade across a real cut in the rock, a shrine behind it, forty seconds of walkers. Eight breaches and it falls.

Dark ritual

Five totems around an altar that summons something every two seconds. Break them before the fuse or a Ritual Horror is born.

Bounty

A WANTED elite that runs a random path through the map the moment it sees you. Sixty seconds.

Also on the map: shrines (eight blessings, thirty seconds each), keys and hidden vaults, runestones that wake when you touch them, exp tornados, bat swarms, and the master zone that rises when all four zones are secured: three waves for a guaranteed legendary.

Cats

Three cats. Nine trees.

Each with three skill trees that feed each other like Diablo II synergies, and a hotbar you grow from two slots to six.

Ranger

Sharpshot · Wildcraft · Stormcall

Multi-nock volleys, a hunting falcon that circles you, snares and caltrops, arrows that fork lightning. Your first cat.

Sorceress

Fire · Cold · Lightning

Meteors, blizzards, chain lightning, a hydra you leave behind. Fragile, fast, devastating.

Unlocks after 25 runs

Barbarian

Combat · Throwing · Warcries

Whirlwind, leap attacks, thrown axes that come back. Fury builds on kills; physical damage ignores every resistance.

Unlocks with any cat at level 25

Loot

One drop a minute. Luck decides what.

Items are not a per-kill lottery. The clock deals one every minute or so, twice as often while you are still small. Luck barely changes how many; it changes how good. Bosses drop two rares. Vaults hide one behind a key.

Kabuto
KabutoLegendary helm+25% crit damage · Brutal · of Greed+2 to Arrow Storm
Plague Mask
Plague MaskRare helm+15% poison resistance · of Venom Warding
Elven Bow
Elven BowMagic · Ranger weapon+4% move speed · of Haste
Serpent Staff
Serpent StaffRare · Sorceress weapon+0.8 mana regen · of Focus+1 to Blizzard
Flaming Sword
Flaming SwordCommon · Barbarian weapon+11% damage
Jade Ring
Jade RingMagic ring+8% poison resistance · of Precision
Bronze Medallion
Bronze MedallionRare amulet+6% coins · of Greed
Dragon's Maw
Dragon's MawUnique crown+35% fire damage · +40 HPInferno at rank 9: +3 levels, −30% cooldown and cost

Eleven slots: weapon, shield, helm, shoulders, armor, belt, legs, boots, two rings, an amulet. Every base carries a signature stat of its own; the ladder of bases marches with your level, so a Leather Cap retires when the Kabuto shows up.

Item level is your level, give or take three. You cannot wear what is above you; it waits in the bag. Magic and better roll +N to a skill of your class; legendaries always do.

One unique per skill. A Pyre Wand is strong on its own; with Fire Bolt at rank 9 it fires three bolts in a spread. Sunstone makes Fire Ball leave burning ground. The rest empower their skill outright.

Boons

Three cards. Every run level. Gone at the end.

A run level lands every minute or so and deals three cards. Pick one. They stack for twelve minutes and vanish with the run, so the same cat plays a different build every time, and a pro can reach the final boss on a fresh save through cards alone.

PyromancyLv 1

+25% fire damage

Magic
EchoLv 1

15% chance to cast skills twice

Rare
Soul DrinkerLv 1

Heal 2 HP per kill

Legendary

Odds: magic one in three, rare one in ten, legendary one in a hundred, and luck multiplies everything above common, up to three times over. Second Chance ranks from the shop reroll a hand for free; after that it costs run coins.

Commit. Pyromancy pays more than plain Damage at the same rarity: the game rewards a cat that picks a tree and stays in it. Skill cards raise a skill past its permanent rank for the run.

The eight uniques one in two thousand per card, each once per run

Dying

You will die. That is the loop.

Catacrawl is a roguelike the way the survivors-likes are: a run is short, the horde always wins eventually, and what you carry out of a death is the point. Nothing about a lost run is wasted.

What death keeps

Your character's levels and skill points. Every item you picked up. Half the coins. The map knowledge, the boss's tells, the build you now know works. A fresh cat and a level-30 cat walk into the same forest. One of them has a hotbar.

What death costs

The run's boons: twelve minutes of cards, gone. The other half of the coins. And the clear: the final boss only counts if you kill it before it enrages, so a cat that dies at 12:20 was one skill short, not one run short.

The promise

Three stages, three difficulties, unlocked in order. The ladder is tuned so that no three runs in a row go by without something new (a level, a rarity you have not seen, a boss you finally met), and so that Hell takes many more deaths than Normal. Dying more is not falling behind; it is the pace.

NormalThe baseline. Beat a stage here to unlock the next one and its Nightmare.
NightmareEvery monster attacks with an element and resists one. Elites everywhere.
HellHalf your armour, your resistances stripped, one monster in ten immune to something.

The Fairy Forest: toadstools, pixies, bog toads, thorn boars · The Desert: sand vipers, wasps, scorpions, jackal packs · The Abyss: household horrors: robo-vacs, spray bottles, a haunted vacuum.

Two bosses per stage

Unique bosses.

Every attack is telegraphed. The second one of each pair is the level.

The Bramblehorn, a bark-hided stag-bear with bramble antlers
The BramblehornForest · 6:00 · thorn charge, root snare
Queen Thistlewing, a moth-winged fae sovereign
Queen ThistlewingForest · final · spore bloom, faerie swarm
The Dune Maw, an armoured antlion
The Dune MawDesert · 6:00 · sand dive, mandible crush
The Scarab Sovereign, a golden sun-scarab
The Scarab SovereignDesert · final · sun hurl, solar flare
The Vampire Jester
The Vampire JesterAbyss · final · void rifts, lunge
The All-Seer, a many-eyed horror
The All-SeerAbyss · final · laser nova with gaps to stand in

Public leaderboards

Your clears are public.

Two boards, straight from the game. Fastest clears per rung: the run clock when the final boss dies. It spawns at 12:30, so nothing under that exists. The ladder: the highest rung you have cleared, ties by your time on it. One row per player and rung; your best stands, your name is yours to change, and nobody has to make an account. A daily seeded run is next.

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Times come from the game itself: a win posts your clear if you turned the leaderboard on (Settings › Privacy). Change your name in the game's Leaderboard screen; your rows follow.

Where this is going

Built in the open.

The playtest build is the game as it stands today. The rest is the order it will happen in. Say what should move up.

In the build

  • Three stages, nine rungs, two bosses each
  • Three cats, nine skill trees with synergies
  • Six quest kinds, shrines, vaults, runestones
  • Loot with affixes and uniques, 32 achievement tracks
  • Public leaderboards
  • Synthesized soundtrack, one loop per stage
  • Windows, macOS, Linux builds

On the bench

  • Gamepad and Steam Deck controls
  • Daily seeded run with its own board
  • Desert and Abyss trap sets
  • Steam achievements and cloud saves
  • Balance from playtest telemetry, rung by rung

On the horizon

  • Four more cats: Necromancer, Crusader, Druid, Assassin
  • Endless rungs past Hell, one new rule each
  • Phones and tablets, one thumb
  • A fourth stage