FIELD GUIDE

What Cazamuertos is, how a night plays out, and how it uses your muertos, their traits, and the Graveyard.

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THE STORY

Cazamuertos is a 2.5D, first-person night shooter set in a Los Muertos graveyard, in the restless nights just before Día de Muertos — when the dead stir too early, slipping out ahead of the celebration, rowdy and disoriented. You play a glimjack — one of the Halloway Waits, the town's night crew: your job is to calm the dead and walk them home before sunrise.

You settle the restless dead and send them back through the ofrenda's marigold gate to the joyful other side, to wait for the night they're actually meant to arrive. The graveyard reads half-spooky, half-fiesta for the same reason the muertos are loose: they've spilled in early and brought their town's color with them.

The muerto you ride with is your Compañero — a soul you've honored, lending you their strength. It isn't an avatar of you; it rides alongside, and shows up in person between rounds.

WHAT HALLOWAY KNOWS

Every autumn a few of Halloway's dead rise early. That's normal. There's always been a crew.

Fifteen years ago the crew worked its last Run and came up one short. The town kept the legend and lost the habit.

This season the dead are rising like nobody's seen, and the Waits are back. Ask why, and you'll get a different answer at every stall in the market.

What Halloway knows fits on this page. What it doesn't would fill a book.

HOW A NIGHT PLAYS

The arc
One instrument — the Marigold Arc. Cast wide and the light soft-locks the nearest muerto in your aim, latches, and forks to others nearby: the Wide Cast, the crew's bread and butter. You wrangle by holding contact; there are no projectiles to lob. In first-person it ropes out of the instrument in your hands.
The calm meter
Contact fills a muerto's calm meter — it warms from cyan to marigold as it gives in. Fill it and the muerto is subdued, then drifts to the ofrenda gate and is brought home — the Narrow Cast, seen through.
The night
Muertos arrive in escalating waves on a sunrise timer, building to a final Sunrise Rush when everything wakes at once. Let too many break loose at the same time and the graveyard is Overrun — the night ends early.
Rarity & the 1-of-1
Rarer muertos fight harder — Legendaries turn tanky, with shields to wear down and more evasion, and they wear a tier aura so you can spot them. A 1-of-1 is a full boss fight: its own entrance, a calm bar of its own, and a Hold you have to sustain or it slips back.
Boons
Clear a wave and your compañero offers a draft of three upgrades — more range, a wider arc, extra forks, faster wrangling. Pick one and it stacks for the rest of the night.
The crypt
Somewhere in the back rows an open grave leads down a long torchlit staircase to a crypt that runs the length of the graveyard — a colonnaded hall of sarcophagi. The reliquary at its far end grants a free boon once a night… but claiming it wakes the Vigil: the dead rise from their coffins, and the Guardian of the Crypt rises last. Lay them all to rest for a bonus. Time above holds its breath while you're below. Meet the Guardian →
El Olvido & your veladora
Something else hunts these nights: El Olvido — the wraith. She wants the muertos (and you) gone. Your life is a veladora, a candle flame; El Olvido circles, rears up, and dives to snuff it, and at zero the night swallows you. Warm marigold light (the ofrendas above, the sconces below) rekindles your flame — and El Olvido won't dive on a lit player. Turn the arc on her to banish her for a while, but she always comes back. Read her dossier →
Chains
Wrangle several in quick succession and your score multiplier climbs.
Controls
WASD to move, mouse to aim and look, hold to latch the arc, space to jump. First-person by default; press V for an overhead view. (Esc frees the mouse; click to re-capture.)

WHAT YOU CAN DO

💀
Ride with your own muerto

Play a random compañero, or connect a wallet to ride with one you own or have staked in the Graveyard.

🏮
Bring Them Home

Your own muertos become the night's escapees. Pick a roster (up to 24, in groups of six), feel their tiers and traits in the fight, then share your Cazamuerto Card — made to be posted, saved, even printed.

✎
Name your compañeros

Give each of your muertos a name it rides under — set from your profile, shown in-game and on your page.

⚑
The Chalk

A single community count across the whole collection. Every muerto brought home, by anyone, goes on the Chalk.

★
Leaderboard & trophies

Sign in to claim your standing. Your rarest catches are shown off in a trophy case on your profile.

☠
Most Wanted

A bounty board of the 1-of-1s and Legendaries — still loose, or brought home, and by whom.

👤
Your profile

A username, a muerto avatar, your named compañeros, and every muerto you've brought home.

TRAITS AT PLAY

A muerto's real traits change how it behaves and what it's worth.

Mask→ a shield bubble the muerto wears until you wear it down.
Headwear→ speed. A Halo settles a muerto (slower, calmer); Fairies make it flighty (faster, harder to pin).
Body→ flavor, for now.
Rarity→ score. Rarer muertos pay more when wrangled — Common up through Legendary, with a 1-of-1 tier of its own on top. The tier flashes when you catch one.

