
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 → 7.2/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 839 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have noticed a number of dissenting comments to reviews that aren't glowing and they appear to come from either from people who love the game beyond reason or have an incentive to publicly attack fair criticism to the game. No person is obligated to play through and unlock the entire game before posting their review - 4 hours should be enough time to get a reasonable perspective of the game. If not, then the developers failed to demonstrate the range of the game until well after the refund period has expired. I am considerably concerned by the developers immediately pointing to paid DLC on a game that is mechanically incomplete and had just immediately launched. I really enjoyed the concept of the game shown through the demo and decided to make the buy - had I known that the demo represented close to the full depth of the game I would not have purchased it. I enjoy it for a quick ~15 minutes here and there because of its cute animations and bright sounds, but I am also put off on the lack of viability of multiple builds. This game, like many others seeks to financially capitalize on roguelikes and throws volume of mod options at you to distract from a lack of tuning instead of taking the time to hone mechanic design and diversity of content. This game isn't irredeemable, but it does need work if it isn't intended to be another quickly forgotten cash grab.
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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 843 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Absolutely fantastic core mechanic, which evolves Vampire Survivor's formula in a satisfying and addictive way. Cute art style, decent sound effects/music. The problem is, the game doesn't actually deliver on its core fantasy. Every run you pick the same few evolutions, with only 3 or 4 distinctly different playstyles (all of which want much of the same bonuses.) Almost never do you end up building anything resembling a real animal, since there is more synergy between random upgrades than there is between ones that would make sense together in nature. Every single animal wants to max movement speed, cheek pouches, feeding speed, HP, dodge chance, etc. It's fun for a few hours, but gets repetitive and frustrating soon after that.
As of right now this game does not have nearly enough content to make it engaging long-term. It feels like doing the exact same thing over and over again. Even when I go out of my way to try and pick different perks and evolutions, the different combos don't really feel *meaningfully* different from each other and don't really impact gameplay as much as they should. It's a shame because the game definetely has potential, it just feels undercooked in it's current state. (Edit: I feel like it's also important to say that the lack of variety is not just the fault of the lackluster perk/evolution selection. It also comes from the limited enemy and enviornment variety. Many roguelikes start off with few unlocks and only become more complex as the game goes on. Problem here is the fact that in order for that to work the gameplay must feel engaging in other aspects, such as the combat or exploration. Imagine if the entirety of The Binding of Isaac was only The Basement floor with room variety cut down by half. That wouldn't make for a very interesting game even with all items unlocked. This is that game.) Also the base character speed feels abysmal, I'm surprised nobody else has mentioned it in their reviews. Not only that, higher difficulties lower it even further and make speed upgrades less effective. This does not actually make the game more challenging, only more tedious. Idk what they were thinking with that one, maybe it would be more appropriate for a game called "Everything is Snail". The combat also just feels kinda awful because the hitboxes feel really janky. Some times I would get hit by an attack despite standing 5 feet away from the hit indicator, other times my own attack would not connect despite me standing on top of an enemy. This is only made even worse by the afromentioned speed issues, making manouvering around enemies and dodging even harder. Yes, I know there is a dedicated dodge button but with the base cooldown it has it is not really helpful, especially when it seemingly has no i-frames. Mind you, this is coming from someone who actually enjoys soulslikes and other types of games where learning enemy patterns and dodging at the right time is essential. I see a lot of people defending this game by saying that the price is low so the sub-par gameplay is excusable, but personally I don't see that as a valid argument when you can play the demo for free and essentially get the same experience.
这款游戏拥有一个相当迷人的设计理念(达尔文进化岛),但令人遗憾的是设计完全无法支撑复杂的理念。 体验过程中最大的感受是:一切似乎都显得过于随机,以至于我很难学到任何东西。技能的选择?属性的侧重?怪物的强度和奖励?环境的影响?这些东西都是似乎存在,但又很难搞明白。进化树的设计太贪婪了,做了大量的内容却又做不出区分度和偏向性,最后的感受就是又缺乏引导,又缺乏前期的反馈,又缺乏后期的爽感。唯一的亮点是角色的外形确实是随着进化改变的。 除此之外,本作还有便秘的移动和攻击手感。这进一步提高了本作的门槛。我真心建议删繁就简,好好设计下难度曲线,技能树设计看看吸血鬼幸存者,他就那么几种技能,还要加删技能的设定。怪物和战斗设计看看饥荒,真没必要搞那么多种换皮怪硬撑数量。
水军刷分花了不少吧,极短的流程加上毫无重玩价值的肉鸽,不推荐
Just not enough content . Can't see anyone putting a lot of hours into this one, there are better ones out there. Not bad, just not enough stuff and No SAVE feature at all. Ouch.
Уникальный проект в своём игровом жанре с банально простым управлением; освоившись, я буквально играл тремя пальцами с клавиатуры, но не без своих проблем с балансом сложности и адекватной работоспособностью придуманных механик. Проходя эту игру на 100%, я испытал весь спектр (не)человеческих чувств и эмоций: от любви до ненависти. Под конец, можно сказать, я уже просто сошёл с ума. Но считаю, не смотря на все те боль и страдания все мои часы я провёл весело и с уж точно незабываемыми эмоциями.
Cute, challenging and super addictive! Well worth the money.
Theres not enough content for a typical roguelike progression
I really want to like this game, and it is fun up until pressure 10. After that the stars sort of need to align in order to make real progress. Only a couple of stats end up mattering, so by extension only a couple mutations/evolutions really work. Sure you could spend the time to sweat it out, but at that point there are just... better games to spend time on.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
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