$24.99Tombwater A Cursed Town Full of Bosses
Fight through a mad Wild West mining town with guns, blades and spells, one gruesome boss at a time.
Is Tombwater worth it?
Tombwater is worth it if…
- you want Soulslike combat with guns and spells instead of only swords
- you love dense, interconnected maps full of secrets and optional areas
- you enjoy grim horror Westerns and lore you have to piece together yourself
- you don't mind getting lost and marking up your own map
Screenshots
A gunslinger in a town gone wrong
You ride into Tombwater looking for a lost friend. What you find is a former mining boomtown under an ancient curse: residents afflicted with madness, monsters in the streets, and a missing sheriff somewhere in the mess. The story unfolds the Soulslike way, sparse and strange, told through what you find rather than long conversations. A mining disaster, a darkness under everything, and deranged townsfolk trying to keep it buried. The Lovecraftian Western tone is the game's strongest card: grim pixel art, a lonely guitar on the soundtrack, and a mystery that stays unsettling from the first street to the last.
Guns, blades and spells that hit hard
Combat mixes melee and gunplay, and the balance between them is satisfying: melee recharges your gun, so you weave between the two instead of leaning on one. The arsenal is huge, over 50 weapons, 40 spells and 40 charms, from a cavalry saber to a flame-imbued shotgun, plus apothecary crafting for tonics and explosives made from materials you find while exploring. Madness replaces a mana bar, so casting costs sanity rather than blue liquid. There are no stat requirements on gear, and a Hollow Knight-style badge system lets you build wildly different setups. With that many options, some weapons are better than others, but the good ones feel great.
Punishing fights, hard-won progress
This is a proper Soulslike: deliberate combat, stamina to manage, checkpoints to return to, and over 20 boss fights that take real attempts to crack. The bosses are well telegraphed, so a loss reads as a lesson rather than a fluke, and the campfire system gives death a risk-and-reward edge around recovering your resources. You level up to tune the difficulty, raising health and stamina to soak more hits and dodge more, and accessibility settings let you adjust damage if you would rather explore than grind the same mobs. The combat stays fast and shooty rather than drawn out: quick reflexes, dodge, fire back, repeat.
What should you know before playing?
Can you play it solo?
Yes, it is a single-player game through and through: one lone gunslinger, one cursed town, no other players involved. Your build choices, class and how much of the roughly half-optional content you chase are what change each run.
Is the map any good?
It is the game's weakest part. The map is sparse, upgrade-gated obstacles are not clearly marked, and navigation involves some backtracking. Marking your own map helps a lot, and going in expecting to get lost occasionally makes it much less of a problem.
How does the melee combat handle?
Guns aim in all directions, but melee swings are locked to four directions, up, down, left and right, which takes getting used to since enemies attack from anywhere. The rhythm of dodging, shooting and closing in with a blade still works well once it clicks, and spells cover the awkward angles.





















