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Catacomb Rogue Clawsaders

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Catacomb Rogue Clawsaders screenshot 1
Catacomb Rogue Clawsaders trailerWatch trailer on Steam ↗

Catacomb Rogue Clawsaders

Rodrigo Carvalho, Susi Viana · Published by Bits 'n' Bite, did.lu incubator

Positive — 88% positive (17 reviews) · 56 achievements

Last updated 27 Sept 2026

Welcome to Catacomb Rogue Clawsaders, a roguelite deckbuilding game where you'll navigate corridors while collecting a variety of cards that will help you strengthen your hold against your enemies and complete your objective outside the catacombs!

DJCTQ 6Full Controller Support

£1.69

Lowest price we've ever recorded

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Price history

3 Sept 2026Lowest: £1.69 · Highest: £1.698 Oct 2026

Indie · 2024 · More under £5 games

Navigate treacherous catacombs, collecting cards to outsmart foes in this indie roguelite experience. Developed by Rodrigo Carvalho and Susi Viana, Catacomb Rogue Clawsaders launches in 2024.

About this game

Make your Build

Start by choosing your character! We have some of the cutest and fiercest cats at your disposal. Each one has its own unique bonus, so choose wisely! After that, you'll need to equip your magic staff and accessory; they all have unique abilities, so you can mix and match to create unique combinations! If you like something, you can upgrade it to its full potential.

Choose your Cards

After defeating a wave of enemies, you'll choose a card from a deck to upgrade your cat or staff, which will help you on your journey out of the catacombs.

Defeat Bosses on Each Floor

When you reach the end of the floor, you'll face the boss, which will be randomly selected from three existing bosses, each with their own unique skills. Make no mistake, the same boss on higher floors also means more danger, even with the same attacks.

In-Game Content

  • 9 Cats, each with a different playstyle;

  • 9 Staffs, each with a different power;

  • 9 Accessories, with different effects;

  • Upgrade system;

  • 3 Floor Bosses;

  • 1 Final Boss;

  • Codex with the number of enemies defeated, bosses, weapon usage information, and number of cards collected;

  • 1 Friendly Rat;

If it caught your eye, don't forget to add it to your wish list!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10
  • Processor: 2.4 Ghz
  • Memory: 4 GB RAM
  • Storage: 500 MB available space

Supported Languages

English, Portuguese - Brazil

Latest news

  • Patch NotesOfficial

    Hotfix 1.0.1

    I noticed in the final version that Coffin's health was too high, so I decided to tweak his health pool. I discovered he was being spawned FIVE TIMES instead of just once, which could be causing him to have 5x more health than normal. But just in case, in addition to fixing this issue, I reduced the maximum health of all bosses in case the values ​​were actually higher than I expected.Resume:Bug that made the Coffin spawn 5 times, each one on top of the old layer;Health of all bosses reduced;Lógica das abelhas revisado novamente sobre a prioridade nas bossfights;That's it for now.Have a good game!
    Read full article on Community Announcements (^15 Lone)
  • AnnouncementsOfficial

    Version 1.0

    This version represents a polished and improved iteration of what I had originally proposed at the beginning of Early Access, and it can now be enjoyed with the fewest bugs possible. There may be a translation error or visual bug here and there that I missed, but nothing that compromises functionality.As far as I could manage, I tried my best to add all the new features to old saves, but I can't guarantee full compatibility of this update with a pre-1.0 save. All my tests were based on saves created from scratch with these new additions and changes, so I ask that for an IDEAL experience, create a new save.Without further ado, here's the list of changes included in this update:List of new features:Final boss now available at wave 100 (door locked until a certain progress is reached)4 Mission system with a narrative proposalNew feature added after completing the game's missionsRiggs (the rat) will have an exclamation mark when you need to talk to himThe paper sheet now displays your current objective5 new achievementsImpact effects for better combat feedback (when receiving or dealing damage)Enemies now show the last damage taken when defeatedEnemies defeated during a boss fight restore a % of the player's maximum manaInteraction buttons appear when near something interactableA new parallax layer addedVisually, floor progression is now more noticeable based on the intensity of each floor's colorList of changes:Store prices (characters, weapons, and accessories)Most cloned staffs now deal half the damage of the originalAll card values reviewedSlight change to spawn timing (progressive)Catfield now receives a percentage of health and mana from pizzas instead of a fixed valueCatfield Pizza meter now increases only on hit (previously on hit and enemy kills)Mana-giving accessories now behave according to PatchGame pause moments were restricted in places where it could lead to bugs/inconsistenciesIn-game background reviewedAdjusted spawn interval for ground enemiesAmount of...
    Read full article on Community Announcements (^15 Lone)
  • AnnouncementsOfficial

