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万物皆可蟹:动物进化 Roguelite | Everything is Crab

万物皆可蟹:动物进化 Roguelite | Everything is Crab

Everything is Crab: The Animal Evolution Roguelite

¥38.00

🏷️ Action, Indie, Simulation, Strategy

开发商:Odd Dreams Digital 发行商:Secret Mode 发行:2026-05-08

🔥 当前在线:1,180 · 📈 历史最高:1,180 · 💰 史低价:¥38.00

一款以动物进化为核心的 Roguelite 游戏。 在充满生机的生态系统中捕猎、逃生、觅食并茁壮成长。每局游戏都可从 125 +种进化与特化方向中做出选择,打造独一无二的生物构筑。顺应自然法则以求生存,最终打破“蟹化”的宿命……否则,就只能在进化的长河中沦为炮灰!

游戏预览

配置要求

最低配置

系统
Windows 10
CPU
1.8 ghz with SSE2
内存
4 GB RAM
显卡
DX11, DX12 capable
存储
2 GB available space

推荐配置

系统
Windows 10
CPU
3.5 ghz with SSE2
内存
8 GB RAM
显卡
DX11, DX12 capable
存储
2 GB available space

在线人数趋势(最近 7 天)

在线人数(7 天)

价格历史(90天)

游戏简介

一款以动物进化为核心的 Roguelite 游戏。 在充满生机的生态系统中捕猎、逃生、觅食并茁壮成长。每局游戏都可从 125 +种进化与特化方向中做出选择,打造独一无二的生物构筑。顺应自然法则以求生存,最终打破“蟹化”的宿命……否则,就只能在进化的长河中沦为炮灰!

更新记录

Community Designed Evolution Competitions Winner!🦀 steam_community_announcements
Hey Crabbies! 🦀

Yes, yes, the moment a lot of you have been waiting for is finally here, but first, a HUGE thank you to everyone who submitted ideas. There were so many fantastic ones, which made it so so hard to longlist and then shortlist them.

After over 400 submissions, Odd Dreams and Secret Mode voting to narrow it down to 10, and finally, over 3,000 community votes, we arrive at a top three...

Pedal Glands by _de3


Shoutout to eezda and asher_delmasca for similar submissions

Sticky Tongue by .telandria


Shoutout to .playpal for a similar submission

Spinnerets by abelhawk

And the winner is....

ALL THREE OF THEM!

We loved your ideas so much we couldn't bear the thought of only adding one of them, so all three of these evolutions will be coming to Everything is Crab in the 1.2 update.

Congratulations to _de3, .telandria, and abelhawk on submitting the winning evolutions!

Here are the submitted descriptions of what each evolution does:

Pedal Glands:
General Description: Darwin gains an evolution akin to a snail, slug, and other gastropods, granting him the ability to produce slime from a specialised gland that his body can then release below him, coating the ground he moves on in a thick, gooey substance! This allows Darwin to better traverse the ground he moves on, as well as slow anything that is stupid enough to follow directly behind him! I think this evolution could bring about further additions to poison builds, as well as applying an early game strategy to help evade those faster-moving enemies as opposed to just a pure speed build! 
Animal Of Origin: My original thought was snails, but then looking into slime production in animals in general I found there to be LOTS of animals (particularly those in the sea... and worms) that actually produce slime or some kind of mucous counterpart. So really its based of gastropods,  annelids and other worm groups, or even fish! 
Rarity & Affinity: Originally, I did consider rare, because the only other abilities that, in the game that I personally have discovered to do anything at a range is the fungoid evolution and the spit evolution. I would honestly even consider epic as after delving into the research I do think this evolution has a LOT of potential for upgrades or specialisations so epic may be more fitting I think the most fitting affinity would be Gregarious and Trickster, I see it playing into both honestly. 
Type of Evolution and What it Would Boost/Upgrade: This evolution would be both a movement/passive ability kind of upgrade, in regards to the fact snails (the origin basis) use it to both move much easier, and the fact that it's well, sticky! I think in regards to WHAT it would boost each upgrade would probably be terrain adaptation due to this. 
On Card Descriptions & Level System:This Evolution would be a 3 stage upgrade with a specialisation at the 3rd upgrade (I'd even consider 5 honestly, unsure as of right now). I think it would, on the card say something along the lines of "+x% terrain adaptation, +Slime production, +x% slowness to those in slime? (not sure how this would come across.


Lvl 1 - +x% terrain adaptation (similar to slithery), +x% slowing effect of slime.


Lvl 2 - +x% terrain adaptation, +x% slowing effect of slime.


Lvl 3 - Specialisation!!!

As to why I chose terrain adaptation, I don't think there is many terrain adapting buffs outside of the branching ones like wings, slithery, etc. And I kind think it makes sense because snails DO use it to move on practically every surface they encounter.
Specialisations:


The HAGFISH! --> On top of the slime slowing down any enemies that walk into the slime, the Hagfish specialisation would make the slime incredibly thick, so much so that any enemy that is unfortunate enough to walk on it now gains a 'slimed' debuff and this effect lasts and x amount of seconds after the enemy has stopped walking on the slime path.


The BOOTLACE WORM! --> Anything that now walks on the slime is now affected with the poison debuff, scaling with other poison boosting evolutions (such as virulent). This poison would persist whilst the enemy remains on the slime path and only begin to actually 'count down' after they have LEFT the path.

(Of course they would need to have slightly different specialisation names similar to how they do in the games - like how the beak specialises into 'narrow and long' or whatever the names are 🙂 - Maybe something like 'Mucosal' and 'Neurotoxic' 🤔) 
Evolution Blocking:I believe, due to the strength and versatility of this evolution it would make sense to block the tail evolutions and its unlocks. I know that is a BIG evolution to block as there is lots of specialisation around the tails (so maybe not?) - But typical invertebrates like gastropods don't have tails, and tails require BONE to function, which they don't have

Sticky Tongue:
Animal Inspiration: Chameleons, Frogs

In-Game Visual: Same existing tongue attack animation as possessed by the Spiderfrog. Maybe a throat bulge for Darwin.

Range: Up to Nearby
Damage: 0.5x - 0.7x Ability, Gains 0.15 per level.
Cooldown: 2s
Effect: Pulls a struck target adjacent to Darwin.
Unlocks: None
Bans: Spit
Blocked By: None
Special: Benefits from Poisonous Saliva

Specializations: Alternatively, instead of benefiting from Poisonous Saliva, can offer two specializations: one that adds a (very) brief stun, and another that inflicts poison.

Animal Fact: The tongue of a chameleon is an evolutionary marvel, able to extend up to twice its own body length and back again at a speed of nearly sixty miles an hour, all in a few hundredths of a second.

Spinnerets:

Creates a web that slows enemies (just like Clawdia's). Possible extra ability: immune to being slowed by webs. Possible specializations:


Sticky Silk: Web entirely immobilizes enemies instead of slowing them


Egg Sac: Creates an egg sac inside the web. After a few seconds it hatches into a Darwin Crawlee


Dropline: Your speed increases when an enemy is slowed by a web

Check out Secret Mode channels for all the big news for Everything is Crab, and for extra insight from the devs, follow Odd Dreams Digital on X, Bluesky, TikTok, Instagram, and join the Discord!

Carcinisation - a form of convergent evolution where non-crab crustaceans independently evolve into a crab-like body. 🦀
查看 Steam 原文 →
AMA Questions and Answers! 🦀 steam_community_announcements
Hey Crabbies! 🦀

On July 3rd, we streamed an AMA on our Discord, answering questions you players submitted throughout the week!

Below is a list of the questions and answers from that stream. If you don't feel like reading, or just prefer to listen, we also recorded the stream and have it posted to view on the Secret Mode YouTube:

Now, let's get into the thick of it.

