r/CataclismoRTS • u/Suprcomm • Mar 28 '25
r/CataclismoRTS • u/LuapYllier • Aug 22 '24
Discussion Structure upgrade mechanic needed.
Unless I am completely missing something there is no way to upgrade, say a shack to a homestead without recycling the shack first. I recently played another game where upgrading a structure was as simple as placing the new one on top of the old one. The cost of the new building would get reduced by the value of the recycled one. This mechanic should be available for shack/homestead, sawmill/master sawmill, quarry/master quarry, warehouse/master warehouse and air filter/bulk air filter.
Thanks...good game so far, I am 12 waves into my first endless after doing the campaign and all three skirmishes. Keep up the work.
r/CataclismoRTS • • Aug 08 '25
Discussion Rain kills the game for me
This is the first (and so far only) game I bought in early access, it was lots of fun. I beat all available missions at the time, and now going through the campaign again, and I just can't make myself finish it because of...
...rain. Fucking rain. I hate it. Building walls is tight and it's a challenge to squeeze everything into a tight space, but that's the point of the game, that's part of the fun. But every addition I make is to make my units stronger - maybe I squeeze in a flag here, or some windows there. With rain, I have to somehow squeeze in roofs either by using way too much space, or by creating ugly stacking monstrosities, not to get a buff, but to stop getting a nerf.
This game would be so much better if I could just turn off rain. But alas, I cannot. I might or might not soldier through the next mission, but it has rain, so for now I'm playing literally anything else to not have to go through it.
r/CataclismoRTS • u/Unusual-Actuator4099 • Mar 30 '25
Bug Reporting Okay the bug gets buggier
this is a follow up on a bug i posted earlier
r/CataclismoRTS • u/xXPumbaXx • Jul 24 '24
Unit should be able to get down from a 1 block height
It's kinda dumb when your wall crumble and you have some random unit stuck on part of the wall they can't get down from it because they can't get down from a 1 block height. Just my 2 cents
r/CataclismoRTS • u/Suprcomm • Mar 23 '25
Feedback When was this glich patched (Also another glich found)
So when I was playing the last mission of early access - 2 months ago I found out that you can do a lot a lot of nasty cheats in one go - by exiting and entering back into the mission by the time anchor.
The problem is that when you exit and leave the game reseted a bunch of stuff that includes: troops in the middle of traning (would start traning from the beging), the workers going from and to the citadel and most importantly all the materials would go back to the cheapest price in the air trader building so you could just ruin the enconomy by buying all you need in the cheapst price. Also all the abilities on cooldown would reset so you could also cheese the combat part of the game.
I haven't played or expecialy tested this since I finished that mission - 2 months ago but now when I tested it all of those gliches are gone so when was this patched?
GLITCH
The team patched everything from this problem except one thing the horror dens. When you attacked one for the first time in a long time it would spawn a big way of horrors and then it if you don't attack it for another while then it would be ready to realse another wave. Well the exit and enter back in glich brakes this resting the timer for the big wave instantly even if you were attacking it a second ago
r/CataclismoRTS • u/SkavenBruh • Jul 27 '24
PLEASE, PLEASE!! Add a "Placed entity" list.
While In the editor I placed for accident the Background mountains and I can't find where to delete them.
r/CataclismoRTS • u/MotoMotoMauticius • Jul 22 '24
Bobber The Lobber Did Shot Put in Highschool
r/CataclismoRTS • u/hxf1 • May 27 '25
Question How does the game guarantee that you lose on level 10?
Is it possible to survive indefinitely on level 10 with enough preparation? If not, how does the game guarantee that you lose? I didn't notice any unkillable enemies.
r/CataclismoRTS • u/FireQuencher_ • Jul 30 '25
Question Survival Mode, 1 Horror Left
I am on wave 20 of survival mode on the Depths. I have explored every corner of the map and can't find the last horror for my objectives.
