
The Animal Evolution Roguelite. Hunt, Flee, Scavenge and Thrive in a living ecosystem. Choose from 125+ Evolutions and Specialisations for unique creature combinations in every run. Adapt to survive the natural curve in order to beat carcinisation... or get Darwin'd trying!
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.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 5.29/day in the week to Sep 12 → 7.29/day in the week after.
About

Set in a living ecosystem, 'Everything is Crab' is a cute, challenging, highly replayable action roguelite. Make animal inspired evolutionary choices to concoct your own unique creature every run, both mechanically and visually.
It's Spore meets Modern Roguelites

As everybody knows, eventually, every organism ends up evolving into a crab. Right?
Well, except for you. Choose your own evolutionary path and strategy to thrive and defeat convergent evolution. Take that, science!


Over 125 abilities combine to create a plethora of different builds and playstyles: Become a wily trickster, a ferocious predator, a gregarious leader, a nimble nomad, or take on any number of other survival strategies.
Legs! Claws! Pincers! Wings! More Legs! Fur! Tail! Scales! Tentacles! I SAID MORE LEGS!!!
Build your formidable, visually awkward chimera or get Darwin'd in the process.

125+ evolution based abilities
Endless possibilities and visual combinations
Strategy-defining evolutions
Many viable survival strategies and playstyles

A living, thriving ecosystem
Many different critters with their own goals and strategies, each of them with several stages of evolution
Four distinct biomes with different rules, climate events, points of interest, flora and fauna
Night and day cycle

A variety of bosses that may (or may not) appear with each run
Huge meta-progression layer
Difficulties system (if you dare!)
Genetics (starting Characters), which can be combined to create endless starting character combinations
Challenge Scenarios to push your adaptation skills to the limit
More evolutions
Endless runs
Prove your survival skills to unlock Endless runs, ditch the timer, and outlast the apocalypse!
Track your findings, meta-progression and achievements in the Codex