Answering questions, we have Denis: Game Director, Ivan: Art Director, Julia: Programmer, and Mido: Community Manager.

Q: Why Crabs?

Answer:

Denis: because of the amazing theory of carsinisation. In case you're not familiar with it, the theory of carsinisation is that eventually everything evolves into a crab. It may be half meme, half science, but there are organisms that are not from the crab family that ended up developing crab-like features.

So it was a great fit for an evolution theme where organisms around you end up evolving into a crab while you have the agency to evolve into a crab or not.

Q: What sparked the idea of carsinisation being the primary focus in the game?

Answer:

Denis: It was quite a random spark that came just a day after concepting the core of the game. I was thinking about what could be a nice theme for an evolution game, just so that its branding is not "just" evolution, and the carcinization theory popped up in my mind. 5 minutes after, the name of the game was decided, and it never changed.

Q: What inspired you to create the game?

Answer:

Denis: The "core" inspiration was simple: I love Spore, but I don't feel the execution was ideal, and the first and second phases were the only ones that gave you a feel of evolving your own animal. To the point that a lot of people kept replaying those over and over, which, some differences aside, is basically a roguelike structure. So, what if WE were to make that game where every run you evolve into a different animal?

Q: When do y'all, roughly, plan on releasing on other platforms?

Answer:

Denis: Well, all we can say is we're already looking into it. Some dates have been floated; fingers crossed it can be soon.

Q: Will you be making more content that emphasizes the roguelike experience, like a skill tree of some sort?

Answer:

Denis: Assuming this question is about a metaprogression stat/unlocks tree: The philosophy of the game is NO to permanent stat upgrades that carry over to following runs. We have a different structure than survivor-likes intentionally. We don't want the player to end up beating the game just because they ground enough metaprogression points. We want to incentivize the players to learn the details of the ecosystem, the evolutions, the enemies, and adapt. This is why the game gets harder and not easier every time you beat it, because we want to keep you constantly challenged and learning, rather than just granting you victory because you played a lot.

Q: How have you solved the sprite changing dynamically to show the different evolutions?

Answer:

Julia: Really great question! Every body part is its own separate art layer (meaning the arms are drawn separately from the body), and we put them into spritesheets, then we plug them into animations. Each body part is its own GameObject on Darwin's character. We developed our own constraint system (designer-friendly, SO-based), which is assigned on each body part to determine what visuals should be enabled/disabled.

Q: Will future cosmetics always be behind a pay-wall/DLC?

Answer:

Denis: This one is a surprising question, as the majority of cosmetics we have (and are planned) can be unlocked for free. The only exception to that so far is the supporter pack, which is just a way for people who really appreciate the game to give a bit more back to the devs. But the plan is to keep releasing cosmetics with free updates, and we haven't decided yet if we want to add cosmetics to DLCs too.

Q: Will you ever go into, say, dinosaur or prehistoric animal evolutions as well?

Answer:

Denis: It is a possibility that has been discussed. We already kinda have one with a new specialisation. We still don't know if it will happen and how, but it is one of the coolest potential big additions.

Ivan: I have to say that I would love to have tiny T-Rex hands or a pterodactyl beak or wings, as evolutions would be cool too.

Q: Have you considered adding more fantastical elements to the game? Considering how we fight Crab'thulu at the end of each run, it's not too big a jump in logic to be able to breathe fire.

Answer:

Denis: That's a fair question. I would say the rule of thumb is that we will keep a goofy but real-nature-basedtheme. We allow ourselves some extra goofiness and absurdity in not-so-relevant details like the hatbirb, but we feel like if we open the gameplay and evolutions to the fantasy and start breathing fire, we will lose our identity, and we will be merged with the many other spell-casting roguelikes.

Q: Have you ever considered color options for Darwin?

Answer:

Ivan: Yes, originally i thought of Darwin as blueish because it's a water blob looking for their place in the exterior, so a blueish color was their original color. Maybe we could explore different colors for different origins.

Denis: A little hint in the game is that the splicing that takes place in the game is underwater because Darwin is coming out of the water.

Q: Will multiplayer be added?

Answer:

Denis: We'll answer this one to give a bit of visibility of the complexity of adding multiplayer to single-player-structured games. There is this meme that you just need to tick the "allow multiplayer" checkbox in Unity or Unreal, but to the surprise of no one, it is not that easy.

All this to say, working on multiplayer would require a massive restructuring of code and huge redesigns. So not a straight yes or no answer, but more of an informative note that it just cannot happen anytime soon.

Q: What's your favorite Pokémon generation?

Answer:

Ivan: I loved Pokémon Black, I feel it's the best in story, Pokémon music, and pixel art sprites, but my favorite Pokémon is Gengar from the first gen.

Julia: Honestly, I was never much into Pokémon; as a kid, I was more into Crash Bandicoot.

Denis: I would say, I'm with Ivan regarding gameplay and narrative being very peak around that era of Black and White, though the nostalgia factor makes me want to choose the first gen as it was the first that I played.

Mido: Pokémon Pearl, pure nostalgia from the Nintendo DS. I would say Richu is one of my favorite Pokémon.

Q: If you could recreate EIC in a different gaming genre, which would you pick and why?

Answer:

Julia: I love overcooked, so I would make it a cooking game.

Ivan: I feel EIC could work as a card game where you build Darwin using different evolutions and Point of Interest cards.

Mido: I'm going to follow up on it; it could be interesting to properly explore turning the world of Everything is Crab into a TTRPG where everyone starts as Darwin, but everyone gets to change how their character looks and plays.

Denis: Can't think of a better fit than a roguelike right now, to be honest. But I'd love to see anyone try to make it a romance visual novel :P

Q: Are there plans for custom difficulty modes, like sandbox?

Answer:

Denis: We are looking into making a sandbox mode. This isn't a confirmation that it's coming anytime soon, but we are looking into developing a sandbox mode with many options.

Q: What was the hardest part of making the game?

Answer:

Ivan: In the art department, it was creating all the different evolutions as separate sprites, adjusting each one to fit all Darwin animations, and making sure they still had a readable silhouette. And then implementation.

Julia: EIC started as an idea to test the waters of releasing a game on Steam, but when we noticed our friends and family who tested the concept were hooked, we decided to put more focus and time into it. Since at the start we wanted to develop quickly, we used some plug-ins that, when the project expanded, continued to make developing certain features harder than we would wish for.

Mido: For me, very early, when we didn't have help in the QA department, just getting into it and making sure everything got tested properly, meaning very thoroughly.

Denis: From the game design side, I would say making an alternative playstyle and win condition into an action roguelite.

Q: What's something you chose to leave out of the game that existed before you released the demo/version 1.0?

Answer:

Julia: Something that comes to mind is a Lycanthrope Genetic, allowed day and night, Darwin, that would have different evolutions and stats; we just couldn’t balance it to feel good in the end.

Q: Do you have plans on improving Endless mode?

Answer:

Denis: Endless is something we are keeping an eye on for potential improvements. It is not our number one priority, as we feel we can still improve the base game, which, in time, will improve Endless too, but it is something that is being considered.

Q: Can we have an endless mode in the challenges?

Answer:

Denis: Could be. Full visibility as to why it didn't happen, the amount of complexity that goes into balancing Endless by itself is non-trivial, given that you can play it from pressure 10 - 20 with different degrees of difficulty. If you add on top of that being able to play it in the environment of each current challenge and future challenges, it means the number of things to test and balance skyrockets.

Q: What is something that you have not yet worked on or even discussed adding to the game but think may be cool? Or personally want to see in the game, but no one else on your team sees your vision?

