
Cave Crawlers is a 1-10 player rogue lite set deep underground in a system of randomly generated caves. Players use weapons, spells, and talents to defeat the unique bosses and enemies found in each biome.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
In Cave Crawlers you and your friends play as Dwarves searching for glory, power, and loot in the form of armor, weapons, potions, and items hidden underground from the world above. Your player has a fun, complex talent and stat system that you will use to fight powerful bosses and enemies. You'll find all kinds of mysteries along your journey, exploring different biomes, mobs, and items along the way.
As a dwarf searching for treasure and glory, you'll find that your journey can be quite tough without some allies at your side. Each player uses their own personalized talents, spells, and items to help defeat treacherous bosses.
Crawl through the caves alone or with a group of friends! Cave Crawlers supports up to 10 players in one game. You must rely on the great strength and wit of your teammates to defeat the threats deep in the caves. Be careful though, the power of the caves grows as more dwarfs adventure together.
As you explore, players will find complete environment changes, new enemies, and new items in each biome. In these biomes, you may stumble upon trapped rooms that contain magnificent rewards.
Biomes will include their own themed boss. Each boss has its own challenging mechanics that must be overcome to gain access to the next biome. Bosses drop their own unique loot.
At the beginning of your journey, you create a new character and begin that character's journey. Each character has its own set of items and expertise talents. When a character dies, they are permanently dead.
The caves are extremely dark, players must make use of their limited light. Torches burn out over time, yet players may use their flint and steel in the darkest of situations.
Choose your character's path with over 100+ weapon-specific talents at your disposal. Will you ravage enemies with an axe? Swing extremely fast with a dagger? Heal allies with a torch? Become a tank and block attacks? Try each path and forge your own builds.
Many unique and powerful items can be found throughout your journey. Each weapon has its own unique talent effect tied to it, helping you defeat increasingly difficult enemies.
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 145 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
divertido
The game has a learning curve that can scare away new players or cause them to instantly dislike the game. If you do not like the rougelike/rougelite genre overall you might have a hard time getting used to the game. And to add to that discovery is one of the things that make the game more fun to play, you have to grit your teeth and do some runs successful or not. Views on the game itself: The combat itself is fairly simple if you know what you are fighting if not getting the hang of it is easy to pick up. The thing that makes or breaks the combat is your build honing your skills gets you only so far. I love the exploration of the game most of the time learning room types, secrets and navigation are the highlights for me. The game currently has 3 biomes and the progression feels very smooth the first 2 biomes. My gripes with the game: (the following section is pretty long and will not make much sense if you have not experienced the game.) As much as i love the game it needs some improvement and polish in some parts of it. The dodge stat overall is strong.. but most of the people i play with prefer block over dodge almost all of the time, why you might ask? Dodge is the potential stat it is good do not get me wrong but there needs to be more incentive for players to use it. The biggest problem for me with the stat is the lack of sources of it that you can include in your build (in armor slots specifically). In theory dodge should be a sidegrade from block and vice versa but most of the cases i find it a straight downgrade from block. I get that dodge sources provide lower percentages compared to block due to dodging an attack has practically no downsides but. In my opinion downside of blocking is executed perfectly that it can compensate most of the downside if the player plays well. When your block is broken it puts pressure on the player forces them to play more carefully. But on the other hand dodging is basically blocking but with no downsides right? No it is practically very hard or impossible to build on dodge most of the time playing. Dodging has no depth it is just the potential stat. I hope that ranger rework adds some very needed dodge items to the item pool but for now i think what dodge needs is: More availability, more potent dodge percentages from items, a hard cap to compensate for more potent (higher) dodge percentages and a downside to dodging. And for my last main gripe with the game: I like the 3rd biome molten collapse but it needs some polish. Outside of the obvious parts that it lacks compared to the first 2 biomes (a miniboss, sub floor), i have very little issue for the most of the biome. I think i have seen the molten forge like a total amount of 2 times after it has been added, i love the room i loved using essence of the forge but i just can not find the room most of the time it needs to have better odds of appearing. And for my final complaint, the 3rd boss is stupidly difficult and for me feels like a penultimate boss. This fight is THE most difficult in the game but as much as the fight is mostly designed pretty well (outside of getting thrown to oblivion and losing 3 hp while trying to get to the arena). The boss is just a massive stat check. This guy has an absurd amount of hp and offense in his hands, It needs a stagger/stun damage bonus when it gets stunned when removing weapons stuck in him like the first boss and said weapons should regenerate at some point during the fight (my pitch would be that when the fight starts it has blackstone weapons stuck in him, when it gets to phase 2 it has molten weapons.) And on the penultimate boss feeling i believe floors 31-40 should be an addition in the future. The lore of the game is pretty intresting and i feel like getting a more gimmicky and lore implicated biome would be a better way to finish a run. The final boss should not be the player banging their head on a absurd healthbar. I would prefer if it had gimmicks like the 2nd boss through the fight. Overall the game is very fun and it is free to play what more you could want but in the end it has it's downsides hence feedback is a strong driving force for games like this.
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Hours played at review time, across 145 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ooga
good game
fun game with dwarves
its a hard game.
fun
Horrible connection playing online multiplayer. Was never actually able to play the game due to high latency unfortunately. Maybe change how latency effects gameplay.
Mushroomss
it doesnt look like this game would be fun but holy moly is it ever
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.4K | 5 | 100% | $6.99 | |
| — | 0 | — | — | |
| $26.4K | 77 | 91% | $14.99 | |
| $41K | 103 | 72% | $19.99 | |
| $1.1K | 14 | 93% | $3.99 | |
| $550 | 2 | 100% | $9.99 |