CATACRAWL Wishlist on Steam

The game

A run is ten to fourteen minutes. You walk, the horde comes, and everything you pick up in between decides whether the boss at 10:00 is a fight or a formality. Here is all of it: how you move and aim, the five things a map asks of you, what drops and what it rolls, the cards the level-ups deal, the fifteen rungs of the ladder and the eleven bosses at the end of them.

Controls

Play with a mouse, a pad, or one hand on the keys.

Three attack modes on one key. Pick how much aiming you want to do, and change your mind mid-run.

Manual

You aim, you fire.

Nothing casts until you press it, and every shot goes where the cursor points. The action-RPG way: your hotbar, your timing, your aim on the boss.

Auto + manual aim

It fires, you aim.

Every skill fires the moment it is ready, at the point you are pointing at. You steer the damage; the game handles the trigger finger.

Auto

Just walk.

The hotbar fires itself at the nearest monster, the boss first. Both hands stay on the movement keys. Survivors pacing, with skills you chose and a build you built.

Quests

Nothing on this map is scenery.

Every quest is hidden until you walk into it. Each one pays in cards, coins and loot — and each one you fail costs ten percent of your damage for the rest of the run.

Hold the zone

Stand in it and packs march in formation, elite-led, the last one biggest. Step out for three seconds and it is lost.

Siege

Three waves from every side, then the Siege Lord: twice the size, and a war horn that puts the survivors back on their feet.

Escort

A survivor follows you to the campfire. Every nova, beam and pool that can hit you can hit them.

Hold the pass

A palisade across a real cut in the rock, a shrine behind it, forty seconds of walkers — and they come from behind it too. Ten get through and it falls.

Dark ritual

Five totems around an altar that summons something every two seconds. Break them all before the fuse, or meet what it was making.

Bounty

A WANTED elite that bolts the moment it sees you and keeps running. Sixty seconds, and its purse is enormous.

The Collector

Find five of something the stall by the camp wants. No clock, no fail state — and three run levels the moment you bring them back.

MORE SOONMore quest kinds are on the way.

Also out there: shrines, keys and hidden vaults, runestones that wake at a touch, exp tornados, bat swarms — and, once all four zones are yours, the master zone: the Warden's three trials, ending with your own shadow, for a guaranteed legendary.

Loot

One drop a minute. Luck decides what.

Drops are on a clock, not a per-kill lottery: one a minute, twice as often while you are still small. Luck barely moves how many. It moves how good.

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. Every base carries a signature stat of its own, and the ladder of bases marches with your level — the Leather Cap retires the day the Kabuto shows up.

Item level is your level. Nine drops in ten you can wear now; the tenth waits in the bag for you. Magic and better roll +N to a skill; legendaries always do.

One unique per skill. The Pyre Wand is strong on its own — and with Fire Bolt maxed it fires three bolts in a spread. Max the skill, then find the item that rewrites it.

Boons

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

A run level deals three cards. Pick one. They stack for the whole run and vanish with it — so the same cat plays a different build every time, and a good one 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. Reroll a hand, banish a card for the whole run, or skip it for coins.

Commit. Pyromancy pays more than plain Damage at the same rarity. The game rewards a cat that picks a lane and stays in it.

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

Dying

You will die. That is the loop.

A run is short, the horde wins eventually, and what you carry out of a death is the whole point. No lost run is a wasted one.

What death keeps

Levels, skill points, every item you picked up, half the coins — and the boss's tells. A fresh cat and a level-30 cat walk into the same forest. One of them has a hotbar.

What death costs

A run’s worth of cards, gone. The other half of the coins. And the clear — a cat that dies at 12:20 was one skill short, not one run short.

The promise

Stages and difficulties, unlocked in order and tuned so that no three runs go by without something new — a level, a rarity you have not seen, a boss you finally met. 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, resists one, and carries half again its health. Elites everywhere.
HellHalf your armour, your resistances stripped, one monster in ten immune to something — and potions drop half as often.

What hunts you, stage by stageThe Fairy Forest: toadstools, pixies, bog toads, thorn boars · The Desert: sand vipers, wasp swarms, scorpions, jackal packs, tumbleweeds, vultures, dust devils · The Abyss: household horrors: live wires, spray bottles, a haunted vacuum · The White Cube: the art itself: paint stains, marble busts, a melting clock, pop-art, origami · The Feed: trolls, followers, spam bots, captcha golems, the Notification.

Bosses

Epic boss fights. Every attack telegraphed.

You will still get hit. The second of each pair is the stage’s whole exam.

The Bramblehorn, a bark-hided stag-bear with bramble antlers
The BramblehornForest · 5:00 · 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 · 5:00 · sand dive, mandible crush
The Scarab Sovereign, a golden sun-scarab
The Scarab SovereignDesert · final · sun hurl, solar flare, sun dive
The Abyssal Maw, a hulking horned beast
The Abyssal MawAbyss · 5:00 · chained charges, devour
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
The Curator, a silver-haired gallerist in a white suit carrying a gilt frame
The CuratorWhite Cube · 5:00 · frame toss, velvet line
The Discobolus, a cracked marble discus thrower with gold veins
The DiscobolusWhite Cube · final · discus, marble rain, gallery lights
The CopycatThe Feed · 5:00 · it wears YOUR sprite: echo, doppelganger, ctrl+v
The Influencer, a streamer with a selfie stick and a ring light
The InfluencerThe Feed · final · selfie stick, flash, live stream