Answer:

Ivan: If HatBirb has evolved into evolving different hats, maybe Darwin can too...

Julia: I think something really cool would be adding Unicorns and dragons.

Mido: We already have hats; how about sunglasses?

Denis: That would be too much of a spoiler... 👀

Q: Discord Rich Presence when?

Answer:

Julia: It's a potential feature we deprioritised a while back but now that we have a similar feature of Rich Presence in the Twitch extension, it's possible we could revisit this, good suggestion!

Q: Will there be fully stationary (plant) evolutions? (Eg maybe attract creatures or get nutrients from a large range)

Answer:

Denis: This was a consideration for a while; chlorophyll was, in fact, one of the first evolutions ever conceived, but we never found how to actually execute on it properly while keeping the rest of the game balanced. If we ever find out how to do it, we could go for it.

Q: Will you ever consider different base starting characters with different stats and appearances?

Answer:

Denis: There was a consideration for having small differences in the starting Darwin or the starting ecosystem based on the Genetics picked, but that feature was deprioritized and is sitting in a box in the basement. It could make a comeback if we find an elegant way to execute it.

Q: What's everyone's personal favorite evolution?

Answer:

Julia: I don't want to be boring, but there is an evolution that I will always go for: Cheek Pouch.

Ivan: Visually, I love antlers and snow dive skin evolution, and always take them no matter what.

Mido: I fell in love with Nomadic when I first saw it.

Denis: I really like the idea of Scavenger. The fact that there are many ways to achieve the bonus progress, like cornering enemies to die to their chasers rather than attacking them yourself, or just going around getting the scraps of food.

Q: Which boss tastes the best?

Answer:

Ivan: I think Crabtaur could make a good BBQ, but I also think Shellephant could make a good sashimi.

Julia: Crabtaur steaks!

Q: Does carcinization affect flavour? eg, do higher tiers of crabtaur taste more like crab than beef?

Answer:

Julia: I'd say yes, I can see it.

Q: For how long do you see yourselves working on EIC? Will the game continue to receive new free / paid content beyond the next year?

Answer:

Denis: Yeah, we've already spoken about it, and it's in the roadmap too, but we're planning to support Everything is Crab for at least a year after launch. This includes lots of free updates and at least one paid DLC.

Q: Will there be an option to go down into the mines or fly into the sky, where there may be new enemies or something similar?

Answer:

Denis: If it were to happen, that would be DLC material due to the complexity. Can't say no, but it is not the highest priority for a DLC

Mido: I think it would turn into a very claustrophobic situation if you were in a mine and some beewears were to start chasing you.

Q: Will there be new biomes?

Answer:

Denis: It is one of the higher priority considerations for big content updates, but there is just so much we can do, so it is fighting against other cool content updates that we also want to do. It is something we would like to do, but it will take a bit of time.

Q: Does the team have plans to add to the roadmap interactive objects, new mobs, new mob interactions, new events, seasons, new POIs, new mechanics, new biomes?

Answer:

Denis: Yes to almost all of them. We are looking to increase the ecosystem richness in many ways, and the only limit is basically development time

Q: Do you guys plan on making an evolution that benefits from rain instead of being debuffed by it?

Answer:

Denis: There is no immediate plan to make that happen. It is a cool idea, so it could happen at some point!

Q: While developing and balancing the game, did you ever consider adding some way of creating offspring, laying eggs, etc. And if not, would you be interested in adding it to the game as a way to have a build that can continue after death by playing as one of said offspring?

Answer:

Denis: Yeah, it has been considered many times with many different evolutions. The only limitation is technical, as everyone would love to do it, but the amount of work to execute it would be dramatically higher compared with other evolutions. It would imply that those little Darwins can be handled by the AI and know how to properly execute every attack, dash, and ultimate in the game.

Q: Is it possible to have a feature to Zoom In or Out, by, let's say, rolling the mouse wheel up or down?

Answer:

Denis: So, zooming out, no, as that would provide gameplay benefits that we want to limit. if we did want to add it, it would be tied to an evolution to be able to see more. Zoom in, we don't think it would be so helpful for the majority of people. If we see a lot of people wanting it, we can look at it as an accessibility thing or a default.

Q: How did we decide on the gamepad controls?

Answer:

Julia: Some team members like me are keyboard and mouse players, but we tested it with players and what they wanted it to be assigned to. So it was tested, and we played around with it.

(Was it difficult to balance on the gamepad compared to the keyboard and mouse?)

Denis: To some degree, yes, but the goal was not to balance, so it works on both, but to get it to work similarly, so there were no functional advantages to them.

Q: How long did we spend making the game?

Answer:

Denis: So production with the whole team started in August/Spetember 2024. So, almost 2 years ago, we made the game in like 1 year and 7/8 months.

Q: How do you rate the success of the game, and did it do as well as you hoped?

Answer:

Denis: We rate it as 👍👍and we thank you for your support. It went as well as, and better than, we imagined.

Q: Will there be an implemented storyline alongside just evolving?

Answer:

Ivan: Oooh, I would love to do that, but that's something I cannot promise. I'd love to add some lore and story about what happened to Darwin and other animals in the ecosystem.

Mido: There are a lot of different parts that I would love to explore. Especially with the POIs, like the Stone Calendar, where does it come from, why is it here, why did someone need to measure time, and why do you get to make the day longer or shorter?

Denis: I would also love to visit it at some point. It's just we don't have a structure; there's a bit of lore here and there, but we don't just want to spill lore. So if we find a structure where we can tell a story and it fits the game, that would be great. Otherwise, it will remain a narrative in the environment, like the splicing being underwater.

Q: Who's the best player out of the devs?

Answer:

Julia: I would love to say me, but I always go for visuals, I mean, honestly, I want Darwin to look pretty.

Denis: So then, Julia, you're looksmaxxing, which is the important part of the game.

Mido: I remember right before 1.0, I was QAing and got stuck on pressure 3, and Denis called me out for it. Then I got stuck on pressure 13, and Denis called me out for it. It's funny, Denis is great at judging when people are stuck, but I've never seen him play.

Q: Will there be more monsters in the game?

Answer:

Mido: Before you answer this, let me set the tone: there are no monsters in the game, just animals.

Denis: Yeah, clarify monster. All of them are beautiful animals who are just trying to survive in their ecosystem, even Krabken. He's just very misunderstood.

Denis: But yeah, there are new animals coming.

Q: If you could pick any animal to put in the game, what would it be?

Answer:

Ivan: Oh, I would say something like a rhinoceros, which was one of the first beta animals, and I want him back.

Julia: I think I'm going to go back to unicorns, but Denis says they're not real animals.

Mido: My owl with night goggles, one day it will be real.

Ivan: I think there was also a discussion about adding a monkey, but we already have some pesky animals. \

Q: If there were no constraints, what evolutions from an animal would you like to add?

Answers:

Denis: Maybe a giraffe, because of how difficult it is technically to make the long neck happen, but how cool of an idea it is.

Ivan: The same one. The neck makes it very challenging. But if I had to choose a different one, maybe something related to birds or something related to fish.

Julia: I'd really love to have something related to honey badgers. I don't have a fleshed-out idea, but I love them so much.

Mido: If we were about to, Echolocation, like bats. If we could make the game very dark and just echolocate forward, that would be interesting.

Q: Will we be able to evolve to have some of the other animals' attacks? Ie, the poison cloud the Beewears + have.

Answer:

Denis: There are some of them we are already looking to include, but I won't spoil which ones.

Q: Certain desert animals have evolved to eat cacti. Is this something we will see in the game?

Answer:

Denis: I would say if we were to do more vore-type abilities, then maybe. But I feel there is a bigger space to cover than something so specific.

Q: Any plans to add evolutions dependent on Darwin's sizes?

