
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 → 6.83/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
5월 달 리뷰에 있는 진화가 한정적이거나 특정 빌드로만 간다는 얘기는 지금 시점에서 적용되지 않음. 패치를 거치면서 다양한 진화가 개발되어서 꽤 다양한 빌드를 경험할 수는 있음. 그런데 고단으로 가면 답이 없어지는 빌드가 많음. 독뎀, 안 때리고 운석으로 깨기 등등 저 단계에서 통했던 것들이 고 단계에서는 진짜 답도 없을 정도로 못써먹겠음. 나름 꽤 오래 했다고 생각하는데도. 그리고 디자인에 비해 불쾌한 요소가 한가득임. 미친 소라코끼리 새끼랑 때리고 튀는 좆냥이 새끼랑 먹던밥 들고 도망가는 족제비련, 뭔지도 모르고 버섯쳐먹다가 치명적 버섯이라서 피통 다까이고 시작하는 보스전. 특히 버섯은 먹었으면 다음에는 뭔지 식별이 되도록 편의성이 있으면 좋을거같은데 게임 내내 ???일 확률이 존나큼. 근데 이거 안먹으면 난이도에 맞게 진화 속도를 높일수가 없어서 어쩔수 없이 쳐먹어야함. 맨날 버섯 독뎀맞고 죽다가 어쩌다 한번 운좋아서 깨는 무한 원숭이 이론 게임임. 근데 그런 불쾌감 감수하고 무한 원숭이 트라이 하는 거 좋아하는 사람은 꽤 좋아할만한 게임임. 나는 원숭이새끼마냥 계속 트라이하다가 고점보는 맛에 하는 거라 재밌었음. 근데 그런 거 싫어하면 힘들듯. 이거 진짜 게임 디자인에 속으면 안됌. 절대 캐주얼게임이 아님. 인성 버리는 게임임. 게임 이름 바꿔야함. 모든 것들은 원숭이로.
Theres not enough content for a typical roguelike progression
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
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.
I like this game but it's frustrating because at times it feels like the game doesn't give me what I want. I've already chosen the evolutions but I never roll them and instead I'm given stuff I don't want. And also the game advertises itself as being set in a living ecosystem, but often times it doesn't feel like it. The hatbirb enemy can stay in a hole as long as it pleases, but you as the player can not. And often it feels like when you're on screen the enemies prioritize you over everything else. Even when they don't have the ally icon, it seems like enemies will beeline me when they could be fighting each other. And I can't stand the splicing system. If I restart in the first 30 seconds I get given the same genetic options, but if I die I don't get that choice. Sometimes I want to roll back a run, but I can't without making myself die constantly because that's the only way the game won't give you the same splicing options in the first 30 seconds. If I restart in the first 30 seconds, it's because I don't like the options I was given, not that I want to run them back.
难度关卡设计极其不合理,各个走向build属性非常难出,尤其是移动速度,我请问巨量移速+0.3是何意味?8个小时弄不出一个能用的build这是你设计出来的概率?难度20就更好笑了,倒数第二关两个boss还是随机不同的,一大一小带儿子也就懒得说了。还有就蜘蛛boss设计的极其不合理,攻击速度又快cd更快,丢个蛛网不会消失只要踩到边缘都能减速的走不动这蜘蛛网还是强力胶?大象就更别说了大的带个儿子第一关拿不到攻击型技能就等死重开,另外碰撞体积和体型请尽快修复,什么体型的怪都能推着你不能动?招笑小弟拉了一堆把自己挡在了墙脚走都走不出去bos还能推开小弟追着你杀,合理吗?
Progression is boring as ♥♥♥♥ and very slow pace
It's ok. Just ok. First 3-5 hours were fun. Now, I am just stubbornly finishing what I started.
最初の数ゲームはめちゃくちゃ面白い! もっといろんな進化を楽しめるゲームバランスを期待していたが、ゲームの難易度が上がるとどうしても強い進化を狙うため、クリアできたランはだいたい同じような進化した生き物になる。 もう少し遊びに幅が欲しかったな。 他者におすすめするかはぎりぎりのラインですが、値段分は数時間楽しめたので、おすすめにしておきます。
Fun and deceptively simple game, HIGHLY replayable
私がレビューしている時点では「すべてのレビュー」が「やや好評」になっているが、 もうちょっと評価高くていいんじゃないかなと思う。 自分から自発的にビルドを狙って作りたい人や ヴァンサバみたいにハチャメチャ敵を倒すのを期待している人は 楽しめないかも。 ある時は攻撃せずに成長していったり、 ある時はハチャメチャ敵を狩りまくったり、 生物進化シミュレーションの割にアクション要素強いなーぐらいに捉えれば楽しい。 進化によって自分も敵もキモいキメラできあがっていくのも笑える。 マジメに生き延びようと思うと、 どうしても同じような組み合わせを選びがちだし、 難易度が上がるにつれて、 今までのやり方がどんどん通用しなくなり、 運の要素が強くなっていくのが評価を落としているポイントだと感じる。 いいこと悪いこといろいろ言ったが、 個人的には「やや評価」でここまで楽しめたのはなかなか珍しい印象。
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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