Everything Is Crab is an action roguelite built around evolution inside a living ecosystem. Each run begins with a basic creature that must hunt, flee, scavenge, and survive while the surrounding wildlife follows its own behavior and evolutionary path. The main objective is to resist carcinisation, the idea that everything eventually evolves toward a crab-like form, by building a creature capable of surviving long enough to overcome the run. There is no traditional story campaign with chapters or dialogue-heavy quests.
Evolution Defines Every Run
Players gain access to more than 125 evolutions and specialisations that change both appearance and abilities. A creature can develop wings, claws, tentacles, tails, scales, extra legs, and many other traits. These choices support different strategies, such as becoming a fast survivor, aggressive predator, defensive build, or creature focused on manipulating other animals. Since evolutions combine in many ways, runs can produce very different creatures.
Four Biomes Change the Survival Rules
The world contains four distinct biomes with their own climate events, flora, fauna, points of interest, and environmental rules. A day-and-night cycle also affects the ecosystem. Animals have their own goals and several stages of evolution, so the player is not the only creature changing during a run. Bosses can appear as well, although their presence is not guaranteed every time.
Players can:
- hunt or avoid other creatures;
- collect resources from the environment;
- choose from more than 125 evolutions;
- combine different physical traits and abilities;
- travel through four biomes;
- face randomly appearing bosses;
- unlock Endless and Challenge modes.
Death Leads to New Starting Options
Everything Is Crab does not use conventional numbered levels. Progress is run-based, with meta-progression continuing between attempts. Genetics function as starting characters and can be combined to create different initial builds. Additional evolutions, difficulty options, and Challenge Scenarios are unlocked over time. Players who prove their survival ability can also access Endless runs, which remove the normal timer and continue until the creature finally dies.
A typical run involves exploring the ecosystem, finding food or opportunities, choosing new evolutions, and adapting to whatever creatures and environmental events appear. Each upgrade changes how the animal moves, fights, or survives, while later stages place stronger pressure on the build. Everything Is Crab focuses on experimentation, survival strategy, creature evolution, procedural runs, and finding combinations capable of resisting the ecosystem’s progression toward carcinisation.