Answer:

Denis: We've played with this idea many times. One of the reasons we do not go too much into the big size archetype is because there is already a fair amount of super for it, same with small, so we're trying to help archetypes that are not so obvious for players. But at this point, we need to add more size-related genetics, maybe something like gentle giant or mega-monster that requires you to be gigantic would be an interesting one.

Q: Will there be additional evolutions in the mushroom side of things?

Answer:

Denis: It is not one of the highest priorities; it's already quite powerful, especially now that herbivore and vegan benefit from fungi. We believe it's in a good spot, but when we start adding evolutions everywhere, fungi will probably get one, but it's not one of the archetypes that needs help right now.

Q: Is the lethal + lethal mushroom real?

Answer:

Denis: Unless there is a bug, it should not exist because there is only one lethal modifier that can appear in a round.

Q: Were there any evolutions that were off the table from the start?

Answer:

Denis: There is nothing off the table, per se. If they're off the table, it's because after researching it, we couldn't make it work technically or find a way to make it funny. But we didn't go "We're never doing cat-like features," we just need a way to make them fun.

Q: Do you regret releasing the fin evolution on release?

Answer:

Denis: That's a really good question. So, I cannot answer this one really well without more context of future plans. It's more useful than people think; it's just underutilized. I think it is a perception thing where it bans some of the powerful evolutions.

Q: Will there be more challenges that exclude the Chosen genetic in the future?

Answer:

Denis: It depends. The only reason why weban gentics or evolutions in challegnges is because they do not work with that challenge. For example, if a challenge says you can't roll three evolutions and chosen rolls three evolutions, then they are not a good combo, and it would be removed from the pool.

Q: Are there any challenges that you wanted to be in the game, but it didn't work out?

Answer:

Denis: There is one that comes to mind, but I'm not going to mention it because it may still happen. There are many, though; there is always a lot of content that we wish we had the time to put into 1.0, which is why we keep supporting the game.

Q: Will we be getting new POIs in the future?

Answer:

Denis: Yes, POIs are another one of the things we keep investing in, as it will keep increasing the variance of the game. There is a sweet spot for POIs, and I believe we can keep adding them to increase the richness of the game.

Q: Can I please have an in-game pet?

Answer:

Ivan: I mean, that's something that visually can be done, but I think it's more something that will technically need to be solved.

Denis: Maybe... we're leave it there..

Q: Are you happy with the current state of environmental hazards?

Answer:

Denis: If you ask any designer of my game if they're happy with something, they're going to say "mostly yes, but..". And that is the answer here, mostly yes, or we wouldn't have shipped with that, and we would have spent more time polishing it, but I think it's something we can improve.

Q: When are you releasing Darwin merch (marketable plushie asap plz)

Answer:

Ivan: yeah yeah.. about that, I think there is a task that I need to get on with.....

Check out Secret Mode channels for all the big news for Everything is Crab, and for extra insight from the devs, follow Odd Dreams Digital on X, Bluesky, TikTok, Instagram, and join the Discord!

Carcinisation - a form of convergent evolution where non-crab crustaceans independently evolve into a crab-like body. 🦀
查看 Steam 原文 →
July 8th Hotfix 1.1.2 🦀 steam_community_announcements
Hey Crabbies 🦀

A very small hotfix today that resolves an issue preventing the “It was a Dinosaur” Achievement from unlocking.

For more details about recent patches, please check out the 1.1.1 post and the 1.1 post!

Check out Secret Mode channels for all the big news for Everything is Crab, and for extra insight from the devs, follow Odd Dreams Digital on X, Bluesky, TikTok, Instagram, and join the Discord!

Carcinisation - a form of convergent evolution where non-crab crustaceans independently evolve into a crab-like body. 🦀
查看 Steam 原文 →
1.1.1 Hotfix and Community Evolution Voting 🦀 steam_community_announcements
Hey Crabbies! 🦀

Today, we've had a small Hotfix go live for Everything is Crab that fixes some highly reported community bugs, and the community evolution competition has opened up to community voting!

We also held our AMA last Friday; later this week, we'll be posting the Q&A's here for everyone to be able to read! For now, a recording of it can be found here:

Patch Notes


Fixed stoner specialisations not activating if gained while unequipped


Fixed key movement input bindings resetting after restarting the client


Fixed Twitch extension sometimes sending dual polls, causing it to break


Fixed input device rapidly swapping between keyboard and mouse


Fixed boss fruit not always being consumed if collected on the same frame as eating other food


Fixed Stubborn tooltip not always showing on POI and Evolution menus

And if you missed it, we recently released the HUGE 1.1 update, so be sure to check out all the additions and changes in Everything is Crab!

Community Evolution Competition

The submissions have been voted on by the teams at Odd Dreams Digital and Secret Mode. We've narrowed it down to the top ten, but the evolutionary path is now in your hands!

VOTE HERE!

Vote by ranking every submission from 1 to 5 stars, 1 being "Not Keen" and 5 being "Love Love Love". Voting closes on Monday 13th July 12 pm BST.


Sticky Tongue by .telandria


Shoutout to .playpal for a similar submission


Feathers by very_crunchy5668


Shoutout to chiggymeese1_32287, piratequeen1017, and vodka_my_beloved for similar submissions


Camouflage by .prof_v


Shoutout to catgirldragon151, imjay_, moonfry, snegglepuss, and onelonemelon for similar submissions


Scent Glands by Skunkrocker


Lamp by thedertiz


Shoutout to .arjayjay for a similar submission


Roar by wrenderdraws


Shoutout to digitalkibou for a similar submission


Spinnerets by abelhawk


Pedal Glands by _de3


Shoutout to eezda and asher_delmasca for similar submissions


Lithophagy by mykoloth94


Batsian Mimicry by queenofbones


Shoutout to lob_is_lob and diggerahkor for a similar submission

Check out Secret Mode channels for all the big news for Everything is Crab, and for extra insight from the devs, follow Odd Dreams Digital on X, Bluesky, TikTok, Instagram, and join the Discord!

Carcinisation - a form of convergent evolution where non-crab crustaceans independently evolve into a crab-like body. 🦀
查看 Steam 原文 →
AMA with Odd Dreams Digital in Discord, July 3rd! 🦀 steam_community_announcements
Hey Crabbies🦀

To celebrate last week's 1.1 update, we are hosting an Ask Me Anything event! The AMA will start on 03 July 2026 at 17:30 BST, be hosted on our Discord server, and last around an hour.

Yes, we know Ask Us Anything is more AUA but AMA is well known/established, so we'll go with that

If you have a burning question you want us to answer, simply send your question in advance through this form:

Submit your Everything is Crab AMA questions here!

Please note that we will try our best to answer as many as we can, but depending on the volume we receive, we may be limited by time.

Once we go live, you can watch the whole thing in the Discord Events channel. If you want to add the event to your Discord calendar, use this link.

Join the official Everything is Crab Discord for regular updates and information!

Check out Secret Mode channels for all the big news for Everything is Crab, and for extra insight from the devs, follow Odd Dreams Digital on X, Bluesky, TikTok, Instagram.

Carcinisation - a form of convergent evolution where non-crab crustaceans independently evolve into a crab-like body. 🦀
查看 Steam 原文 →
Everything is Crab has evolved to 1.1! Full Patch Notes 🦀 steam_community_announcements
Hey Crabbies! 🦀

Everything is Crab has reached its first level up and evolved! We've got a lot for you in today's update; if you want a pinched-down version of the patch, head over to the overview blog we posted at the start of the week.

Before we get into the changes, we want to say a huge thank you to all the crabs who have played, left us feedback, and reported bugs since launch. This update couldn't be as claw-some as it is without you!

