
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.


Мы пришлём уведомление в колокольчик, как только скидка на игру достигнет выбранного порога
Сводные данные из открытых реестров Steam, Valve Steam Deck, ProtonDB, PCGamingWiki и IGDB.
| Язык | Интерфейс | Озвучка | Субтитры |
|---|---|---|---|
| Английский (English) |
Официальные минимальные и рекомендуемые конфигурации оборудования.
Прямая выгрузка самых полезных обзоров из открытого реестра Steam с подтвержденным наигранным временем.
Despite my (currently) low play time, rest assured I've put at least 30 hours into earlier kickstarter-exclusive builds. This a simply fantastic roguelike platformer. To me, it feels like a combination of Spelunky and Super Smash Bros in a fantasy environment.There are four big selling points I'll discuss below. TL;DR: Very fun, fluid movement, challenging skill based combat, incredible variety of organic environmental interactions, and all play styles are equally supported The thing that initially drew me to this game is the way the player moves throughout the environment. It's the smoothest system I've ever played with, and traversing the environment is not just a means to an end, it's a pleasure. The only gripe I have with it is there are occasionally environmental hazards you can't protect against, but they're few and far between. This game is extremely difficult, make no mistake.
HARDCORE DEATHS, WILL DIE HUNDREDS OF THOUSANDS OF TIMES. Hands down this is the best roguelike Ive played. Extremely polished for an ALPHA game and very, very addicting. I keep getting sucked back in for more death. While the updates may come slow, there is actual tons of things for you to play with, mix, discover, and most certainly be killed by. The Catacombs are a well meshed ecosystem of creatures, devices, and tools of survival. Utilizing all your cunning, skills, and the even the environment against your foes, maybe youll reach the ANTICROPOLIS! Now get in there and have fun dying.
This is a very fun game imo but don't believe the people saying the game is dead. The dev is working on the game and streams it on twitch and they take very long as he is the only one doing it.
A thing people always loved about those cranky old-school ROGUELIKES was the fact that the worlds they presented adhered to rules and could therefore "play on their own". A foe could find a flask of poison you dropped, try it and die. A monkey could steal a bomb from your backpack, run away and explode around the corner, taking an enemy with him. That kind of thing. The game that REALLY popularized this concept was SPELUNKY and, I'm sorry to say, it has also soured games for me since. Many games following SPELUNKY'S example misunderstood this concept and bludgeoned the player with sheer randomness: BROFORCE is the pinnacle of this sorry development. Not a fan. Anyways, CATACOMB KIDS gets it right. It gets it 100% right. Here's what happened today. I found a flask and ran into three Grumbuls. Even one of these dudes is a challenge - they fight smartly and chug potions to boost their skil
10 Years in early access. Very little progress. Dev comes back March 1st 2025 and drops a tiny update (to clear the Steam abandonment warning). Update literally says: He abandoned the game to work on UF0 50. He has formed a new company with a colleague. He is returning to abandoning CK so he can put out that new company's new product. Promises to come back and finish CK someday. DO NOT BUY>
I can't express how happy I am that this game has finally made it to steam. I missed the kickstarter so I have been twiddling my thumbs and biting my nails in anticitpation since the day I first saw gameplay. This game hits all the sweets spots when it comes to my criteria for rouge-likes. Lot's of random/procedural goodness, stats, classes, weapons, enemies, clever traps, etc. There is even a brilliant implimentation of some basic physics built into the game which you must strategize with and use to your advantage. The aspect that really makes Catacomb Kids stand out are the small details that add comlexity to such a simple platformer, for example, I discovered that when you are weilding a magic dagger of electricity, jumping into a pool of water will (for now obvious reasons) f***k you up. Another neat mechanic is your food pallet. Eating certain combinations of enemy corpses will have
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