

CATACOMB
bananadev. · November 11, 2025 · Horror, Atmospheric, Psychological Horror, Walking Simulator, Realistic
Buy CATACOMB from Steam at $2.99 — the cheapest of 1 store we compare.
Where to buy CATACOMB — official stores
CATACOMB price by region
CATACOMB costs $2.19 in Georgia (USD), £2.65 in the United Kingdom, $2.99 in the United States, €3.15 in Europe (EUR), CA$3.59 in Canada, A$4.25 in Australia, NZ$4.79 in New Zealand, R$11.99 in Brazil and zł12.49 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| $2.19 | $2.19 | — | 1 | |
| £2.65 | £2.65 | — | 1 | |
| $2.99 | $2.99 | — | 1 | |
| €3.15 | €3.15 | — | 1 | |
| CA$3.59 | CA$3.59 | — | 1 | |
| A$4.25 | A$4.25 | — | 1 | |
| NZ$4.79 | NZ$4.79 | — | 1 | |
| R$11.99 | R$11.99 | — | 1 | |
| zł12.49 | zł12.49 | — | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About CATACOMB
What are the Catacombs?
Under Paris exists kilometers of lost tunnels and rooms—where millions were buried. You are one of the many urban explorers who find themselves lost in this underground world. Can you find your way out alive while a sand monster hunts you down?GAMEPLAY
- Navigate claustrophobic tunnels, crypts and subway systems
- Solve occasional puzzles to get out
- Jumpscares
UNIQUE FEATURES
- Ray Traced Spatial audio
- Realistic body cam perspective
- The first horror game about the Paris Catacombs
CATACOMB — game info
- Platforms
- Windows, macOS, Linux / SteamOS
- Player modes
- Single-player
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
CATACOMB impresses players with its atmospheric detail, immersive body camera perspective, and puzzle-based exploration that keeps them engaged despite the game's maze-like structure and frequent scares. Players appreciate the thoughtful room-escape mechanics and the genuine sense of vulnerability the game creates, though the design deliberately prioritizes atmosphere and tension over action-based gameplay. The game appears well-suited for those seeking a focused, immersive horror experience, particularly fans of psychological tension and environmental storytelling.
Another w from Bananadev. The amount of detail in this game is actually insane. Every time I think I’ve seen it all, the game throws something new at me (usually a jumpscare that takes five years off my life, but it's okay). I’m currently on my fourth save because apparently I enjoy suffering. The little “tasks” you have to complete to escape certain rooms keep me on my toes and make me think, cause it took me a solid 10 minutes figuring out how to unlock the first room when it locked. The whole game is basically one giant maze, but I’m absolutely living for the chaos. 10/10 would get lost again, and sadly haven't found a rave in the catacombs yet.2 found this helpful
CATACOMB by bananadev. is a tightly focused indie horror experience that builds its identity around immersion, confinement, and a strong sense of vulnerability. Set within a maze-like network of underground tunnels inspired by real-world catacombs, the game places players in the role of an urban explorer who has ventured too deep and is now struggling to find a way out. The premise is intentionally simple, but it proves effective as a foundation for a tense, atmosphere-driven experience where survival hinges less on skill and more on awareness and composure. One of the most notable aspects of CATACOMB is its use of a body camera perspective. Instead of presenting a clean and stable first-person view, the game simulates the slightly distorted, limited framing of a wearable camera. This design choice does more than add visual flair; it fundamentally shapes how the player perceives the environment. The narrower field of vision, subtle motion sway, and imperfect clarity create a sense of realism that heightens tension. Movement feels more grounded and less controlled, reinforcing the idea that the player is not an all-powerful observer but a vulnerable individual navigating an unfamil…
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