A Creative Question
Around 2023, Amy's love of level editors and her experience making Team Fortress 2 maps in Hammer began shaping a more approachable way to build 3D levels.
The first playable foundation is in place.
Now Cardboard Catacombs keeps growing.
The project has grown through experimentation, feedback and increasingly ambitious systems.
Around 2023, Amy's love of level editors and her experience making Team Fortress 2 maps in Hammer began shaping a more approachable way to build 3D levels.
While still learning Unity, Amy created an early Project Blueprint prototype for a college competition with support from an approximately €800 development budget. The rough but playable build helped validate the central idea.
College work, personal projects and smaller VR experiments broadened Amy's development experience before she returned to the concept.
Project Blueprint returned through Game Lab with a stronger player-facing editor focused on making complex 3D spaces emerge from simple actions.
The project evolved into today's action-adventure framework, adding combat, responsive enemies, connected objects and a clear treasure-chest objective around the creation tools.
Cardboard Catacombs grew by bringing three key parts together.
Built by Amelia April Joy HantkeThese ideas are planned for future development and are not finished features yet.
Make Build Mode easier to understand before inviting more people to test it.
Watch new players build levels, then see whether other people understand and enjoy playing them.
Add new ways to move, hazards, interactive objects, goals, enemy behaviors and enemy types.
Make sure bigger, busier player-made worlds continue to run smoothly.
Build a level, jump in and play at gamescom 2026.
Watching new players create and play will help shape the next stage of development on the road to a public release.