SuDDeN Interactive

Handmade retro games

Flagship

CATABASIS cover art

CATABASIS

THE DESCENT  ·  ka‑TAB‑a‑sis  ·  first‑person survival horror

You went in through a wall that wasn't there. The rooms are yellow, the hum never stops, and the way out is down. Nine floors down there is an ending. After that the floors keep coming.

Three things live down here, and each one is a different problem. The Wanderer patrols the halls and listens; if it sees you the static crawls into your ears, and it is faster the deeper you go. The Still One has one red eye and has never once been observed moving — staring at it wears your mind down, and looking away is worse. From Level 7 there is the Draft, which you will never see. You hear it, and you watch the furniture shake as it passes.

Almond water steadies you. Notes left by the ones who came before explain more than you wanted to know.

  • A complete game, not a vertical slice — nine hand-tuned floors, a real ending, then an endless descent that keeps score down to Level 999999.
  • Three entities, three different rules: one hunts what it hears, one must not be looked at, one is never seen at all.
  • Six authored anomaly rooms interrupt the procedural floors. An archive that lists your name, a meeting whose chairs face you, a room you have already been in, and three more.
  • Optional stairways down into a service stair, a flooded landing or an impossible flight. Come back up and the floor is exactly as you left it.
  • Sanity that warps the walls, the sound, and eventually what you can trust on screen.
  • Notes that add up. Four three-part stories left by the ones who came before, plus six pieces of physical evidence, all rereadable from the Descent Archive.
  • Furniture placed by its surroundings — cabinets against walls, chairs in the open — each with its own search odds, and searched furniture stays visibly disturbed.
  • Level passwords the card holds still and waits for you to write down, exactly like the cartridge era meant it. A code now rebuilds the same floor, not just the same depth.
  • Saves that survive a bad shutdown: a two-slot checksummed journal that falls back to the last good slot if a write is interrupted.
  • Written in C from scratch — a software raycaster in 16.16 fixed point pushing 240×160 at 8 bits per pixel. No engine underneath it.
  • No ads, no tracking, no internet permission. It runs on a plane, on a bus, on a cartridge.

$1.99, once, wherever you buy it. The whole descent, no unlocks and no second currency. There is a free demo if you want to try it first.

Same build, same price, either store. The demo is the first three floors and stops on a stairwell; it shares no save with the full game. On itch the cartridge ROM, the demo and the instruction booklet are free downloads — the $1.99 there is the Android port.

What it looks like

The lobby, LV0. That green tear ahead is the way down.
LV6. The Still One, one red eye, and it has never once been observed moving.
Sanity in the red: the walls go with it, and the Wanderer is closing.
A stairway on LV3. Optional, and it gives your floor back exactly as you left it.
THE REPETITION — one of six authored anomaly rooms that interrupt the procedural floors.
ALL LIGHTS ON. Every fixture is lit, which means so are you.
THE MEETING. The chairs face you. Furniture can be searched, and stays visibly disturbed.
Level 9, and the walls have gone red. Almond water is the only thing that steadies you.

Captured at the game's native 240×160 and scaled by whole pixels. Nothing here is a mockup.

Thirty seconds

CATABASIS — still from the trailer

Thirty seconds of the game's own footage and its own sound. Nothing is requested from YouTube until you press play.

Where it runs

PlatformWhat you getStatus
Handheld cartridge A 256 KB ROM that boots on real hardware or any accurate emulator. Bare‑metal ARM — no libraries, hot render code in fast RAM. Free on itch.io. Out now
Android On Google Play. Floating thumbstick on the left, swipe to turn on the right, Bluetooth controllers supported. Saves survive updates. Out now
Desktop The same C behind an SDL2 shim — Windows, Linux, Steam Deck. Keyboard or gamepad. In the works

The cartridge and Android builds are finished, tested on real hardware, and on sale right now. The desktop build runs; what it is waiting on is store paperwork, and that is all the “in the works” above ever means.

The studio

SuDDeN Interactive is a one-desk studio that builds small games the hard way: custom C engines, fixed-point math, palettes counted in bytes, and hardware old enough to have opinions.

The constraint is the point. A 240×160 screen and 8 bits of colour force every decision to be about the game instead of the pipeline — and what comes out the other end starts instantly, runs offline forever, and fits on a cartridge.

Nothing we ship phones home. No analytics, no ad SDK, no account, no internet permission at all. This website has no trackers and sets no cookies either — it is one file with its pictures baked in. The only thing it ever asks another server for is the trailer, and only if you press play.

Everything on this page was made in house: the engine, the art, the sound, the type you are looking at. The wordmark above is drawn with the same 8×8 font the game uses on screen.