THE GRAVEYARD & STAKING

Staking a muerto in the Los Muertos World Graveyard isn't just a number here — it shows up in play.

🪦 Remembrance
Ride with a muerto you've staked and its accrued graveyard points become a score multiplier. The longer it's been honored, the more it lends — a gentle bonus, capped.
🪦 Stake bounties
A loose muerto that's itself staked wears a violet “wanted” glow and pays a bounty when wrangled — the higher its graveyard level, the bigger, up to Necromancer. Stakes you can't see on a card become visible targets in the game.

WHAT YOU'RE LOOKING AT

Halloway's graveyards, set out object by object: the headstones, the perimeter fence and its gate, the ofrenda, a mausoleum at the center, a weeping angel, dead trees, and the critters that keep the night company — an owl on the fence, a bat overhead. Marigold petals drift on the wind. The Yard page keeps every object of the night, turning in the moonlight.

The muertos are the exception, by design: they're the real Los Muertos card art, standing in the night as themselves — taking the night's palette and the cyan→marigold calm tell as you work them. The art you own shows up in Halloway as itself.

THE NIGHTS

Halloway's grounds are chapters of one story, walked in order. Tap Play and the story takes you where it stands. Make it to sunrise on a ground and the next night takes you to the next one. An overrun or a swallowed veladora keeps you where you are — the ground waits, and so does the story.

  1. Chapter One: The Moonlit Yard. Where the Waits start new hands: rows of stones under one moon, a fence the owl keeps, and the gate at the end of the path.
  2. Chapter Two: The Hollow. Past the stepped fence the ground falls away into fog. Two ofrendas, and a long walk home between them.
  3. Chapter Three: Market Night. The dead came early to town. The stalls are still lit, the church still keeps its bell, and the whole plaza is yours to walk them home across.
  4. Chapter Four: The Old Rows. The oldest part of the yard. Stones packed tight, two ofrendas in the far corners, and no room to run.
  5. Chapter Five: The Wash. A dry creek cuts the slope in two and the fence is down where the water ran. They come up the wash.
  6. Chapter Six: The Sunken Chapel. The chapel went under in a wet year and never came back up. The roof's gone, the aisle's still lit, and the moon looks in where the window was.

Your first night on the Yard walks plain — a night to learn the ground. After that, tonight's night rides whichever ground you're on: one named night a day, the same for every glimjack. A ground you've cleared can be walked again from the title screen; it never moves the story. Once every ground is walked, the nights are yours — tonight's night roams all of Halloway.

Some stones are marked. The crew chalks a stone worth opening, and the mark warms when the night is right — a named night, a late wave, the Vigil done. Open it and you're in somebody's crypt with a job to do: keep three candles lit, light the sconces in the order the stone says, or shut a gate before the sand runs out. Pass, and the stone gives up a keepsake. Keepsakes stay with a wallet.

THE RUN

This season is Season One: the Run — nightly, until the Day (November 1–2). Every muerto walked home for the first time goes on the Chalk, and any muerto still loose can turn up on any night, so the Chalk is a straight count: a full night walks about 66 home. The Chalk fills once and stays full — and the nights don't stop when it does. The dead keep rising, every night, until the Day.

When the Day comes, Season One's Chalk is kept as the record. The nights go on after it as the off-season, one named night a day, and Season Two opens a new Chalk when it's ready. The Run, in full →

PLANNED FEATURES

What we're building toward to make this a game you love — with a rough sense of how much each would matter and how big a lift it is. Not a roadmap, a timeline, or a promise: built when ready, released when ready.

Game feel & juiceImportance: HighDifficulty: Medium
Punchier captures, screen shake, particle bursts, crisp hit feedback — the moment-to-moment polish.
Adaptive soundtrackImportance: HighDifficulty: Medium
A Día-de-Muertos score that builds with the waves and peaks at the Sunrise Rush.
First-night tutorialImportance: HighDifficulty: Low
A gentle intro to the arc, the calm meter, and the ofrenda gate so new players never feel lost.
Nightly run leaderboardImportance: MediumDifficulty: Medium
Submit your best night and climb the ranks — high scores, not just the community total.
Daily challengeImportance: MediumDifficulty: Medium
A shared seed everyone plays once a day, with its own board to compete on.
More muerto behaviorsImportance: MediumDifficulty: Medium
Chargers, splitters, summoners — tactical variety beyond the wandering rabble.
Co-op nightsImportance: HighDifficulty: High
Wrangle the night with a crew — the night is better together.
More of Hallowaysix chaptersImportance: MediumDifficulty: High
Six chapters to walk, end to end — the Sunken Chapel landed as the sixth (see above).
Settings & accessibilityImportance: MediumDifficulty: Low
A volume mix, look sensitivity, and colorblind-safe state cues.
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