Today's update also brings the Twitch Extension, with multiple fun ways to interact with the game as a streamer and viewer! Full details, including a setup guide for streaming, can be found at the end of this blog.

Now, enough stalling; time to get into the thick of it. Here are all the changes you can expect to find in today's update.

New Evolutions and Specialisations: 

Evolutions: 

New Passive Evolution, Tracker. 


Tracker is a 3-level Evolution with the Predator affinity. 


Tracker marks all Alpha enemies with the Tracked effect.


Many evolutions and specialisations apply the Tracked effect and provide new cumulative bonuses against Tracked animals.


Tracker is added to the Evolution pool by having either Nomadic, Snout or More Eyes level 2. 

New Ultimate Ability, Lick Wounds. 


Lick Wounds is a 5-level Ultimate Ability.


Lick Wounds allows the player to heal themselves for a limited amount whenever they choose, which can come in handy in dire situations.


Lick Wounds is added to the Evolution pool by having either Saliva or Whining. 


Getting damaged by attacks reduces the cooldown further and is influenced by the player’s Feeding Speed stat. 

Both Evolutions can be unlocked by progressing into further Pressures. 

Specialisations: 


Specialisations can now be skipped; in return, players will gain 10 Mutagen Points 

Specialisations have been added to Stoner: Signal & Training. 


Training will permanently increase Ability and Physical for every kill with Stoner. 


Signal will mark and add Tracked to any enemies which are hit by Stoner, making your allies focus on them. Additionally, all Tracked enemies take 50% more damage from Charmed allies.

Specialisations have been added to Leech: Anaesthetic & Vasodilators.


Anaesthetic will now make Leech attacks no longer make its target aggressive. 


Vasodilators will now multiply Leech’s healing amount by the player’s Feeding Speed stat. 

Specialisations have been added to Spur: Marking & Primal. 


Marking will apply the Tracked effect to any enemy hit by Spur. All Tracked enemies also receive double the Charm chance. 


Primal will amplify Spur's damage by the number of Mutagen Points the player has. 

Meta-progression: 

Several evolution unlocks have been moved to be easier to obtain: every Evolution which was locked behind Challenge progression can now be obtained by completing Pressures for the first time, providing players with more rewards for their Progress through the pressure selector. 


Hibernation and Burrower are now unlocked by beating Pressure 2 for the first time. 


Lick Wounds is unlocked by beating Pressure 3 for the first time. 


Overwhelm is unlocked by beating Pressure 4 for the first time. 


Tracker is unlocked by beating Pressure 6 for the first time. 


Fin is unlocked by beating Pressure 7 for the first time. 


Fibroblasts is unlocked by beating Pressure 8 for the first time. 


Ambush is unlocked by beating Pressure 9 for the first time. 


Constriction is unlocked by beating Pressure 11 for the first time. 


Pollinator is now unlocked much earlier, now only requiring 25 Points of Interest. 

New Cosmetics: 

Eight new Cosmetics have been added: Crabtaur’s Horns, Condor’s Wings, Goldfish’s Fin, Cockroach’s Arthropod Legs, Tapir’s Trunk, Bactrian’s Hump, Porcupine's Spines and Ant’s Antennae. 


Completing “Hello old Friend” will unlock a new Cosmetic “Crabtaur’s Horns”  


Completing “Challenger 1” will unlock a new Cosmetic “Ant’s Antennae”  


Completing “Challenger 2” will unlock a new Cosmetic “Tapir’s Trunk” 


Completing “Challenger 3” will unlock a new Cosmetic “Bactrian’s Hump” 


Completing “Challenger 4” will unlock a new Cosmetic “Goldfish’s Fin” 


Completing “Challenger 5” will unlock a new Cosmetic “Cockroach’s Arthropod Legs” 


Completing “Challenger 6” will unlock a new Cosmetic “Condor’s Wings” 


Completing “Challenger 7” will unlock a new Cosmetic “Porcupine’s Spines” 


Crabtaur’s Horns replaces Horns with Crabtaur’s stylish downward-facing horns. 


Ants’ Antennae will replace Antennae with the stylised ones seen in all of the key art. 


Tapir’s Trunk replaces Trunk with a shorter and stripier variant. 


Porcupine's Spines make Spines leaner, meaner and greener. 

Ambivalent: 

Grandiose has been reworked. 


Grandiose is now a new Genetic called Ambivalent. 


Alongside its old trait, Ambivalent will now also work with small builds by multiplying the amount of Mutagen Points the player received based on how small they are. 

New Features: 

General: 


Darwin now has a spawn animation. 


The Codex can now be accessed mid-run through the pause menu. All features are available with the exception of the My Creations page. 


New foliage, trees, obstacles and other map elements have been added to all 4 Biomes.


A mid-run camera button has been added to the Pause menu to allow players to take high-quality screenshots (Unavailable on Steam Deck) 

Settings: 


Input rebinding has been added for both Mouse & keyboard & Controller. 


Added a new Audio Slider for Evolution reveal jingles volume. 


Added new Night Brightness Slider in the Accessibility tab. 

Achievements: 


A new Achievement, “Hello old Friend”, has been added to the Feats section. 


A new Achievement, “Introvert Party”, has been added to the Feats section. 


New Evolution Achievements for Pressures; 2,3,4,6,7,8,9 & 11 have been added to the Evolutions section. 


Challenge tier 1,2,3,4,5,6 & 7 achievements have been moved to the Feats section. 


Full Plated is now Half Plated, which now only requires 50% or more Plating to be achieved. 

 

Quality of Life Changes: 

General: 


Added a button in the Main menu which takes players to the latest patch notes


Show a New Content visual on the Cosmetics button when you unlock a new Cosmetic


Improved Animals spawning across the map to now spawn more dynamically around the player while they are roaming around the world. Animals can now spawn from all directions. 


Players are now ignored by enemies for a brief period when starting a run or when starting a new Endless Extinction. 


Added ‘Coyote Eating’, which makes eating food easier while quickly moving over it


The Mutagen counter will now always be shown in the pause menu. 


Reworded “Show full Evolution reveals” setting to be clearer. 


Updated Death tip to be more informative when players are killed by Shellephants Roll. 


Random stat POI’s will now provide size changes based on the player's current stats; e.g. if the player is going for a small build, these POI’s will no longer disrupt that by increasing the player's size, and vice versa if the player is going for a large build. 


Added a Tutorial for Burrows. 


Swapped the link to Discord to a link to QQ while in Simplified Chinese. 


Locked Cosmetics in the Cosmetics menu now have a pop-up to explain how they are unlocked.


When viewing a shiny enemy in the Codex, switching enemies will continue showing shinies wherever possible until manually changed


Most Successful Evolutions in Codex now prioritises higher number of times picked in case of a tie in win %


Improved layouts of Specialisation cards. 


Updated Senses description to mention mushroom identification.


Water, Snow & Sand Terrain Adaptation bonuses will show as additional tooltips where applicable on the Character screen stat


Updated the Rewards shown underneath the Pressure selector bar to now include the new Evolution rewards and to show when Endless is unlocked. 


Darwin will begin eating food faster when standing over food. 


Carcinisation symbol is now shown on ??? Evolutions in Amnesia


Added a Quick Level Ups toggle that will appear on the Evolution screen if you gained multiple levels in quick succession (will do the same as disabling Show full Evolution reveals settings but only for the current run)


Being smaller will reduce your Feeding Distance, Attack Area and Nearby Area by a non-linear amount (in the player’s favour).

Evolutions: 


Both Ruminant and Basking icons can now be seen beneath the player’s health bar, which shows when they are active and when they are on Cooldown. 


