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Cataplexy header art

Cataplexy

Waking up at night, the main character realizes that he cannot move. A terrible sense of panic gradually overtakes his mind, and the imagination begins to paint frightening pictures.

Developer
Publisher
Release
January 12, 2022
4 years and 289 days ago
Steam Reviews
Very Positive59 reviews84.7%
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Game contextLatest: IGF Team
ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan.Status
Notes
Latest Contributor: IGF TeamEdit notes
Updated: Jul 14, 2026Developer scaleThe operating scale of the game's developer.
Updated: Jul 14, 2026Publisher scaleThe operating scale of the game's publisher.
A separate publisher is listed without a proven bounded regional or service-only role.
Search Google: Is Cataplexy self-published or published by Diada Novels?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Cataplexy and Diada Novels funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Cataplexy and 12seven?Creative controlWho appears to retain creative control of the game.
Updated: Jul 14, 2026Release statusWhether and how the game has been released.
The title released with a separate publisher relationship.

Media

6 items

About the Game

Cataplexy is a short visual novel that combines incompatible genres of comedy and horror. It all depends on the chosen interpretation of events and the mood of the reader. To believe in the mystical nature of what is happening or to make out logical explanations. To be horrified by the state of hopelessness or to laugh at the comicality of the situation. This is for you to decide. Although the hero of our story in any case will have a hard time.

Features:


  • Possibility to choose the mood of the story: ironic or serious.
  • Visits by various otherworldly entities.
  • Backgrounds that combine hallucinations with reality.
  • A non-standard view of a truly existing phenomenon called Cataplexy.
  • A lot of story fragments were based on personal experience.

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