
Catacombs 1: Demon War is the first of a 3-chapter RPG/Adventure that puts you into the shoes of a brave young hero, building your strength to face long-buried secrets, deception and betrayal.
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About
You have lived in the village of Glendoe your entire life. Little did you know there were evil forces at work that have cursed your family for generations, and now after your father's passing, you must discover the dark past of your home and defeat the corruption that threatens everything you hold dear.
Catacombs 1: Demon War is the first of a 3-chapter odyssey that puts you into the shoes of a brave young hero, building your strength to face long-buried secrets, deception and betrayal.
High-res 720p (1280x720) graphics, maps, monsters and backgrounds, and customizable options menu includes lots of font and window graphic choices along with easy mouse or keyboard controls, so you can play the way you like.
Stirring high-quality original orchestral music score and sound effects throughout the game.
Over 300 different weapons, armor and items to find, with over 160 prefixes and suffixes for each, making for hundreds of thousands of possible combinations.
Loot, gameflow and encounters are randomized each and every game for strong replayability. Customize your character with a point-based system. Build the character you want!
Novel-quality writing and professional voice acting to draw you into the story.
Easy to learn, slick combat interface gives you lots of options yet isn't overwhelming.
Over 35 quests to complete, companions to find and join your quest, and over 60 different monsters to fight keep things varied.
Explore the world of Catacombs in this thrilling RPG/Adventure game today!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 37 reviews with recorded playtime.
Reviews
This is an interesting game. Or at least, the beginning of an interesting game. The first of three chapters of a larger story, Catacombs 1 has different graphics than most RPGMaker games. Or maybe I'm just not used to something other than 8 or 16-bit figures... anyway, the game seems simple enough, and the plot is at least engaging in the beginning.
RPG Maker strikes again! Catacombs 1: Demon War is one of hundreds of low effort retro-pixel RPG Maker asset/construction kit flips spamming the Steam catalog, made with the RPG Maker video game construction kit... in their own words, "Our easy to use tools are simple enough for a child." Like all RPG Maker "games", this is essentially a bunch of low quality/canned assets from RPG Maker and various character creator kits, coupled with a cringeworthy high school anime club fan fiction. As with all RPG Maker games, the poor quality engine displays badly in fullscreen and doesn't have full HD support or any graphics tweaking options, making this unacceptable for any dedicated modern PC gamer. The point can be made that the intention of RPG Maker is to make demos and small games to pass around friends, and shouldn't be used for "professional" game development. This time Andorlea/Warfare/SimProse/whatever other shell account this guy uses to try hide his identity has once more stamped out a painfully generic copy + paste RPG Maker asset flip. It's horribly basic, riddled with grammatical and spelling errors, full of stock copy + pasted RPG Maker assets... no real game development has taken place here, this is just a cash grab, it's shovelware polluting Steam for profit. This "developer" has dumped over 100 copy+pasted RPG Maker asset flips onto Steam, and keeps pumping out minimum viable product RPG Maker asset flips as rapidly as possible to try gouge gamers. OVER 100 RPG MAKER ASSET FLIPS. We must ask why this ongoing pollution has any serious value for gamers or the gaming industry. This kind of cash grab construction kit shovelware from bad actors like Andorlea gives amateur developers a bad name. This pollution takes marketing space away from genuine indie developers who are doing the right thing, and making real games instead of copying+pasting premade assets in a children's video game construction kit. It makes it harder for gamers to find genuinely made games. This pollution is harmful to Steam, to gamers and the gaming industry. Like most RPG Maker shovelware and asset flips, the game features extremely low quality copy + pasted 2D retro pixel art, looks awful, and has even worse gameplay. RPG Maker is an absolutely terrible construction kit, and never results in games of any reasonable quality or value to gamers. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was only 5 players. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 100,000 games for gamers to choose from, the overwhelming lack of interest in this low quality game is to be expected. So, should you buy this game? Is this one of the best of the 100,000+ games on Steam? Catacombs 1: Demon War is relatively cheap at $2 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. Gamers who want a good retro JRPG experience would be better off playing the originals, like Final Fantasy, Star Ocean or Chrono Trigger. This is also competing with over 11,000 free games available on Steam, many of them far better than this paid product.
SO MANY BUG WTF UR DAD DEAD ALWAYS ON SCREEN AND I CANT SEE THE NPC AND MAP ♥♥♥♥ U
많이 플레이하지는 않았지만.. 그냥 개발자가 테스트 해보려고 만든 게임인 것 같은 퀄리티.. 차라리 RPG Maker 같은걸로 만든 게임이 훨씬 낫습니다. 이 돈으로 20년도 전에 나온 파이널 판타지 1,2를 하는게 더 나을수 있습니다. 파이널 판타지 10도 할인할때 5000원밖에 안합니다.