Rarity has less impact when you roll spawning an upgraded Evolution slot. Now players should have an easier time upgrading their Epic and Legendary Evolutions.  


Ability Cooldown UI has been updated to now give players a numbered countdown until abilities are usable again. 


Updated Herbivore fact description. 


Removed redundant Carcinisation line from Arthropod description. 


Players' size can now be increased to 5x (for synergies), but Darwin will visually stop growing at 3x. 


With Long Beak equipped, outlines will be shown on Burrows to help telegraph that they can be interacted with

Challenges: 


Challenge descriptions can now be seen in the pause menu via a tooltip


Chaos Theory: Enemies will randomly be given/reduced additional Chaos to enhance or decrease their overall stat distribution. This is represented by the size difference (bigger versions of the same enemy have more stats in total than their default counterparts)

Achievements: 


Progress towards Gotta catch them all & My Destiny Achievements can now be made in Challenges. 


Progress towards Win, Winner & Winnest Achievements can now be made in Challenges. This change will be retroactive, so any previous Challenge wins will be added to your total

Enemies & Bosses: 


Blobfish and Beewares can now spawn in the Water Biome (but Blobfish will still be terrible swimmers) 


Krabken is now slightly transparent when players are behind them.


Fleeing Turtoids should turn to fight their attackers more often. 


Charmed allies and Enemies will now more consistently stop Shellephants' roll


Baby Bosses now have improved SFX

Splicing 2.0:


Once Splicing has been unlocked, it will now always be available in Pressure runs! 


Players can still opt in to skip if they choose. 


Quitting or restarting too soon will offer up the same choices in order to minimise exploits

Charmed improvements: 

New Charmed mechanic has been added: Passive Charming. This mechanic allows players to occasionally charm enemies without needing specific charming evolutions.


Occasionally, players will encounter friendly enemies throughout the world, who will offer their friendship. If players accept this proposal using the interact button, they will Charm them (scales with Social).


Attacking a friendly enemy will remove the Charm prompt.


The duration without you making an attack, combined with your Social stat, influences how often enemies will offer their friendship.


Charmed allies will no longer move towards or steal food from the Player. 


Charmed Pilferrets & HatBirbs will now exit Burrows.


Charmed Pilferrets have had their movement speed increased when running back to that player to provide them with food even faster. 


Charmed Pilferrets will now recognise when the player is Vegan and will only bring players Vegetation food. 


Charmed allies have received a buff to their movement speed. 


A new Charm Chance tooltip has been added to any Evolution which has a chance to Charm (Toe Beans, Tail Wag etc.); this tooltip shows players exact chances to charm regular enemies as well as Alphas. 


Charmed stats gained pop-ups will now remain on screen slightly longer. 


Charmed stats pop-up will no longer overlap when multiple are shown at the same time. 

Balancing: 

General: 


Players now gain 1HP for every level up. 


This will allow many builds to be less dependent on HP choices and Imposing evolutions in order to stay alive.


Slight adjustments to balance were required to make this possible, including adjusted Body Slam cooldown and enemy damage progression.


From Pressure 15 onwards, the 1HP gained per level up is reduced to 2 HP per 3 level ups. 


Updated Perceived Difficulty ratings for many Challenges to reflect actual win rates better


Players now always spawn in the Grass Biome in Boss Rush. 


Random starting Biome from Pressure 6 onwards is now more varied on spawn to prevent players from being stuck in Sand/ Snow for extended periods of time when the run starts


Mushroom XP will now scale with Herbivore and Vegan. 


Senses now contribute more towards Mushroom Identification. 


Cap on both Feeding Speed and Senses have been raised to 500%.


Fixed exploit which allowed re-equipping attacks to use them again before their cooldown finished.


Fixed issue with tooltips often appearing outside of the screen bounds on non-16:9 screens.


Improved Tutorial message to be smarter about where they show on the screen to be more readable

Genetics: 


Buffs gained from Underdog have been increased: will now apply double the effects after the player passes the second boss. 


Initial de-buffs gained from Underdog have been reduced from a -25% de-buff to the players' Damage, Health, and Progress to only a -20% reduction. 


Increased rarity bonus every time an evolution is skipped with Patient.


Standard health bonus has been increased from 10 to 15. 


Simple now starts players with 200 Mutagen points! 


Increased the variety of Envoy of Chaos rolls. 


Both Rare and Epic Stubborn picks now provide more Mutagen Points. 

Evolutions: 


Fin is now a single-level Evolution, which provides players with a big instant boost to their Water Terrain Adaptation


Speed buff provided by Snout Whiskers has been increased. 


Wool Fur has been buffed to now provide 100% of the player’s Cold Adaptation when gaining Heat Adaptation. 


Leap can now appear as a Common Evolution. 


Toe Beans can now appear as a Common Evolution. 


Toe Beans Charm chance has been slightly adjusted. 


More Legs! can now appear as a Rare Evolution. 


Convergent Evolution can now appear as an Epic Evolution. 


Convergent Evolution at Legendary tier has been buffed to +15 to your highest Affinity. 


Convergent Evolution now offers a 15/20% increased chance of finding Evolutions with the Carcinisation Affinity per Carcinisation point. 


Stoner Projectiles are now faster and easier to hit


Prehensile Tail’s Thrower buffed from 50%→75%


Shifty now distributes its bonus between Dodge & Damage

Enemies & Bosses: 


Krabken HP, Plating and Cataclysm resistance at different Pressures have been adjusted.


Aquaconda+ and Aquaconda++'s bodies are now longer


Aquaconda will now spawn stones when destroying land


Shellephant rolling speed is now affected by the terrain they are on


Enemies will give up chasing a bit sooner (assuming they’re not damaged by the Player)


Improved HatBirb Charming animation

Bug Fixes: 

General: 


Fixes to some niche crash issues on startup


Fixed issue with Epic launcher trying to interfere with Steam build


Make game more resilient to save data loss


Nutritious and Stat changing POI’s can no longer heal the player in Wounded


Eating Spicy/Refreshing mushrooms while at full Heat/Cold resistance will no longer show the icon indefinitely 


Icons such as Charmed enemies, POI's, or alpha stars can no longer become detached or start from an incorrect location. 


Evolution unlock audio is now better synced with animation 


Progress towards Gotta catch them all & My Destiny can no longer be made in Exploration mode, which was causing issues with the Achievement unlocking. 


Cooldowns should now behave as intended in the Frenzy challenge, including some Abilities and enemy attacks which were not reduced by the intended amount or were not affected at all in some cases. 


Fixed Base Speed stat showing incorrect information in the Character Sheet. 


Fixed a case where the game will freeze when rapidly pressing Escape whilst loading. 


Prevented a case where occasionally Darwin’s animation will get stuck eating after food has been removed. 


Darwin can no longer eat Health food after dying on top of them. 


The End result in the Extinction screen is now based on segment time and not progress time


Meteor damage now counts as damage on the end screen (invalidating Zen runs). Comes with a new special Most Damage by portrait to be discovered


Random Genetic box no longer shows a tickmark box


Fixed issue which allowed resuming gameplay while the Controller Disconnected popup was still showing


Fixed issue with using Steam Deck via an additional controller caused player movement to be broken/slow


Many language-specific UI fixes

Evolutions: 


Whiskers and Sprint no longer disrupt the player’s base speed when they are on Cooldown. 


Pollinator no longer increases the player’s Attack Penalty when gained as a random bonus. 


Poison no longer resets Ruminant’s Cooldown. 


Spur no longer triggers when Constriction is used. 


Turtle Down will no longer reset Burrower’s cooldown. 


Players cannot enter a Burrow immediately after using Moulting. 


Fixed a spelling mistake in Jaws’ fact.


