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Mapping The Catacombs is a ridiculously charming 16 page solo rpg about a party of adventurers scrounging around where all the bones are.

It's got abundant and whimsical black-and-white art, an easy-to-read font, and solid mechanics. It's also maybe a bit dire, and there's genuine tension, and your adventurers can die.

Mechanics-wise, Catacombs is sort of like a cross between Did You Say Street Magic and Four Against Darkness, by way of Darkest Dungeon. You generate the catacombs as you explore it, but at the same time you're managing a group of adventurers and trying to get them to treasure and then back topside safely.

I didn't feel like I completely understood everything the game was trying to explain, and some information was in odd places (not all character class information is with the character classes, for example,) but the overall thrust of the game is communicated clearly and is pretty easy to follow.

I think if you like neat, immersive solo adventures and you don't mind houseruling on the fly, Mapping The Catacombs is a strong pickup and worth looking into.

Minor Issues:

-Page 3, Attack & Defend, if a creature has 7 HP, do you roll 2d6 and add them, or do you need to roll 6s on both dice, or how does that work?

-Page 4, Example, you roll for each party member to attack. Does that mean you can roll and then deal 1 damage per party member, or that all party members are considered to attack as part of the point man's action, or something else?

-Page 4, Thurible, 3rd para, "characters fear" character's

-I couldn't find anywhere that explained lanterns or torches

-Page 8, Cultists, their point-man effect gives Blacksmith and Brute bonuses on defense rolls. Where are defense rolls explained? I thought you just rolled against current HP to hit?

-Page 10, 8, how does Fear work?

-Page 10, 8, how does Sanity work?

-Page 11, 2, how does fuel work?