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

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

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


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

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

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

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

Have a Crabby day!
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 864 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun.
Cangrejeando
It's a fun game. I feel like the upper pressures need to be balanced a little better (or I need to figure out how to play something other than prey), but the game overall is worth the time and money.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.5M | 10.3K | 84% | $9.99 | |
| $2.5M | 2.5K | 76% | $39.99 | |
| $2.4M | 3.7K | 95% | $29.99 | |
| $2.4M | 8.2K | 93% | $19.99 | |
| $2.5M | 13K | 79% | $9.99 | |
| $2.5M | 2.2K | 88% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $857.8K | 1K | 94% | $19.99 | |
| $2.5K | 14 | 93% | $7.99 | |
| $14.4K | 157 | 73% | $4.99 | |
| $12.6K | 55 | 40% | $5.99 | |
| $2.3K | 13 | 100% | $6.99 | |
| $664 | 11 | 64% | $1.99 |
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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 868 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Incoming grump bump.
Good game but the Wounded Challenge absolutely ruined most of the enjoyment for me. Otherwise a solid 10/10.
amazing game, so addictive lol
Crab!
Крабимся дальше!
매우 재밌음 아트가 귀여움 그래서 이 파랑색 물컹이의 정체가 뭔데?
TL:DR - Really fun core gameplay loop, but quickly gets repetitive. If the price looks cheap to you, it's a good way to kill a dozen or two hours. That doesn't ruin it, but I wish the system had some more replayability. I thought the reviews talking about taking the same options over and over were overblown, but they're not. You get like 50 level-ups in a successful run, and each time you can choose from 1 of 3 evolutions. That just gives you so many opportunities to pick the same stuff every run. Especially because big/tank builds are so much easier to play than small builds while feeling similar or higher in power. It feels like a big undertaking to fix this issue, so it probably won't get solved. You'd need to add a TON more options, have way more of them be mutually exclusive, and make the enemies/world different run-to-run in a way that makes certain builds better or worse. Also some playstyles just kinda suck. Like would you rather kill and eat animals to level up and become a monster, or charm them so they run off and ineffectually try to kill enemies all over the place and then you can slowly eat the scraps and level up? Becoming small and having high dodge seems cool, but your attack area scales with your size so it makes it hard to hit enemies. It's just too easy to force big tanky builds every run, and they're both easier and better than everything else.
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.