What Cazamuertos is, how a night plays out, and how it uses your muertos, their traits, and the Graveyard.
Beta — is tentatively targeted for around October 2026. Connecting a wallet is read-only and never requests a transaction.
An independent fan project — built by an avid Los Muertos World holder for fun, pro bono. It isn't made by or on behalf of the Los Muertos World team; it's unofficial and unaffiliated.
Cazamuertos is a 2.5D, first-person roundup shooter set in a Los Muertos World 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 the Wrangler: your job is to calm them and guide them home before sunrise.
You don't fight the dead — you settle them. A calmed muerto isn't beaten; it's sent back through the ofrenda's marigold gate to the joyful other side, to wait for the night it's 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.
Play a random compañero, or connect a wallet to ride with one you own or have staked in the Graveyard.
Give each of your muertos a name it rides under — set from your profile, shown in-game and on your page.
A single community count across the whole collection. Every muerto wrangled, by anyone, adds to it.
Sign in to claim your standing. Your rarest catches are shown off in a trophy case on your profile.
A bounty board of the 1-of-1s and Legendaries — loose, or claimed by whoever wrangled them.
A username, a muerto avatar, your named compañeros, and every muerto you've rounded up.
A muerto's real NFT traits change how it behaves and what it's worth.
Staking a muerto in the Los Muertos World Graveyard isn't just a number here — it shows up in play.
The graveyard is hand-built from a Midjourney → Meshy.ai → GLB pipeline: each prop is generated in Midjourney from a prompt, turned into a 3D model with Meshy.ai, exported as a GLB, and placed into the scene — the headstones, the perimeter fence and gate, the ofrenda, a mausoleum centerpiece, a weeping-angel statue, dead trees. The ground is a tiled texture, and the moonlight, night sky, drifting marigold petals, and the critters (an owl on the fence, a bat overhead) are procedural.
The muertos are the exception, by design: they're the real Los Muertos World card art on camera-facing billboards, not 3D models — auto-stylized at runtime into the night palette and the cyan→marigold calm tell. The same treatment runs over every muerto, so the art you own shows up in-world as itself.
There's one graveyard today. Beyond it, the obvious direction is more of them — and one way being explored is generating whole worlds with AI instead of assembling them prop by prop.
The idea: a world made from a prompt, seeded where it can be from the collection's own art and palette, so it reads as part of Los Muertos World rather than a generic spooky level — marigold hills with crypts, fogged hollows, a flooded cemetery, a bone-orchard of bare trees. Tools like World Labs' Marble turn a prompt or an image into a full 3D world, exported as standard assets that run in the browser, with the game logic, collision, muerto art, and scoring staying in the project's own engine.
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.