
Claw your way across exotic islands combining fluid movement with fast paced combat to become a Crab Champion in this third person roguelike shooter.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Crab Champions is a fast paced roguelike shooter. Travel solo or with friends across exotic islands defeating hordes of enemies, collecting loot and becoming as powerful as possible creating game breaking builds!
Run based: the fun of a looter shooter packed into intense 20-40 minute runs with the option to loop endlessly to survive as long as you can!
Smooth and responsive movement and combat
Carefully crafted visuals with a focus on quality while maintaining high performance
An original soundtrack made specifically for the game
Complete challenges to unlock cosmetic skins and put your skills to the test in Nightmare difficulty with modifiers to spice things up even further
Play solo or assemble a multiplayer squad: the game is balanced separately for different party sizes
Every choice matters: each run presents you with different loot combinations, enemy types and tough decisions
Solo developed by the creator of Crab Rave 🦀
No lootboxes, microtransactions or ANY additional purchases required- all content is available to unlock in game by playing
WARNING: This game allows you to create over the top and visually intense builds that may create flashing lights that could be potentially unsuitable for those that have an epileptic condition.
Genres
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1029 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Crabs and shi
Become crab. Crab is strong. Crab is fast. Crab is victorious.
keep kicking me out of party,
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.4M | 11.3K | 80% | $29.99 | |
| $7.4M | 59.1K | 79% | $7.99 | |
| $7.4M | 7.7K | 83% | $24.99 | |
| $7.4M | 5.9K | 70% | $24.99 | |
| $7.4M | 9.3K | 86% | $29.99 | |
| $7.4M | 8.3K | 89% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $732.1K | 1.5K | 90% | $19.99 | |
| $249.6K | 562 | 75% | $19.99 | |
| $232 | 1 | 100% | $9.99 | |
| — | 0 | — | — | |
| $113.9M | 240K | 94% | $24.99 | |
| $961K | 3.4K | 83% | $14.99 |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm giving it a positive review, as there are a lot of good things and the base is great. The theme is unique (🦀🦀). The soundtrack is obviously a banger. The graphics are nice and colorful. The moment-to-moment gameplay is awesome with the movement feeling very very good (sliding, flips). The cosmetics system is nice and I like the fact that you can unlock anything in-game However, for me, the game struggles the most with the replay value, and I think this is crucial for roguelikes. You are stuck with one loadout during the run (weapon, skill, melee). Most weapons feel very similar - they just differ in mag size, fire rate, damage, but functionally they are all basically, well, guns. And this wouldn't be much of an issue if we had, let's say, multiple weapons during a run. Maybe with evolutions or some other merge system. Additionally, the perks you find during a run are a bit boring - they are mostly just "deal #% more damage, but with reduced fire rate" or "deal #% more damage, but bullets zig-zag", or a lot of low-% triggers like "you have 3% chance to fire additional shotgun bullets". Most of those upgrades feel like boring stat increases. Besides that, even though the island and enemies look cool, after 3 hours of gameplay, they are getting repetitive So after I finish a run, I don't have an itch to start another, because the weapon I'll pick will feel similar to the one I just played with, I already know the environment and the monsters and they will be exactly the same again, and the perks I'll pick during the new run won't really affect my gameplay - I will do more damage, but I won't even notice a difference in how I play I'll be definitely checking out the game after an update
Damn this crab is like a champion
10/10, would crab rave again!
crab
Great roguelike, especially fun with friends. Saw it in a video and just had to try it out, definitely a fun game
very fun
Very fun casual game, difficulties scales very high if you want it to. 10/10. Would play with my cousin (my duo for most coop games) but hes scared of crabs so he doesnt play it anymore.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.