Catacombs 1: Demon War, developed by SimProse Studios and published by SA Industry, is an unapologetically old-school role-playing game that leans hard into the traditions of classic dungeon crawlers and early computer RPGs. As the opening chapter of a planned trilogy, it sets out to establish a familiar fantasy world rooted in personal loss, creeping evil, and methodical exploration rather than spectacle. From the start, the game makes it clear that it values systems, persistence, and player patience over modern convenience, positioning itself squarely toward fans of retro-inspired design. The story follows a young protagonist from the quiet village of Glendoe whose life is upended by tragedy and the resurfacing of ancient demonic forces beneath the land. Rather than delivering its narrative through cinematic cutscenes or heavy dialogue, Catacombs 1 unfolds its tale slowly through quests, exploration, and environmental context. Much of the early game is grounded in modest objectives—clearing cellars, investigating disturbances, and building basic combat competence—which helps reinforce the sense of starting as an ordinary individual rather than a destined hero. This restrained narrative approach fits the game’s tone, even if it may feel understated or overly familiar to players expecting a more dramatic or original storyline. Gameplay is built around traditional dungeon-crawling mechanics, combining exploration with turn-based combat that emphasizes preparation and resource management. Movement and interaction are deliberately paced, evoking older PC RPGs where careful positioning and planning mattered more than reflexes. Combat encounters rely on dice-like randomness, equipment stats, and character attributes, which can make victories feel earned but also occasionally subject to luck. This design choice reinforces the tabletop influence behind the game, offering unpredictability that can heighten tension while also leading to uneven difficulty spikes. One of the most prominent systems in Catacombs 1 is its loot and character customization. The game features a large pool of weapons, armor, and items, many of which are procedurally generated with randomized modifiers. This creates a steady sense of discovery, as even familiar encounters can yield gear that meaningfully alters your character’s effectiveness. Character progression allows players to shape their build through stat allocation and equipment choices, encouraging experimentation across multiple playthroughs. While this depth adds replay value, it also places a heavier cognitive load on players, particularly those less familiar with stat-driven RPG systems. The game’s use of randomization extends beyond loot into enemy encounters and dungeon layouts, contributing to its replayability but also to its rougher edges. Some runs may feel balanced and rewarding, while others can become punishing due to unfavorable enemy placement or poor item drops. This variability is part of the game’s identity, echoing the unpredictability of early RPGs, but it can be frustrating for players who prefer carefully tuned difficulty curves. Combined with the absence of frequent auto-saving, mistakes or unlucky encounters can result in significant progress loss, reinforcing the game’s demand for caution and foresight. Visually, Catacombs 1 adopts a functional, retro-styled presentation that prioritizes clarity over flourish. Environments, character sprites, and interface elements are serviceable rather than striking, clearly reflecting the game’s indie origins. While the visuals may feel dated even by indie standards, they effectively communicate dungeon layouts and combat states without unnecessary distraction. The soundtrack and sound effects help establish atmosphere, using subdued fantasy themes to support exploration and combat, though they rarely take center stage or leave a lasting impression. Technically and ergonomically, the game shows its age and budget limitations. Interface navigation and movement can feel clunky, and pathfinding or collision issues occasionally interrupt the flow of gameplay. These quirks can make the experience feel less smooth than modern RPGs, requiring players to adjust expectations and tolerate some friction. For enthusiasts of classic design, these imperfections may be seen as part of the charm; for others, they can become barriers to immersion and enjoyment. Overall, Catacombs 1: Demon War is a sincere homage to classic RPG design that succeeds more through ambition and system depth than polish. It offers a slow-burn experience defined by dungeon exploration, loot hunting, and incremental character growth, wrapped in a familiar but serviceable fantasy narrative. While its dated mechanics, technical roughness, and reliance on randomness limit its broader appeal, it provides a rewarding experience for players who appreciate retro sensibilities and are willing to invest time and patience. As the first chapter in a larger saga, it lays a foundation that may feel modest on its own, but it captures the spirit of old-school role-playing with earnest dedication. Rating: 5/10
就是个超级简陋,莫名其妙的辣鸡骗钱游戏
At the right price the game is alright... Retro graphics and animations with a decent chapter 1 story. I may see where this leads (for the right price)
I think I picked this up for less then $2.00. Its short but keeps your interest and will watch for the sequel to it. Lots of items.
(tl;dr at the end) [h1]General - Story[/h1] This game is a ticket to a one-way boulevard of high fantasy and questing. You take the role of a young man, whose father died. You need to get into the catacombs and solve a big mystery surrounding evil and demonic forces. [h1]Writing[/h1] The writing is presented beautifully with pictures whenever you are going into a new "chapter" of the story and the text is voiced nicely. Everything you do in this game, will be nicely described, giving more information and feelings. [h1]Gameplay[/h1] The turned-based battle system of the game is different than others. You have your attacks, special attacks and spells. However, some may cost HP, some MP and some both! So take your time to become familiar with your attacks before trying to spam anything. The equipment durability system is solid and fair, too. After level-up, you get 4 points to spend to stats you choose. Customizing your character whichever way you want is very practical and nice. I usually put points in Strike, HP and Mag.Resistance, it works charms! Each room has many characters, quests and stories for you. Loot is randomized, so you always have something new to try out. Battles, mini-bosses and regular bosses are there, too! [h1]Graphics[/h1] Alright, this is something that is quite different than other rpgmaker games; all maps are custom pictures "masking" the map. What's the difference? High quality, non-tiled, non-rectangular, atmospheric maps! I really liked the pictures of the narrating text and the battlebacks. They helped building a dark and ominous atmosphere with each step. Tl;dr: All in all, a solid and very atmospheric role-playing game that will have you playing it for at least 2 hours and leaving you wanting for more! Cheers for the next game.
The fact that loot and encounters are randomized every game gives it tremendous replay value—no two playthroughs feel the same. Combat is slick and easy to pick up but offers plenty of tactical options to keep it interesting.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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