Create underground burial corridors, crypt chambers, and dark fantasy catacombs with a modular system of 270+ prefabs designed for grid-based level building. Build niche-lined tunnels, skull-decorated passages, arched corridors, coffin rooms, and atmospheric underground spaces using modular walls, ceilings, pillars, arches, tunnels, and decoration presets.
Catacombs features a distinct low-resolution texture style, combined with crisp filtering, creating a unique aesthetic that blends retro charm. It captures a nostalgic feel without the limitations of old game engines or consoles.
The included demo scene showcases a fully assembled catacomb environment, providing a ready-to-use setup and a strong starting point for your own levels. A separate prefab showcase scene is also included for easy asset browsing.
KEY FEATURES
- 226 models and 278 prefabs
- Includes 228 standard prefabs and 50 ready-made decoration presets
- Fully modular system (walls, corridors, niches, arches, pillars, ceilings, tunnels, and more)
- Includes standard and skull-decorated wall sets
- Includes ceiling-attached wall prefabs for faster corridor construction
- Includes coffins, sarcophagi, urns, bones, body wraps, candles, torches, tools, and burial props
- 256×256 textures with a crisp pixel style
- Use the default grid size (1, 1, 1) with snapping for modular placement
- Smaller models may require smaller increments such as (0.25, 0.25, 0.25)
- Real-world scale proportions
- Demo scene and prefab showcase scene included
- Built-in fire VFX prefabs included
- Drag-and-drop ready prefabs
TEXTURES AND MATERIALS
- 17 low-resolution textures and materials, including stone, bone, wood, metal, and flame FX.
Materials are prepared for the Built-in Render Pipeline and can be easily converted to URP.
Converting to URP
- Select all materials (they should appear magenta), from the top menu, click Edit > Rendering > Materials > Convert Selected Built-in Materials to URP.
- For Unity 6, open Window > Rendering > Render Pipeline Converter. Select the Built-in pipeline as the source and choose your target pipeline. Select “Material Upgrade,” then click “Initialize and Convert.”
- Ensure all textures have their Filter Mode set to “Point (no filter)” to prevent blurriness.
- Texture Compression should be set to None.
No custom shaders are used. Materials are compatible with URP and HDRP, though HDRP has not been explicitly tested.
NOTE: Some materials use double-sided rendering in URP. In the Built-in pipeline, the Particle/Standard Surface shader is used to achieve double-sided behavior.