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Press Release

Catacombs was built as the final project for the Game Design course (CS 23) taught by Professor Wiser in spring semester 2022 at Tufts University.

Initial Ideas and Later Revisions

The initial idea for Catacombs was for it to be a horror-survival game where you tried to outrun and hide from a monster in a maze-like map of bookshelves. While the main concepts of stealth and being chased are still core mechanics of the game, there are many more exciting elements of mystery and exploration that were added as the game continued in its development. One such addition was the choice to craft a deep lore about the universe of our game through the use of in-game books and interactions with our bug NPC. Another addition was the inclusion of consumable noise-maker devices to lure the monster away, allowing players to make strategic decisions to outwit the monster. We also made the choice for each progressive level of Tisch to become more stylized in terms of the surrealist horror aspects that develop throughout the levels.

Gameplay

The player must search for lost journals that help to unravel a dark conspiracy that has been taking place deep under Tisch. They will journey through various rooms that begin as regular library floors of tisch, but progressively become more surreal as they get closer to finding the dark secrets that dwell below. The main foe faced by the player are the imposing 'guardians' who patrol the dark corridors of Tisch to prevent anyone from finding the truth below. If seen by a guardian, the only way for a player to survive is to quickly assess how they can escape or hide. These towering behemoths are slower than a player who sprints, but eventually the player will grow tired and will no longer be able to run. The guardians are persistent in their hunt, so the only way to survive is to find a safe place under a desk to cower until the guardians lose track and return to their patrol paths. In the later levels, players get the ability to use noise-maker devices to lure the guardians away, but beware, once the guardians see that they have been fooled, they will crush the speaker and continue the hunt.

Goal

What drives the player into the depths of Tisch is the intense desire to seek out truth. Where did the monsters come from? What are they protecting? What attrocities are being committed under the foundation of a building that should represent truth and light? And so against all odds, the player relentlessly delves deeper.

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