
Caterva
Crowd power meets permadeath in a scrappy one-dev roguelite: the more clone slaves you rescue, the deadlier you get, until one wrong corridor ends everything. Pure arcade compulsion on a shoestring budget.
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About Caterva
I want to be straight with you before anything else: Caterva is the kind of game that arrives quietly, made by one person working against the world (the developer's own words), with almost zero coverage and a single-digit review count. That context matters, because the idea underneath it is genuinely clever and deserves a fair read. The core loop is built around a power-scaling tension that twin-stick fans will recognise instantly. You start as a lone figure in a procedurally generated maze. As you push through corridors, you locate more clone slaves and absorb them into your crowd. Each clone carries its own weapon and fires independently, so a large group becomes a walking bullet storm in every direction at once. The catch, spelled out openly by the developer, is that more bodies also means a wider hitbox and a slower, more unwieldy mass to steer around tight corners. Growth is your greatest weapon and your most reliable way to die. That risk-reward tension is the best thing Caterva has going for it. Post-launch, the developer shipped an update that reshaped the experience in meaningful ways: a survival mode was cut for feeling out of place, a leaderboard tracking highest level reached and total play time was added, and the bomb item was removed after it proved unbalanced and hard to read visually. Infinite procedurally generated levels replaced the original mode structure. These are not the patch notes of someone who abandoned their game, they read like someone genuinely caring about whether the loop holds up over repeated runs. That counts for something. What you should temper expectations around: there is no meaningful critical coverage, almost no community discussion, and the visual and audio presentation are firmly in micro-budget territory. This is not a game you pick up for atmosphere or narrative. The sci-fi post-apocalyptic robot-strewn aesthetic is functional rather than atmospheric, and whether the soundscape does anything interesting for mood is genuinely unknown from the outside. The procedural maze generation feels competent rather than inspired, and runs can start to feel samey once the initial novelty of the crowd mechanic settles in. Controller support is present, which helps the twin-stick shooting feel properly physical. Who is this for. Arcade roguelite players who enjoy chasing leaderboard scores in short sessions, people who specifically want to support solo developers taking small mechanical swings, and anyone who finds the clone-crowd power fantasy genuinely appealing will get something real here. Anyone expecting production depth comparable to genre contemporaries should look elsewhere without guilt. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7, 8 or 10
- Memory
- 1024 MB RAM
- Storage
- 35 MB available space
- Graphics
- Nvidia GeForce GTX950 or higher
- Processor
- Intel Core i3 2.00 GHz or AMD equivalent
- Sound Card
- You can play it without a music card.
Recommended
- OS
- Windows 10
- Memory
- 2048 MB RAM
- Storage
- 35 MB available space
- Graphics
- Nvidia GeForce GTX970
- Processor
- Intel Core i5 3.00GHz or AMD equivalent
- Sound Card
- Have one is enough.
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Reviews & Ratings
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Game Info
- Developer
- Xido Studio
- Publisher
- Xido Studio
- Release Date
- Mar 31, 2022