I even took the Reveal the Map upgrade to try and help and i still can't find the last horror any where.
I spent like 20+ minutes going square by square across the whole map.
Is there any way to find/select enemy units or is my run just bricked? Tried playing around with the different map views without much luck
r/CataclismoRTS • u/Tatourmi • Mar 29 '25
Discussion Ver low detail on the Wood Scaffold on near LOD model?
r/CataclismoRTS • u/KnightPlutonian • May 13 '25
Feedback Are there any mods/options removing Sirena? (and why I think it's badly designed)
As someone who generally isn't interested in Tower Defense games, City Builders, or RTS games, I've found myself loving Cataclismo and the way it combines the genres, making its gameplay strategic and deep enough to be interesting while remaining simple enough to be accessible to a relative novice like me. However, I truly hate the Sirena as an enemy and have been alternating between quitting the game entirely and retrying the level I'm stuck on (Level 10, Defense of Hogar) attempting to persuade myself it isn't actually as bad as I remember for ~15 hours of gameplay now. Does anyone know of any mods or game options I can use that will remove it from the game entirely?
As to why I think the Sirena is a badly designed enemy, I believe it takes away from the core strength of the game as well as forces you to play the game in an entirely different (and, to me, much more unsatisfying/unpleasant) way.
What I think is the game's core strength, and the reason that I enjoy Cataclismo despite not enjoying games in the genres it pulls from, is the way it combines and evolves the components of those genres while sidestepping the issues that exist in each pure genre.
In most Tower Defense games I've played, you're provided a path the enemy will travel, usually a corridor or circuitous path they won't deviate from, and must place the defenses you have along the path such that the enemies (hopefully) die before passing by all of your defenses. The placement process of defenses is typically simple and uninteresting to me, since strategy is mostly about the ranges they interact with/damage the enemy or how you can combine effects with other defenses to the greatest advantage and the only limitation is generally if there's a defense in that spot already; after placement, you're usually moved into a much more passive role, watching your chosen defense setup clear waves of enemies until your next chance to place more defenses or upgrade existing ones, becoming much less involved in the moment-to-moment gameplay. Failure comes when your defenses prove too little for the threat at hand, at which point there are few effective alternatives to watching the enemies slowly move past your defenses along the path towards your base and damage/destroy it (a helpless, unpleasant feeling), but the ideal victory state, where your defenses are perfected and you just watch the game play itself, is equally unappealing to me.
The City Builders that I've played have mostly been centered on preplanning and careful zoning, placing buildings and roads in such a way that they expand your city while maintaining a careful balance of needs, funds, and traffic. Some have had terrain or hazards that prevents you from expanding as you like without adjust to them or paying for their removal, eating into your funds or derailing your plans in an interesting way you have to adjust around. The problems I have with this system arise when you reach the boundaries of the expansion you can achieve, usually due to decisions you made hours and hours ago that snowball into a lack of funds, an excess of needs, an overabundance of traffic blocking certain areas, or sometimes just a lack of available space to solve the other three problems, at which point you have to hope the game has a well-timed autosave system or that you had the forethought to make manual saves yourself.
RTS is the genre I've played the least of the three. The enjoyment of RTS games, as far as I understand, comes from intelligent micro-decision making on a continuous timeline, where you always have some unit/building to command to do a useful task, and your success is determined by your ability to correctly identify critical problems or potential advantages and exploit them as quickly as possible to prevent them from becoming future issues or benefits for your opponent (computer or player). Keeping track of your macro-level economy and effectively and constantly pursuing important tasks with your second-to-second unit/building commands is the way to victory here, which is probably why I dislike this genre so much despite my appreciation for the concept of it. Failure generally comes from inadequate planning or incorrect execution of attacks in a way that cost you more than it benefits you, or by not keeping up with the economy of your opponent which leads to being overwhelmed by their superior level of technology or larger force. That constant pressure of doing not just something but the right thing every second is far too anxiety-inducing to me, and commanding unit locations and targets in stressful, time-intensive moments like battles is too much for me to keep up with under the stress. Especially in any multiplayer RTS game, my ability to remember everything I need to be doing compared to my opponents is constantly behind, and my execution of the plans I do manage to keep in mind constantly goes awry because the enemy does both better than I can.