Overwhelm & Sharpen bonuses are no longer applied to Damage over Time attacks (e.g. Poison)


Courting has many improvements & fixes:


Trying to Court an ally will no longer trigger a long cooldown


Courted Allies are much more responsive to commands


Fixed Infinite Allies via Courting exploit

Enemies & Bosses: 


Krabaroo’s Offspring is no longer immune to Poison. 


Krabaroo and Hatbirb can no longer get stuck in a loop when they attempt to Charm an incompatible target. 


Treentacle hitboxes are now better aligned with their spawn animations 


Aquaconda+ & Aquaconda++'s Poison Spit no longer ignores the Damage Resistance stat or Impervious


Aquaconda no longer does attacks off-screen before coming for the player


HatBirb will no longer slide around the map when Charming

Twitch Integration: 

Players can now connect their Twitch account to Everything is Crab. 


Twitch control settings can be accessed from the main menu or at any time in Settings.


While streaming, viewers can influence the player’s decisions by voting on3 Evolutions, Specialisations and Points of Interest. 


Viewers can also vote to skip, upgrade or re-roll where applicable. 


Streamers can alter how much control players have and can change Poll times through their settings.


Poll Modes include: 


Suggest Mode: Allows viewers to vote on their preferences, while leaving the Streamer to make the final decision


Forced Mode: Viewers' votes are final, and the player has no say in the decision (for the truly brave Streamers!)


Off: Disable polls for any given event (Evolutions, Specialisations and Points of Interest)


Stream Viewers can appear in game as ‘Named Enemies’ where the viewers’ names will appear above Animals, Alpha animals, and occasionally Bosses. If these enemies kill the player, they will also appear on the End screen. 


Discord members who achieved 100% in either PP2 or PP3 can also appear as Named Enemies. 


The Streamers chosen Genetic and what Pressure/Challenge they are playing will be shown.


When outside of runs, random Fun Facts about the Streamer’s progress will be shown instead


The game will auto-reconnect to the Twitch account when re-launching to prevent the need to go through the connection process every time.


Feature is unavailable on Steam Deck.

How to install the extension as a streamer


Head to your Creator Dashboard on Twitch.


Click on Extension towards the bottom of the menu on the left.


Search for 'Everything is Crab Companion' and click 'Add'.


Now go to the 'My Extensions' tab.


Under the Everything is Crab extension, click on the 'Activate' dropdown.


Click on ‘Set as Overlay'.


You should now see it in the activated section.


Next, head into the game.


Either click the Twitch logo on the main menu, or head to ‘Settings’.


Select the 'Gameplay' tab and click on the Twitch Logo.


Click ‘Connect’ and follow the on-screen instructions to connect your account.


You should now see your Twitch Status as Connected.

Check out Secret Mode channels for all the big news for Everything is Crab, and for extra insight from the devs, follow Odd Dreams Digital on X, Bluesky, TikTok, Instagram, and join the Discord!

Carcinisation - a form of convergent evolution where non-crab crustaceans independently evolve into a crab-like body. 🦀
查看 Steam 原文 →
Next Evolution Coming June 25th! Upcoming Content Details steam_community_announcements
Hey Crabbies! 🦀

 

That's right, Everything is Crab's first major evolution is coming later this week, on June 25th. We'll give you all the information about the update on the day, but for now, here are a few highlights:


New Evolutions and Specialisations


New Passive and Ultimate evolutions


New specialisations for Leech, Spur and more


Not including the winner from the Community Competition; we're still clawing through all 400+ entries!!


Balance Changes


Players will gain up to 1HP for every level up


Evolution buffs


Splicing 2.0


Once Splicing is unlocked, it will always be available in Pressure runs!


Quality of Life Improvements, Including:


Rebinding support


Codex accessible during runs


Mutagen points and a screenshot option appearing in the pause screen


Night brightness adjustment option in Settings


Bug Fixes, Including:


Mushrooms XP is now increased by Herbivore and Vegan


Endless runtimes showing the wrong number of minutes into the run


Numerous adjustments to attacks, enemies and evolutions


Plus many more!


Twitch Extension


Help decide Darwin's evolutionary path when a streamer plays with the Everything is Crab Extension, and more!

We have a lot more planned for Everything is Crab, so be sure to check out the Roadmap for planned future content!

Check out Secret Mode channels for all the big news for Everything is Crab, and for extra insight from the devs, follow Odd Dreams Digital on X, Bluesky, TikTok, Instagram, and join the Discord!

Carcinisation - a form of convergent evolution where non-crab crustaceans independently evolve into a crab-like body. 🦀
查看 Steam 原文 →
One Month of Crab Stats AND 500,000 Pairs of Pincers! 🦀 steam_community_announcements
Hey Crabbies! 🦀

It's been a pinch over a month since Everything is Crab evolved to 1.0, so we have some ex-shell-lent numbers to share with you, starting with 500,000 sales!

A huge thank you to EVERYONE who has picked up a copy for themselves, for friends, and for family; to everyone who has left us feedback, reviews, and bug reports, as we continue to work towards the update later this month and beyond!

And now onto some one-month stats...

Starting with some totally claw-some numbers, there have been 498,475 crabs (players) who have chosen a total of 438,359,833 evolutions across 16,467,216 runs!

Now let's take a look at those Points of Interest

Mud Pond has taken the top spot with 17,070,805 visits, while the Lotus Plant is the least visited with only 2,003,398! Their respective most chosen options are Thermoregulate and Eat.

Breaking down the 400 million chosen Evolutions

Saliva once again claims the crown as the most common evolution chosen by players!

Most Common

Least Common

Saliva

Stomach

Reach

More Eyes

More Mass

Constriction

Ambush

Fin

Fibroblast

Convergent Evolution

Just because those were the most and least common doesn't mean they were the favorites! These evolutions had the highest chosen/offered ratio:

Most Favored Evolutions

Least Favored Evolutions (not chosen or rerolled)

Robust

Vegan

More Legs

Omnivore

Synapse

Stomach

More Eyes

Saliva

Plated

Antlers



Finally scuttling over to Challenges

Chaos Theory takes the top spot with a 50.6% win rate, while Wild Wild World has the least amount of death with only 34,426!

Boss Rush has people determined to win, with 137,660 retsrats, and, quite unsurprisingly, Harmless has the most wins by surviving the bosses rather than killing them.

And that wraps up the one-month post-launch stats! Some really cool numbers to be clawing about, and we can't wait for more to come.

A huge thank you once again to all the crabs who are leaving us feedback as we head towards our first mayjor update later this month.

Check out Secret Mode channels for all the big news for Everything is Crab, and for extra insight from the devs, follow Odd Dreams Digital on X, Bluesky, TikTok, Instagram, and join the Discord!

Carcinisation - a form of convergent evolution where non-crab crustaceans independently evolve into a crab-like body. 🦀
查看 Steam 原文 →
Upcoming Changes and Updates for Everything is Crab! steam_community_announcements
Hey Crabbies!

 

As we scuttle towards one month since the launch of Everything is Crab, our team wanted to check in with some news and reminders on what’s to come. A Japanese spider crab-sized thank you to everyone who has played, supported, and spoken with us already – we’ve been blown away by it all! We’re constantly gathering your feedback and looking at how it can be addressed in the game. Speaking of which…

 

Following the first post-launch hotfix in May, we’re now working on a more significant update for June. As well as further bug-squashing, this update will bring in changes and gameplay tweaks that are driven by community feedback. This includes rebalancing some Evolutions, with the goal of making more build archetypes even more viable and discoverable.

 

More Evolution + Specialisation options and other minor mechanics will be made, also encouraging you to mix things up. Changes to metaprogression will be made too, facilitating the unlock of new evolutions and enabling new archetypes faster. Difficulty adjustments will be made so that many archetypes are less RNG-dependant and less tempted to spec into survivability, resulting in more consistently powerful Darwins!

