CATACRAWL Wishlist on Steam

Steam · Windows, macOS, Linux · phones to follow

CATACRAWL

Three cats. Nine skill trees. A horde that never stops. Ten to fourteen minutes, two bosses, and whatever you carry out.

Coming soon to Steam · wishlists are open · Early Access costs less - the price rises as new stages and cats arrive

Trailer

Sixty seconds of horde.

The world

Everything that ever chased a cat (or you) lives here.

Every stage is its own world — own floor, own roster, own traps, own music, own bosses — and each is a full step harder than the last. Early Access opens with the first three: the Fairy Forest, the Desert and the Abyss. The White Cube and The Feed are built and in the polish shop.

IN EARLY ACCESS The Fairy Forest at night: the ranger cat and a horde of toadstools and pixies under the trees
The Fairy ForestFireflies, moonlight, and a toadstool that bursts into a spore trip that bends the screen. Tongues reel you in. Roots hold you still. Pretty. Poisonous.
IN EARLY ACCESS The Desert: the barbarian cat swarmed at the supply depot by skeleton cats, vipers, scorpions and vultures
The DesertThe real enemies of cats. Vipers dive under the sand and erupt beneath you; jackals circle until one of them howls. Nothing here hunts alone.
IN EARLY ACCESS The Abyss: the ranger cat in a crowd of household horrors on cracked obsidian, glowing crystals around them
The AbyssWhat cats are actually afraid of. The vacuum hoovers up your coins and gives them back when it dies. The cucumber only moves when you look away. Balloons drift at where you are going, then pop.
IN DEVELOPMENT The White Cube: a gallery of benches, plinths and a velvet cordon, a crowd of marble busts and art critics closing in
The White CubeA museum after hours, and the art throws things. Paint runs down your screen. A bust throws its own head. Every DO NOT TOUCH sign is a dare, and the alarm brings guards.
IN DEVELOPMENT The Feed: raised glowing browser windows over a dark web floor, the Copycat wearing the hero's own sprite
The FeedThe internet, drawn mean. A comment section opens under your feet. An ad covers half your screen. Kill the streamer before the view counter hits a million.
MORE SOONMore stages are in the workshop — the ladder keeps growing.

The run

Ten 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.

0:00Out of the camp. Four zones to hold, quests in the dark, three vaults nobody has found.
5:00The first boss walks in from the tree line. Everything it does is telegraphed. You still get hit.
10:00The final boss. Kill it and the rung is yours, and your time goes on the board.
12:00It enrages. At 14:00 the dungeon overruns you. Nobody outlasts that.

Cats

Three cats. Nine trees. No two runs alike.

Each cat has 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 falcon circling overhead, thrown snares, arrows that fork lightning. Your first cat.

Sorceress

Fire · Cold · Lightning

Meteors, blizzards, chain lightning, a hydra left burning behind you. Fragile. Devastating.

Unlocks after 25 runs

Barbarian

Combat · Throwing · Warcries

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

Unlocks with any cat at level 25

Assassin

Coming soon

Martial arts and traps. Cat Scratch rakes three claws across the arc; Cat Bite freezes what it catches.

Necromancer

Coming soon

Summons and curses. A horde of your own, walking a step behind you.

Crusader

Coming soon

Auras and holy might. Everything near you fights harder, and so do you.

MORE SOONThe Druid is planned too — shapeshifting and storms.

More

Early Access roadmap

Built in the open.

This roadmap is kept up to date with every update, so it always shows where the game stands and what is being worked on. It has no dates beyond "next up", on purpose: shipping a thing beats promising a week for it.

Last updated 2026-10-08 · build 0.1.20-alpha · the same list is pinned on Steam

In the game now

  • Three stages — the Fairy Forest, the Desert and the Abyss, each with its own monsters, traps, quests, base camp and two bosses
  • Three cats — Ranger, Sorceress and Barbarian, with 91 skills across nine trees
  • Nine rungs to climb — every stage on Normal, Nightmare and Hell, plus five Curse ranks for anyone who wants it harder
  • Runs of ten to fourteen minutes: a boss at five, the final boss at ten
  • Loot with random affixes, unique items, boon cards on every level-up, and a coin shop that carries over between runs
  • Bosses that fight differently on Nightmare and Hell: one more attack each, and a last phase that starts early on Hell
  • One secret hidden on every stage
  • A dodge roll, a ten-lesson tutorial taught by a stray cat, and a test range to try a build
  • Achievements, Steam Cloud, a leaderboard for every stage and difficulty, Windows, macOS and Linux
  • Controller support (partial — naming a cat still needs a keyboard)

Next up

  • The first balance update from real runs — which rung is a wall, which skill tree falls behind, which boss ends too many runs. That can only be measured once more people are playing.
  • The first poll: which cat class comes next — the candidates go up here, you vote, the winner gets built.
  • Playing without a keyboard — an on-screen keyboard for naming a cat and proper Steam Input support, so a controller covers everything.

After that

  • The class you voted for — with three skill trees of its own
  • The White Cube — stage four, a museum where every monster is a different art movement. Its island is already on the stage select.
  • The Feed — stage five, the internet
  • A second possible final boss for the Forest and for the Desert, so the last fight of a run is not always the same one
  • More unique items, more boons that change how a build plays, more quest types

Still being worked out — tell us what you think

  • What comes after Hell — the ladder ends there today. The plan is a tier that keeps going, where every step adds one rule instead of one more multiplier.
  • The skill trees and the ladder — both will be reworked during Early Access, and how depends on what the runs show.

How you can steer this

  • Polls — before each major update the candidates — which class, which stage — go up as a poll, and the winner gets built.
  • Your runs — if you allow it (it is off until you say yes), the game sends the run itself: what you picked, what killed you, how far you got. Balance changes come from those numbers, and the patch notes say which.
  • The Discussions — they are read. When a change comes out of a thread, the patch notes say so.

Not promised here: A daily seeded run exists in the code and is switched off. It comes back when the leaderboards have enough players to make it worth a board of its own, and not before.

Catacrawl costs less during Early Access than it will at 1.0, and the price rises as the stages and classes arrive. Every step is announced before it happens, and everyone who buys during Early Access gets everything that follows at no extra cost.

Most of the pixel art was generated with PixelLab and corrected and animated by hand; nothing is generated while the game runs. Music and sound effects are synthesized in code.