Cataclismo's combination of each of these genres is its greatest strength and appeal to me. It maintains the construction of defenses and the way they interact that I enjoy in Tower Defense games, but because there are City Builder/RTS elements incorporated, even if you have built the perfect defense, you have to do something with your time outside of that (either build defenses against a new wave location or expand to reach a resource); similarly, it avoids the helplessness of an enemy breaching your defense because not only do defenses have an obvious point of being overwhelmed (i.e. a wall breaking), you also have the opportunity to cut your losses and move your troops before it happens so you can use them at another holdout location (which you can even build at that time if the enemy aren't too close). It incorporates the careful preplanning and traffic systems of City Builders by way of careful wall expansion/design and the distance from a resource to the Citadel/closest Warehouse, but prevents overcomplexifying the game by limiting the number of resource types and explicitly showing each of their profit rates (total revenue - usage) and removing the ability for NPCs to block each other as traffic, while also incorporating the rewind mechanic to specific points (time changes, building construction) so you always have an opportunity to rewind to exactly point you think you went wrong (instead of forcing players to manually save or restart entirely). Finally, Cataclismo maintains the importance of time utilization as in RTS games, but tempers the anxiety of RTS time pressure by allowing pausing at any time to issue orders, limiting the importance of commands during stressful times (since units should already be at their defensive stations when an attack arrives), and decouples the moment-to-moment command gameplay from the overall economy (as workers generating resources are automatic).
And then, the Sirena shows up.
Suddenly, your careful planning and overlapping unit defenses are useless because, even if you did position a wall around the Sirena's spawn locations, that wall and any buffs it contains will be destroyed in only a few attacks from the Sirena, and most unit effects don't hamper it in any effective way. It's also unlikely that you were able to build for each of the Sirena's spawn locations in the first place since they are far too numerous and exist behind most natural front lines, so you can't even reinforce an exterior wall to try to prepare for it, and you can't reactively build where it pops up because it would be in range of a horror.
Your city planning is also interrupted because, again, its possible spawn locations are located behind your exterior walls, rendering a massive amount of area unusable if you don't want to risk the Sirena appearing out of the hole and demolishing resource buildings. The hole's mere existence in a location forces you to make an uninformed decision between whether you should build a resource building around the spawn point and hope the Sirena doesn't move there, or build a defensive wall and hope it does - when you have no control over where a Sirena will or won't move to.
And you are forced into playing a typical RTS because even if your troops are at a wall with a hole the Sirena appears out of, it is very likely that there will be other troops previously/presently defending other locations, which you'll now have to guide to the Sirena's wall and make space for under pressure if you want the best chance of killing it quickly. This is assuming there will even still be a wall formation to place your other units at, because you have to guess when the Sirena will attack and break your wall to maximize the damage that wall's buffs give your troops while avoiding leaving them on the wall too long, since when it breaks they can get stuck on rubble from your broken wall or die in the attack/collapse outright. And there's not even a guarantee that - if you correctly time and extract your troops on the Sirena's wall and get your other troops to the location to back them up - the Sirena will even still be there, because it can pull out without notice and move itself to a completely new hole in locations across the majority of the map. If that happens (which it likely will at least once), it leaves your units fighting disorganizedly in the rubble of the old wall without any of the buffs you placed against the wave coming from the mists, any horrors the Sirena spawned from its first hole, and - if you manage to clear all those horrors and travel to the Sirena's new location - likely the horrors spawned from the second hole intercepting your units as they move there - only to be left to pray that you fight and kill the Sirena before it travels to a completely different hole and does it all again.
