
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!
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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!
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
Engagement
Hours played at review time, across 181 reviews with recorded playtime.
Reviews
Themes across 181 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Is Crab
I kind of wish I could give this a neutral review. It's fun for a bit, but there's nowhere near as much replayabilty as you'd expect. I've played for about 6 hours and at this point I'd rather play Balatro (where I have 500+ hours) or pretty much anything else. The problem is that most builds end up the same. You basically make two meaningful choices for the entire game: an attack based on "ability" or "physical" and to increase or decrease your size, and this is usually dictated by what you roll first. Most of the upgrades are pretty simple and not a hard decision; you pick the one that increases whatever you're already working towards. A lot of the upgrades fit into (or are pretty much required) for most builds (ie increased health, increased speed, increased feeding speed) and you level up so many times in a run you can guarantee you'll end up taking a few of the same things every round. The branching evolutions fall short for the same reasons: they don't introduce many new options, so you just pick the one with the stat boosts that align with what you already have. Some of the options seem to suggest different playstyles (vegetarian, carnivore, pescatarian) but from what I've seen there's no real support past one or two minor upgrades, and no real incentive to deviate from the simpler "eat everything" strategy. I was impressed for a while with how the character sprite would change and develop as you picked evolutions but, as I mentioned above, there's no real incentive to specialize and some evolutions are pretty much mandatory, so the end result is pretty much the same every time and is just an amalgamation of random animal parts. Overall, it's just lacking the depth that good roguelikes have. There's no real reason for the different biomes. There's no real variation in strategy. You encounter most of the enemies in just a couple of runs. Most of the attacks play the same with minor variations in hitbox shape. There's also a few points where things seem unbalanced. For example, the "scuttle" dash seems worse than the default dash, and I've never been tempted to unlock the stone throwing ability since it requires ammo and by the time it's unlockable, it's a lot weaker than whatever attack I've been using up to that point. You could add a lot of depth to this game, but looking at the roadmap, that doesn't seem to be the direction that the devs are going, and I can't really see myself coming back to this game unless there's a major overhaul. It's a shame, because the concept is really cool.
还是挺好玩的 物种融合的设计也挺有意思 这里给个推荐 但是后面越来越难了 然后重复性也太大了 才第四关怪的ai基本上都是死追着不放的完全不给机会和时间
Crab
si
Не могу сказать, что это игра прекрасно во всём, но в чём-то она точно хороша
fun crab
Addictive fun
初見プレイは斬新で面白いのですが 長くは面白くないので残念でした 特段周回したからといって特別こちらが強くなることはありません 3~4回目ぐらいになると ビルドはだいたいやってしまい あとは消化プレイ気味になります 敵のラインナップもほぼ変わらずボスは完全に一緒 ヴァンサバみたいに爽快感みたいなのもありません とりあえず現在8週目ぐらいですが 強いビルドはだいたい決まっており 変な特化的なビルドやると死ぬし 強い同じビルドとかだとただの焼き直しで飽きてきました プレイ時間から1200円だとちょっと損と感じた印象です
Very fun game!
Related
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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