Cardboard Catacombs

Your World. Your Adventure.

Build a world. Set up encounters. Connect doors, keys and switches. Then jump in and find out how your adventure plays.

The core idea

Making Level Design Fun & Accessible for Everyone

Cardboard Catacombs puts a 3D level builder inside an action-adventure game.

You don't need to code or learn complicated development tools. Floors, walls, enemies, objects and gameplay pieces give you everything you need to put a new level together.

When you're ready, leave Build Mode and enter Raid Mode. The world you made becomes an adventure you can explore and complete.

BuildRaidExploreFightInteractComplete
Build Mode

Your World. Your Layout. Your Rules.

Build Mode gives you everything you need to make a playable 3D world.

Draw floors across several levels, change their height, build rooms and move objects around your scene.

Place, rotate and edit one object or a whole group. You can also save, load, undo and redo as you work.

Everything you place becomes part of the adventure you can step into later.

Build Mode demonstrationScreenshot, GIF or video placement
Raid Mode

Enter What You Created

Switch to Raid Mode and your creation becomes a live action-adventure level.

The rooms, enemies, objects and connections you set up in Build Mode all shape what happens when you play.

Fight with melee and ranged attacks, explore the world, use its objects and complete your objectives—or get defeated trying.

Build Mode defines the world.
Raid Mode brings it to life.

Combat

Fight Your Creation

You and your enemies can fight up close or at range, so every battle changes with the space you built.

Health, damage, attacks, projectiles and defeat form the base of combat, while smarter enemy behavior keeps each encounter moving.

Interactive Worlds

Build More Than Rooms

Connect objects to make puzzles and paths through your level—without writing scripts.

A key can open a chosen door or chest. Switches and pressure plates can trigger other objects. Items you can carry can become part of a puzzle.

Your choices can even change how enemies move. Open a locked door and they can spot the new route and use it.

Interactive systems demonstrationScreenshot, GIF or video placement
The Objective

Find the Treasure

Every adventure has one clear goal: find and open the treasure chest.

Reach the chest and you win the level. If you are defeated before you get there, the adventure ends in a loss.

Design Philosophy

Powerful Tools, No Scripting Required

You shouldn't need to program enemy AI, draw navigation paths or script every interaction just to make a fun level.

Place familiar gameplay pieces and connect them in ways that make sense. Cardboard Catacombs handles the complicated work behind the scenes.

You can focus on the best part: creating.