    I remembered my password

    Jokes aside, I’m here with this announcement, after a loong time without any updates, to inform you that the update I’ve been working on for the past few months is now in the final stages. Since this is a significant update, as it will be the one that takes the game out of early access, I’m making sure there are as few issues as possible. If needed, small updates will be made to address any potential issues. I should highlight that I do everything myself, so the implementation and testing, depending on the complexity of what I’m working on, might influence how long it will take to finish. Enough with the excuses, let’s get to the important stuff: Missions The game will now have a light narrative approach, with objectives that, once completed, will unlock new things (nothing too complex, but different). Balancing I’ve been pretty negligent with the game’s balancing because I was always focused on adding something new, and didn’t have time to properly address this. Balancing is a crucial stage, as it's where you define the game's difficulty curve. At launch, when I first released the game, players died extremely quickly because enemies spawned too fast and shot almost without delay, which made the game frustrating to deal with (not to mention other bugs that literally broke the game, causing players to lose their current progress). Since the launch, I’ve done numerous updates, each aiming to improve the difficulty and the sense of progression that items/cards bring to the player. Player feedback is essential at this stage, because if I mess up something and you feel I did, I’ll definitely re-evaluate the situation. Fixes Numerous bug fixes (both visual and code-related), involving both keyboard and controller. I will list each change individually in the update 1.0 post, as there are quite a lot. Deadlines I can’t give an exact date yet, as I’m reviewing every aspect of the game, but sometime in September seems like a good guess. Thanks for your patience.
    Read full article on Community Announcements (^15 Lone)
  • AnnouncementsOfficial

    Good News!

    It's been a while since I last updated, right? I’m posting here to inform you that the final stage of the game's development has returned to normal. I had to take a sudden break from development due to several issues, but they have been resolved. The next update will bring NUMEROUS bug fixes that unfortunately piled up all this time without a fix update, in addition to the short, yet dynamic, story mode where I try to cover as much as the game can offer up to this point. I don’t have a set date for the release of this update, but I’ll give you a brief summary of what it will include: - Missions for the game’s story; - Final Boss; - Various bug fixes; Maybe not along with this update, but I still owe more cards to expand the range of possible builds in the game. Most likely, I’ll release them with the final update of the game, which will be version 1.0. A DEMO is also being considered along with the end of early access, so those who have doubts about whether the game will appeal to them or not can test it for themselves.
    Read full article on Community Announcements (^15 Lone)
  • AnnouncementsOfficial

    Goals

    We reached the mark of 100 copies sold. Seriously, I didn't expect this number so soon and especially in early access. Thank you very much to everyone who gave the game a chance even though it still needs polish and content. Since the game's launch, significant improvements have been made to gameplay as well as more content and functions for things already included in the game, such as effects on accessories. But I know that I still have to say with conviction that the game is in the state I planned. This end of the year is a time of great content and polish for the game, but also many unforeseen events. It wasn't my intention, but the story update planned for this December will have to be postponed. Some things are beyond my reach, such as art. We had unforeseen events in this part and also due to the dialogue system and new questlines. Everything that has been worked on in the last few months has been new learning for me and it has been a great challenge to complete each stage, one step at a time. Each review, comment and new player is a wonderful achievement that I intend to repay with a game that is closest to everyone's liking. Without further ado, I would like to wish a belated Merry Christmas and a prosperous New Year to everyone.
    Read full article on Community Announcements (^15 Lone)

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