From Bloodborne Tributes to Original Creations
The indie gaming landscape has seen a remarkable evolution in recent years, with developers pushing boundaries and creating unique experiences that blend multiple genres and influences. One such creator, Max Mraz of Moth Atlas, has captured the attention of the gaming community through an unexpected trajectory. Starting with Yarntown, a 2D top-down tribute to FromSoftware’s Bloodborne that reimagined the gothic horror game in a Zelda-like format, Mraz has now expanded his creative vision significantly. His journey from crafting fan-inspired projects to developing original titles demonstrates the innovative spirit thriving within independent game development.
Yarntown, which emerged in 2020, offered players a fresh perspective on Bloodborne’s core mechanics by translating them into an isometric view with charming pixel art aesthetics. The game maintained the essence of what made Bloodborne compelling—the gothic atmosphere, challenging combat, and the satisfying loop of exploration and boss encounters—while filtering it through the nostalgic lens of classic Zelda games. This unexpected fusion resonated with audiences and established Mraz as a developer willing to experiment with genre conventions.
Introducing Tombwater: A New Direction
Building on the momentum generated by Yarntown, Mraz announced his next project: Tombwater, described as a “Soulslike Western.” Unlike its predecessor, Tombwater is an entirely original creation that draws inspiration from multiple sources without being bound to a single franchise. The game combines the mechanical depth of Soulslike action-RPGs with the visual charm of retro pixel art and the thematic elements of the American western—a combination that initially seemed incongruous but has proven surprisingly compelling.
Tombwater places players in the role of a lone gunslinger exploring the mysterious town of Tombwater and its surrounding territories. According to the game’s official description, players must “lay bare the eldritch horrors that lie beneath” the town through 2D top-down combat encounters. This premise establishes an immediate tension: the juxtaposition of frontier western settings with cosmic horror elements creates a unique atmospheric blend that sets the game apart from traditional entries in either genre.
Mapping Out Massive Worlds
One of Tombwater’s most striking features is the sheer scale of its world. The developer revealed the game’s complete map to gaming media outlets, and the scope proved genuinely impressive. To contextualize the size, Mraz compared Tombwater’s map to The Legend of Zelda: A Link to the Past, the 1991 Super Nintendo classic that defined open-world exploration for an entire generation. The comparison is not merely promotional hyperbole—the map is substantially larger than the beloved Zelda title, with room for multiple copies of A Link to the Past’s entire world within Tombwater’s boundaries.
This massive explorable space is divided into approximately twenty distinct biomes, each presenting different environmental themes and challenges. Rather than a strictly linear progression, the game encourages non-linear exploration, allowing players to tackle objectives and areas in an order of their choosing. This design philosophy hearkens back to classic Metroidvania games while incorporating Soulslike sensibilities regarding challenge and discovery.
Environmental Variety and Vertical Exploration
The surface-level map represents only part of Tombwater’s explorable territory. Beneath the main world exists an extensive underground network featuring mines, sewers, tunnels, and a mysterious Lost City nestled deep within a mountain. This vertical dimension adds significant depth to the exploration experience, creating layered systems of discovery where players must navigate both outward and inward to fully experience the game’s world.
The landmarks scattered throughout these biomes demonstrate careful world-building. Players can expect to encounter diverse locations such as a traveling circus, multiple cathedrals representing different architectural styles, abandoned ranches echoing frontier themes, and numerous other points of interest. Each location serves both aesthetic and functional purposes, contributing to the overall narrative atmosphere while providing practical gameplay spaces for combat encounters and environmental puzzles.
Gameplay Mechanics and Combat Systems
Tombwater’s combat system builds upon the Soulslike foundation while incorporating western-specific elements. The game features an impressive arsenal comprising more than fifty distinct firearms and melee weapons, allowing players to customize their approach to combat encounters. This variety encourages experimentation and multiple playthroughs, as different weapon combinations create vastly different experiences.
Beyond conventional weapons, players can utilize over twenty spells, expanding tactical possibilities significantly. The inventory management system, referred to as “saddlebags,” requires strategic loadout decisions—players cannot simply carry every weapon and spell simultaneously, necessitating thoughtful preparation before exploring dangerous territories. This design choice reinforces the Soulslike ethos of risk and consequence while grounding the mechanics in the western setting.
Boss Encounters and Challenge Design
A defining characteristic of Soulslike games is their demanding boss encounters, and Tombwater does not disappoint in this regard. The game features more than twenty distinct boss battles, each presenting unique challenges and requiring pattern recognition and mechanical mastery. These encounters incorporate the eldritch horror themes mentioned in the game’s premise, resulting in visually distinctive and conceptually memorable adversaries.
The boss design philosophy appears to balance difficulty with accessibility, creating encounters that challenge skilled players while remaining surmountable for those willing to practice and adapt their strategies. This careful calibration is essential for maintaining engagement, as overly difficult encounters can frustrate players while trivially easy ones fail to provide satisfaction.