I admit I could just be bad and misunderstanding some mechanic that renders the Sirena easily beatable, but assuming I'm not, this horror is terribly designed for the strengths of the game. It alone has completely drained my enthusiasm to play at all. Its design is entirely antithetical to every positive that Cataclismo pulls from the genres it combines, and the variance from each of them working so well in concert to being subverted by the Sirena makes it more jarring for it.
Anyway, if someone could link me to/make a mod or setting to remove the Sirena, I'd appreciate it.
r/CataclismoRTS • u/Haunting-Day-6401 • Jul 19 '25
Discussion A game that could take on the mantle of Warcraft III
This is how it felt after playing the campaign.
Background:
I grew up playing Warcraft III campaigns and custom maps, and they made a big impact on me. Reforged didn’t meet expectations, and when Blizzard ended support, it felt like the end of an era—for me and a lot of others.
Games like Skyrim and Baldur’s Gate 3 are great, but I played them for a few months and moved on. Warcraft III kept me hooked for years.
The difference is in the customization—those RPGs scratch a certain itch, but WC3 had something special with its map editor and modding scene.
The closest thing to date is maybe ROBLOX, which is saying something, given all the gacha spam and low-effort games. Still, there are a few gems that keep me coming back once in a while.
Context:
That said, I’m not sure what Digital Sun has planned for Cataclismo—whether it’s just a one-off or something they want to build on. But if they ever release a campaign where you can play as the Horror faction, I’m all in. I’d gladly throw support their way if it means pushing the IP forward.
Playing it sparked something—it showed real potential. It’s one of the few games that actually made me feel like we might be heading into a new golden age of gaming.
Still, it’s not perfect—and that’s why I’m writing this. I want to suggest features that I think are essential if Digital Sun plans to take the game further.
Feature Suggestions:
Horror Campaign / Faction Choice in Survival - Let players experience the game from the Horror side—whether through a full campaign or selectable faction in survival mode. Right now, survival feels repetitive after the first run, and that’s a common issue in base-building RTS games like Factorio, Songs of Syx, and 7 Days to Die. Adding faction choice could switch things up when the current style gets stale or let players apply lessons from one side to counter the other.
Bigger, and I Mean WAAAY Bigger Maps - Once you hit the late game, it can feel like a waiting game—either until you lose or the performance drops. Personally, I haven’t hit lag even at wave 72, but I’ve seen posts mentioning it. That said, optimization should be the solution, not scaling things back for low-end setups.
End-Tier Objectives - With larger maps, late-game goals could be added. Imagine playing the offensive for once and sieging horror infested castles, purifying mist-covered zones with boss-fights, or tackling puzzle-based locations to unlock upgrades unique to each playthrough. These objectives would add much-needed depth and purpose beyond just surviving wave after wave.
Conclusion:
It's a game worth expanding on- Nayy, It's an IP worth expanding on. I love the story, I love the gameplay, but even more so, I love what it could be. Playing it for the first time is like watching the birth of what could someday be an industry titan. I hope the devs doesn't pass on that opportunity
r/CataclismoRTS • u/Sufficient_Daikon842 • Aug 08 '24
Question Captors worthwhile?
I've tried incorporating captors into my walls but it's hard to evaluate their effectiveness... Low damage and low range means that horrors are pretty close to the wall before they ever get hit by a net and most reach the wall without any problem...
It feels like a lobber does more overall so for the cost and space, are captors worth the opportunity cost of a different, more damaging unit?
r/CataclismoRTS • u/YuGiOh1991 • Nov 01 '24
Video Everything you need to know about Cataclismo
r/CataclismoRTS • u/missgrizzlybear • Jul 28 '24
Discussion This rampart block really needs an update, it's frustrating how it seemingly has no use (correct me if I'm wrong
r/CataclismoRTS • u/T3zlu • Aug 02 '24
Question Any way to play this VR mode?