 

The above is just the beginning in terms of addressing feedback, resolving commonly-reported issues, and making Everything is Crab even more enjoyable. Each patch and update will come with changes that aim for this goal. For example, we know lots of folks would love to see a ‘mid-run save’ option, and the ability to open your trusty Codex mid-run. Changes to the Splicing options have also been mentioned. We’re keen to address all of these, so will keep you posted on that.

 

We know there’s more we can address, such as variety in enemies and maps, and even more Evolutions. Frustration points like some heavy-handed enemies at the start of a run, and bosses being less aggressive after surrendering, are noted too. We’re looking forward to further addressing all these and seeing what you think!

 

The changes above are just part of Everything is Crab’s roadmap of fun ‘n’ games over the coming months. More quality of life improvements, content drops, and even Twitch extensions are all on the way. Check out our roadmap blog to see more.

 

Thank you again everyone – see you later this month for the next update!
查看 Steam 原文 →
Darwin's Full Guide to Survival 🦀 steam_community_announcements
Hey Crabbies🦀

Taking your first steps in Everything is Crab and looking for a hand? Or... claw?

We've combined Darwin's gameplay videos into one handy super-guide to help budding crabs on their journey to avoid, or embrace, carcinisation!

Get some tips on starting your run, some information on different builds, and a pinch of knowledge about the elements you may face.

(Darwin voiced by Ed Templer!)

Check out Secret Mode channels for all the big news for Everything is Crab, and for extra insight from the devs, follow Odd Dreams Digital on X, Bluesky, TikTok, Instagram, and join the Discord!

Carcinisation - a form of convergent evolution where non-crab crustaceans independently evolve into a crab-like body. 🦀 
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Competition: design an evolution for the game! 🦀 steam_community_announcements
Hey Crabbies! 🦀

Starting RIGHT NOW in Discord, and running until Friday, June 12th at 12 pm BST, you will be able to submit an idea for a new evolution to be added to Everything is Crab in the 1.2 update.

We know a lot of you have had new evolution ideas for Everything is Crab, and we want to give you all a way to submit them and be part of the selection process! At the end of the competition, there will be two rounds of voting: firstly, an internal vote for Odd Dreams Digital and Secret Mode, and then the top ten will have a second round of community voting, where ONE WINNER will be selected.

Rules:

1.      Competition ends on Friday June 12th at 12 pm BST.

2.      One submission per person.

3.      Your entry must be submitted as a singular forum post in the dedicated Discord channel.

4.      No use of AI tools or programs allowed.

5.      Nothing NSFW or offensive.

6.      Describe what the evolution does.

7.      Describe/draw how it will affect Darwin’s look, if it does.

Welcome, but not required:

1.      What real-life animal does it come from?

2.      Describe/draw the artwork for the icon.

3.      A fact for the back of the evolution card.

We can't wait to see your evolution submissions, resulting in one of your ideas making it into the actual game!

Check out Secret Mode channels for all the big news for Everything is Crab, and for extra insight from the devs, follow Odd Dreams Digital on X, Bluesky, TikTok, Instagram, and join the Discord!

Carcinisation - a form of convergent evolution where non-crab crustaceans independently evolve into a crab-like body. 🦀
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1.0.1 Hotfix Patch Notes steam_community_announcements
Hey Crabbies! 🦀

A new patch Everything is Crab is now live, so be sure to update your game! Thank you to everyone who has been leaving us feedback and bug reports in our Discord and here on Steam.

Here are the changes that have been made:

Quality of Life & Improvements


Roadmap button now takes players to a blog post with the roadmap in English and Simplified Chinese languages.


Choosing an initial language on 1st launch now requires you to confirm via a Continue button (this should reduce instances of picking the wrong language)


A new Language UI symbol has been added to the Settings panel to signpost where the language dropdown can be found (in case you still accidentally press the wrong language and can't find out how to change it back)


Baby bosses from the unattended eggs have movement SFX reduced


Planned performance improvements to Steam Deck


Bug report button no longer opens external bug submission website if you are holding shift key


You can now view all available Pressures and what they do without needing to unlock them

Balance changes


Robust's effect has been reduced by 25%


Experience growth at higher levels has been slightly reduced


Slight tweaks to Boss Rush: Faster levelling, longer fights and reduced enemy scaling


Independent is now banned in Boss Rush

Bug Fixes


Self and terrain damage are now shown in the end screen player damage numbers


Analytics button no longer re-enables itself in Chinese speaking countries


Analytics pop up no longer pop ups after every launch in Chinese speaking countries


Aquaconda no longer sometimes drops meat (now only drops fish)


Spitfish no longer sometimes drops meat (now only drops fish)


Skipping with Patient no longer causes Evolution cards to break


Aquaconda no longer spawns outside of the arena


Cursor no longer shows when starting an extinction level


Spelling fixes for Overwhelm, Burrower, Dexterous in English


Resolved issue with Polish translation for Antlers evolution description


Adjusted Endless pause mode text in several languages to better fit within boundary boxes


Exploration mode name and description no longer clip with each other in Italian & Japanese


Snout no longer clips behind tentacles level 3


Full Plated Achievement is now granted if players have more plating than health

Check out Secret Mode channels for all the big news for Everything is Crab, and for extra insight from the devs, follow Odd Dreams Digital on X, Bluesky, TikTok, Instagram, and join the Discord!

Carcinisation - a form of convergent evolution where non-crab crustaceans independently evolve into a crab-like body. 🦀
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How Shucking! Everything is Crab passes 250,000 Sales 🦀 steam_community_announcements
Hey Crabbies! 🦀

The weekend has passed, and Everything is Crab has passed 250,000 sales! That's 0.25% of the approximate number of crabs on Christmas Island!🦀

A huge thank you to EVERYONE who has picked up a copy for themselves, for friends, and for family!

We are continuing to collect your feedback and bug reports, so please keep leaving them in the pinned discussion posts or our Discord. 🦀

Check out Secret Mode channels for all the big news for Everything is Crab, and for extra insight from the devs, follow Odd Dreams Digital on X, Bluesky, TikTok, Instagram, and join the Discord!

Carcinisation - a form of convergent evolution where non-crab crustaceans independently evolve into a crab-like body. 🦀
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Everything is Crab is a genius and silly roguelite about creating a total abomination GamingOnLinux
Everything is Crab takes action roguelite survivor-like gameplay in a really silly direction - evolving a creature into an abomination.
Read the full article here: https://www.gamingonlinux.com/2026/05/everything-is-crab-is-a-genius-and-silly-roguelite-about-creating-a-total-abomination/
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Holy Crab! 100,000 Sales in 48 hours for Everything is Crab 🦀 steam_community_announcements
Hey Crabbies!

Less than 48 hours since the launch of Everything is Crab, we've passed the 100,000 sales mark. Crab-solutely incredible! 🦀

We've also pinched a 90% Steam review score, topped the Popular New Releases chart, and concurrent peak players is rising as we speak, currently at over 16,000. That's a lot of crabs 🤩

A massive thank you to all our players and partners. Congrats to the whole crew, plus the talented ODD Dreams Digital crew on an amazing launch!

If you're yet to play Everything is Crab, don't forget - a 10% launch discount is available on Steam for a little longer on Steam. Plus, if you fancy a multi-game deal, you can check out some cool bundles on our store page, including with Vampire Survivors and Enter The Gungeon.

For current players - a bonus thank you for all your reviews and feedback so far! Our team are scuttling all over Discord, Steam Discussions, and wider to gather all your feedback and continue to keep you posted.

Time to shell-ebrate! 🦀
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