Character Customization and Build Diversity
Tombwater offers seven distinct character classes, each with unique strengths and weaknesses that shape the gameplay experience. This design encourages multiple playthroughs, as players experimenting with different classes encounter substantially different challenge curves and tactical requirements. Some classes may excel at ranged combat, while others focus on melee prowess or magical abilities, creating distinct gameplay identities.
The combination of class selection, weapon variety, spell options, and inventory management creates a deep customization system that allows players to develop builds aligned with their preferred playstyle. Whether pursuing an aggressive gunslinger archetype, a tactical spellcaster, or a hybrid approach, the mechanical systems accommodate diverse preferences.
Content Volume and Estimated Playtime
According to official estimates provided during the development cycle, Tombwater is designed to require between twenty and twenty-five hours for players to complete the main objectives. However, this timeframe likely represents focused gameplay; players interested in comprehensive exploration, optional boss encounters, and complete map coverage could expect significantly longer engagement.
The substantial map size combined with the underground systems, multiple biomes, and varied enemy encounters suggests considerable content density. Much of the estimated playtime derives from exploration and environmental traversal rather than purely combat-focused activities, reflecting the game’s emphasis on world discovery as a core gameplay pillar.
Progression Systems and Metroidvania Elements
Tombwater incorporates Metroidvania progression systems alongside its Soulslike mechanics, creating a hybrid approach to game design. This means that certain areas become accessible only after acquiring specific items, abilities, or defeating key boss encounters. This design ensures that exploration remains purposeful and rewarding, as players gradually gain access to previously restricted territories and uncover hidden secrets. The non-linear world structure combined with gated progression creates an optimal balance between player agency and guided discovery.
Accessibility and Demo Availability
To build community interest and gather player feedback, Tombwater features a free demo available on Steam. This demo encompasses approximately five percent of the full map, providing players with a substantial taste of the complete experience while leaving considerable content for the final release. The demo approach demonstrates developer confidence in the project while enabling potential players to assess whether the game aligns with their preferences before committing to a purchase.
The availability of a playable demo serves educational purposes beyond marketing, allowing the development team to collect user feedback and identify technical issues or gameplay balance problems before the official release. This iterative approach has become increasingly common among indie developers committed to delivering polished final products.
Thematic Integration and Narrative Direction
The fusion of western and cosmic horror themes represents a creative risk that sets Tombwater apart from conventional Soulslike titles. Rather than recycling gothic architecture and Victorian-era aesthetics, the game establishes its unique identity through thematic commitment. The narrative reportedly involves uncovering the dark secrets of Tombwater while searching for a lost friend, providing personal stakes alongside the broader mystery of the eldritch horrors affecting the region.
This narrative framework transforms the exploration experience from a purely mechanical exercise into a compelling mystery-driven adventure. Players are motivated not merely by the desire to defeat challenging enemies but by genuine curiosity regarding the world’s secrets and the fate of the protagonist’s companion.
Development and Publishing Partnership
Tombwater is developed by Moth Atlas and published by Midwest Games, representing a partnership between independent creators and an established indie publisher. This collaboration likely facilitated development resources, marketing support, and distribution assistance while maintaining the creative vision that defines Mraz’s work.
Industry Significance and Indie Game Evolution
Tombwater exemplifies broader trends within indie game development, particularly the increasing sophistication of independent creators and their willingness to experiment with genre conventions. The game demonstrates that compelling experiences need not emerge from large studios with massive budgets; instead, focused creative vision, mechanical excellence, and thoughtful design can captivate audiences regardless of project scale.
The success of projects like Tombwater has expanded audience expectations regarding indie games, transforming independent titles from novelties into legitimate alternatives to triple-A releases. Players increasingly recognize that indie games can offer depth, polish, and innovation that rival or exceed their major studio counterparts.
Frequently Asked Questions
What platforms will Tombwater release on?
Tombwater is confirmed for Steam on PC. Additional platform releases may be announced following the initial launch.
Does Tombwater require prior familiarity with Soulslike games?
While Tombwater incorporates Soulslike mechanics, the game’s difficulty appears calibrated to accommodate players new to the genre, though experienced players will find appropriate challenges.
Can players complete Tombwater in different orders?
Yes, the non-linear world design allows players to explore biomes and tackle objectives in their preferred sequence, though certain abilities gate access to specific areas.
How many hours does the free demo offer?
The demo contains approximately five percent of the full map, providing several hours of gameplay depending on playstyle and thoroughness.
References
- The dev who turned Bloodborne into a Zelda game has now made his very own Soulslike western with a map that’s several times larger than A Link to the Past — GamesRadar+. April 2025. https://www.gamesradar.com/games/action-rpg/
- The dev who turned Bloodborne into a Zelda game has now made his very own Soulslike western — Inkl News. April 2025. https://www.inkl.com/news/
- New Steam Game That’s Like Zelda Meets Bloodborne With a Dash of Red Dead Redemption — Game Rant. March 2026. https://gamerant.com/steam-games-like-zelda-bloodborne-tombwater/