Have a Crabby day!
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 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Speed! Speed! Speed! Speed! Speed! Speed! Speed! Speed! How many times I have to say it?! Quit with all these fancy-ass updates—just give me my original movement speed back ! Without speed, I cant even take on bosses or regular mobs! There’s way too few talents that boost speed, or just cut the cooldown on dashes! You’re a Darwin simulator, not some damn torture simulator! ♥♥♥♥♥♥♥♥!
Everything is Darwin if I'm being honest. What a load of CRAB!
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 10.43/day in the week to Jul 31 → 12.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Korean, Italian, Turkish +2 more
Hours played at review time, across 854 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This needs more, repetitive is the problem right now, please listen to the community and try to do something about this...
I think this little game has a lot of potential, The game play loop is really fun, the objectives are simple, and the pressure is nice and consistent. The only thing I have difficulty with the RNG when it comes to splicing drops at the beginning of a round, I keep getting awful pulls and end up dying super early in a round. Much of that has to do more with my playstyle and nothing to do with the game itself. I've also noticed that the game starts to studder really bad when you play a build that is super small and fast but that could also be a hardware issue on my end as well. Overall I really am hopeful for more updates and new content to be added.
Amazing game. I hope there will be a pvp update
One of the more interesting roguelikes I've ever played, with a gameplay loop that hasn't bored me after almost 50 hours. The depth of evolution choices and rarity system means that you don't reliably get any specific build, but that just means you end up with unique hybrid builds that are not likely to be replicated one-for-one. Not to mention that there really isn't one particularly strong build, either - at least once you're past the earliest difficulties. The art style is endearing, the sound design is both practical and a delight on the ears, and this game just really has the nebulous "juice" that so many games lack, and it pushes this one into a "must play" category to me. Hats off to the devs on this one, it's truly a one-of-a-kind experience.
I think I have reached my limit with this game and I can leave it with recommended after 9 hours. There isn't even enough going on to make a pros/cons list for this game. In short it is enjoyable for few hours, but no matter what I do no run feels any special. I have finished at "pressure 7" and done all challenges up to the one where you have no attack slots, but at no point I have felt like I have achieved some good build or was surprised at something unexpected happening. I was thinking about going for Zen achievement, but I could not figure out a way to make it more of a fun than a chore. Maybe there is something exciting to unlock further into the pressures/challenges, but I didn't see it. Doing the same runs over and over gets old too fast.
狗屎一坨,喜欢当M的去玩吧
ótimo jogo, mesmo sendo indie oferece horas e mais horas de gameplay criando as mais diversas criaturas que podem morrer pra qualquer alfa ou destruir o ultimo boss em 3 hits. De qualquer forma, o jogo ainda inclina para bilds especificas na medida que sua dificuldade aumenta, não existindo tanta variedade real - especialmente com a possibilidade de rerolar dezenas de vezes as evoluções para adquirir a de sempre. Ainda sim vei te divertir bastante. Espero por novas atualizões e tomara que adcionem mais biomas e inimigos
Everything is Crab is one of those games that's incredibly easy to jump into. The gameplay loop is simple, satisfying, and immediately understandable, making it ideal for picking up for a quick run without much commitment. Despite its simplicity, there's enough variety in how you can build your little evolutionary monstrosity to keep runs feeling distinct. The customisation options for Darwin are surprisingly diverse, with upgrades supporting a range of different archetypes. Whether you're focusing on poison, speed, ranged combat, ability damage, physical attacks, shrinking yourself down, becoming an enormous tank, or even attempting pacifist and herbivore runs, there are plenty of viable directions to experiment with. Each build changes the way you approach encounters, and it was fun seeing how different combinations came together over multiple runs. Unfortunately, this is also where one of the game's biggest balance issues appears. The level-up system includes several upgrades that increase experience gained from specific food sources such as meat, fish, and fruit. Early on, this feels like an interesting incentive to specialise in a particular diet. However, after experimenting more, I discovered the Omnivore upgrade, which grants a blanket experience bonus regardless of food type. When paired with another upgrade that further boosts experience gains at the cost of movement speed, progression accelerates dramatically. The result is that these upgrades begin to feel less like interesting choices and more like mandatory picks if you want your build to come online before the run ends. That's a shame, because it reduces some of the experimentation the rest of the upgrade system encourages. Instead of choosing upgrades purely to support your intended playstyle, you're often incentivised to prioritise experience scaling first. Visually, the game leans into a cute, colourful, and minimalist art style that fits perfectly with its light-hearted premise. One feature I particularly enjoyed was seeing Darwin physically evolve as different upgrades were selected. It gives your decisions a satisfying sense of permanence rather than simply watching numbers increase. My favourite transformation was committing fully to carcinization, collecting every crab-themed evolution possible. Given the game's title, it almost feels like the developers intended every player to experience a full crab build at least once, and it's easily one of the highlights. The soundtrack, however, doesn't quite hold up over longer sessions. While it suits the game's relaxed atmosphere initially, it becomes repetitive after only a few hours and starts blending into background noise. Boss fights are similarly serviceable rather than memorable. At least on the difficulties I've completed so far, they're fairly straightforward encounters with clearly telegraphed attacks that are easy to predict. Success rarely comes from mastering complex mechanics, instead boiling down to using your abilities whenever they're available and dodging the obvious attacks. I've yet to tackle every higher difficulty, so it's possible this improves later on, but the early and mid-game bosses don't offer much of a challenge. Reading back over this review, it probably sounds more negative than I actually feel about the game. The reality is that I genuinely enjoyed my time with Everything is Crab. Its flaws are noticeable, particularly with the experience balancing, but the core gameplay loop is entertaining enough that I can absolutely see myself returning to complete the harder difficulties and experiment with more challenge runs. Ultimately, Everything is Crab is at its best in short bursts. It's not a game I'd personally spend an entire weekend playing, but it's perfect when I want something simple, relaxing, and mechanically satisfying for half an hour or so before moving on to something else.
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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
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