
Catacombs
The gate closed behind you. It won't open from this side.
A first-person psychological horror survival game set in a procedurally generated maze beneath Paris. Just the dark, the bones, and your own mind slowly coming apart. Find the green door before your light, your food, or your sanity runs out.
Two ways to go down:
Exploration: you, the dark, and the tunnels. Nothing hunts you.
Cataphiles: you are not alone. Hooded locals prowl the tunnels with headlamps and a speaker blasting techno. Stay out of their light, keep quiet, and don't get caught.
Features
* Flashlight and lantern: switch between a strong beam and a slow-burning oil flame
* Hunger, thirst, and a hidden sanity system that makes the tunnels lie to you
* No auto-map: draw your own, using chalk marks to reveal the real layout
* Your map is graded against the real catacombs when the run ends
* Crawlspaces, flooded passages, bone-lined ossuaries, and candlelit altars
* Kneel at an altar and let the candlelight steady your mind
* Cataphiles who watch, listen, and chase. Light and noise give you away, so crouch, go dark, and hide. Three strikes: they take half your supplies, then everything, then the run is over
* Smoke bombs thrown to cut off your escape
* Three save slots: save mid-run and pick up where you left off, with picked-up items staying gone
* A new tunnel layout every game
Controls
WASD move · Shift sprint · C crouch · Left click light on/off · Right click compass · F interact · X chalk mark · Tab notebook and backpack · E eat · G drop (in backpack) · Esc pause and save
Best with headphones. Browser version may load slowly while the catacombs are built.
Solo project. Feedback welcome.
| Updated | 3 days ago |
| Published | 5 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | AceXprt |
| Genre | Adventure, Survival |
| Made with | Unity |
| Tags | catacombs, maze, Procedural Generation, Psychological Horror, Survival Horror |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text Catacombs was made by one person using AI assistance.
What AI was used for
* Code: nearly all of the game's C# code was written with Claude (Anthropic), working from my design direction. That covers level generation, survival systems, saving and loading, the Cataphile AI, the menus, and the HUD.
* Design iteration: I played each build, described what felt wrong, and directed the changes. The game's concept, structure, tone, and feel are mine.
What AI was not used for
* No generative AI art. There are no AI-generated images, textures, or character art.
* No AI-generated music or voices. Every sound and music track, including the Cataphiles' techno, is synthesized by code at runtime from simple waveforms. No audio files or samples are included.
* Models and visuals are built in code from basic shapes and procedural materials. [Edit this line if you used any outside textures, models, or fonts.]
* Narration and in-game text lines were written with AI assistance and re |

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