Disclaimer: The web gameplay is broken, trying to keep fix, sorry about that!

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Compostella is a first-person horror–looting game about a lonely pilgrimage down a haunted road. Ride a fuel-hungry wagon from one cursed waypoint to the next — crypts, manors, mines, groves, chapels — loot them in the dark, sell your haul to a masked merchant, and survive long enough to reach the end. Something is always on the road behind you, and it closes in whenever you linger.

Early alpha — the full core loop is playable end to end, and I'm building outward from here. Feedback is hugely welcome.

The loop

  • Drive the wagon down the road — it burns fuel as it goes. Run dry and you push it by hand (slow, and the dark catches up).
  • Stop and loot five themed dungeons, each with its own monsters and traps.
  • Carry a light into the dark — a torch (lights a sphere around you) or a lantern (a focused beam). Light is how you see and how you survive: many creatures fear fire and flee from a lit torch. Some don't.
  • Fight, throw, or shoot — melee weapons, thrown weapons, and guns that fire a visible bullet, across rarities with critical hits.
  • Spend at the merchant — sell loot, buy healing and weapon upgrades between legs of the journey.
  • Outrun the Entity — a looming figure that hunts the road. Reach the final stage before it reaches you.

Features

  • First-person exploration across 5 hand-built themed dungeons + the procession road
  • Light & fire as a core survival mechanic (torch sphere / lantern cone; fire scares many monsters)
  • 7 creature types, each with distinct behavior — a stalking Entity, a loot-thief that robs your best treasure, a disguised mimic, a swarming bat, and more
  • Looting, a merchant economy, weapon rarities + upgrades, melee / thrown / gun combat
  • Stamina, sprint, exhaustion, jump & crouch, fuel management, pressure-plate traps
  • An atmospheric darkness shader (fog, color grade, film grain, vignette) and a reactive procedural score

Controls

  • Move: W A S D  •  Look: Mouse
  • Sprint: Left Shift  •  Jump: Space  •  Crouch: C / Left Ctrl
  • Attack (melee): Left Mouse  •  Throw / Fire: Right Mouse
  • Interact: E  •  Light on/off: F  •  Switch torch/lantern: L
  • Use healing item: H  •  Buy/sell at merchant: number keys 1–7  •  Pause: Esc

On the roadmap

  • Online co-op (the engine is built deterministically for it)
  • 3D character & monster models replacing the current primitives
  • A fully walkable, parkable wagon (engine, lever, trapdoor)
  • Day/night cycle, weapon durability & ammo, more creatures and loot
  • Procedurally generated areas
  • Sound & graphics options, shop UX polish, richer level design

A note on the alpha

WARNING! ⚠️ This is an early alpha using placeholder and free assets. The world is built from primitives and CC0 textures, and audio is currently procedurally generated. Final art and sound are in progress and will replace what you see and hear here. Expect rough edges — and please send me your thoughts.

Credits: Textures by Kenney (Retro Fantasy Kit, CC0). Built in C with raylib. Thank you to the free-asset community whose work supports this prototype.





Updated 9 hours ago
Published 5 days ago
StatusPrototype
PlatformsHTML5, Windows, Linux
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Authorpududeveloper
GenreSurvival
Made withraylib
TagsAI Generated, Atmospheric, First-Person, FPS, Horror, Indie, PSX (PlayStation), Psychological Horror, Singleplayer, Survival Horror
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse
AccessibilityTextless
AI DisclosureAI Assisted, Code

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Click download now to get access to the following files:

compostella-linux.zip 33 MB
Version 0.5.1
compostella-windows.zip 42 MB
Version 0.5.1

Development log