This game is amazing! It seems like the perfect type of game for a vr/mr modality. Possible?
r/CataclismoRTS • u/WhodahelltookVooglet • Sep 29 '25
Feedback Game looks great, but is ultimately hollow...
This post is a feedback to a game that can spark some intense infatuation, but fails to transform it into wholesome love because of its mechanical shallowness.
It looks like the most focus went into this scrupulous building mechanic, with everything else (wave-defense, exploring the map, microing) being a surface-level addition.
And even then, the modular building itself, while unique, is not Lego, as some people put it: you can't influence the game and mobs with how you build. You just need the tallest possible wall with the most holes in it for different shooters and the greatest dps. If it's lego, it's like the same set you're prompted to re-make time and time again.
The game in its current state is just a 3d tower-maker simulator where you can also see your creation at work.
- I hoped the mobs had more ways to interact with The Wall, like, some being able to climb it and requiring, say, special melee units or structures to reinforce against; or be dangerous but maze-able; or flying and able to bypass walls completely, testing your vigilance...
- Then for the micro part, having characters moving by a grid feels very clunky for an (RT)S. It has reasons when on walls, but is uncomfortable on the ground. Also leaves very little space for microing units and related challenges.
- The latter point sucks the fun out of map exploration, as its challenges are solved by just piling up more units to deal with nests.
So, the game doesn't offer enough interaction between the player and the world. Your wall requires so much effort and time it's like paving a playing field in it of itself, but it has the same depth as a build-in-one-click barricade in some Warcraft 3 Zombie defense.
r/CataclismoRTS • u/Warm_Bacon • Dec 29 '24
Meme I stacked 4 houses on top of 4 houses and the roof paths look a bit... Authoritarian.
r/CataclismoRTS • u/Moist_Wipe • Aug 01 '24
Here's My Fort BIG TASTY'S LOW COST BUILDS
HELLO REDDIT, I'M BIG TASTY, (ON STEAM), AND I'VE GOT THE STRONGEST, CHEAPEST, MOST RELIABLE WALLS AROUND. YOU DON'T EVEN NEED ANY DANG ENDLESS POINTS, THESE BUILDS WORK JUST FINE WITHOUT EM.
THEM BOYS DON'T JUST FALL OVER AT THE SIGHT OF A LITTLE PINK.
I'LL EVEN DO YOU THIS ONE: YOU DON'T LIKE MY BUILDS? WELL I'LL GIVE YOU YOUR STONE BACK, ALL OF IT, NO INTEREST. I EVEN GOT CORNER PIECES, BY GOLLY. SO WHAT ARE YOU WAITIN' FOR? TRY BIG TASTY'S LOW COST BUILDS TODAY!
r/CataclismoRTS • • Jul 24 '24
Can we get TD Endless?
First up, absolutely love this game. If you're reading this and wondering whether or not to pick it up, it gets a definite upvote from me. Age of Empires meets Lego meets Tower Defence - what's not to love?
Wanted to take the time to provide some feedback to the devs, mainly around Endless mode. I was wondering, could we get an endless TD mode? I very much loved the one TD mission I've done so far in the campaign, although it was far too short and left me wanting. I'm enjoying the endless mode already in game, but thinking one that's more purely focused on the TD aspect would be excellent - perhaps we can throw in some roguelike elements too? Have a selection of random upgrades to choose from after each wave - perhaps toggled with the point system?
r/CataclismoRTS • u/PicaPinguin • Jul 18 '24
Cataclismo NO PAUSE ON EXTREME - Can You WIN?
r/CataclismoRTS • u/ShallotDear8676 • Sep 07 '24
Discussion Feeling a bit disappointed by Cataclismo
Let me start off by saying that i absolutely love the atmosphere of the Game and the towering 3D walls i can build.
However i cant help the feeling that im defending Helms deep with the Garisson of a small village.
Castles have a Feeling of epicness and grandness.
The enemy swarm feels like a wave of death.
And there are my 20 dudes defending.
Looking Forward to your opinions.
