Ficha del juego / ROGUE BY ROGUEEverything is Crab
Texto original · InglésThe 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!
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Resumen de la comunidad
Texto original · InglésA Spore-creature-stage-meets-survivors-like action roguelite (Odd Dreams Digital / Secret Mode, PC, $9.99) where you eat prey to level up and pick evolutions that visibly mutate your creature over roughly 20-minute runs.
Texto original · InglésPlayers and critics agree the core loop (eat, evolve, bonk, one-more-run) is charming, addictive and great value for $10, with an adorable art style and funny animal flavour. The recurring complaint is thin content: one map, repeating biomes, a small enemy roster, about five bosses, and a few dominant builds, so many players felt they had seen everything after 5-10 runs, especially if they had played the demo. Steam sits at Mostly Positive (about 76.6%, 7.4k reviews at snapshot) while Metacritic shows a Metascore of 74 from 11 critics and OpenCritic a 78 top-critic average (60% recommend). It launched May 8 2026 as a 1.0 (not Early Access) and has since sold 500k+ and received free updates (1.1 June 2026, 1.2 Aug 2026 with mid-run saves), so it is actively supported, not abandoned.
Lo que elogian los jugadores
- Texto original · InglésIntuitive, accessible core loop: eat prey, level up, choose evolutions; short ~20-minute runs make 'one more run' easy
- Texto original · InglésVery charming pixel art and the visual mutation of your creature, plus a feature to save your creature as a GIF to share
- Texto original · InglésHumour, animal facts and puns, and strong Spore nostalgia for the creature stage
- Texto original · InglésSeveral playstyles exist on paper (tank/damage, charm-army, pacifist/dodge-and-survive), though many reviewers say only about three builds actually work
- Texto original · Inglés20 pressure difficulty levels plus challenge modes give a skill ceiling for dedicated players
- Texto original · InglésGreat price/value at $10; runs fine on Steam Deck and has full controller support and adjustable difficulty
- Texto original · InglésDeveloper is responsive: free content updates, Twitch integration, mid-run saves, new Tracker archetype added post-launch
Lo que critican los jugadores
- Texto original · InglésLow variety: effectively one map with three similar biomes that blur together, a handful of regular enemies and about five bosses that repeat every run
- Texto original · InglésBuilds converge: most winning runs stack physical/plating/size/food-speed upgrades, so 'different' animals end up looking and playing alike
- Texto original · InglésHigher pressure levels mostly add enemy HP/damage and player debuffs rather than new content, so progression feels like a number change
- Texto original · InglésBiomes barely matter: hazards like cold and heat damage only the player, and there is little incentive to leave the plains or invest in resistances
- Texto original · InglésCharm/ally, ranged and pacifist builds are widely seen as weaker than big bulky physical builds
- Texto original · InglésBosses are seen as damage sponges with predictable patterns; late-run difficulty swings between snowballing to near invincibility and losing early
- Texto original · InglésReleased as 1.0 but includes 'coming soon' placeholders and feels like Early Access to many; paid DLC on the roadmap while base content is thin annoyed some buyers
- Texto original · InglésDemo players felt the full game added too little beyond the demo
- Texto original · InglésMost upgrades show up within a single run and the between-run progression does not unlock new biomes or change gameplay, so runs feel samey after 5-10 attempts
Características distintivas
- Texto original · InglésSpore creature-stage fantasy fused with a survivors-like/action roguelite structure
- Texto original · InglésYour creature visibly changes with each evolution; a run ends as an eldritch chimera you can export as a GIF
- Texto original · InglésWin by killing the boss or simply by surviving until the timer or cataclysm ends, so dodging and pacifism are real strategies
- Texto original · InglésCharm/social builds let you play like a summoner with an army of charmed critters
- Texto original · InglésEcosystem framing: predators, prey, alphas, points of interest, day-night cycles and mutually exclusive evolutions (e.g. antlers vs horns, tentacles vs legs)
- Texto original · InglésTwitch integration lets viewers vote on evolutions and appear as named enemies
Opiniones divididas
- Texto original · InglésWhether 76% Mostly Positive and a Metascore of 74 mean a 'good short-session indie' or an under-contented game: many reviewers recommend it while listing the same content complaints
- Texto original · InglésValue: at $10 many say it is a steal, while others feel it ran out of content in under 10 hours and should not have DLC planned yet
- Texto original · InglésBuild variety: fans praise 125+ evolutions and distinct archetypes, critics and many players say a few builds dominate and runs feel samey
- Texto original · InglésDifficulty/balance: some find it challenging but fair, others see the post-pressure-10 balance as broken or the early game as too easy
Repetición y obstáculos
- Texto original · InglésRepeating the same map, enemies and five bosses at ever-higher pressure levels
- Texto original · InglésRestarting runs at high pressure to roll a good early attack and scaling ability, since early rolls predict the whole run
- Texto original · InglésLate-run hordes and chaos where balance reportedly breaks down after about pressure 10; some argue the game wrongly tries to be a survivors-like
- Texto original · InglésInvulnerable turtle-shell enemies that are best avoided rather than fought
- Texto original · InglésEnvironmental damage over time that affects only the player, making resistance upgrades feel like wasted slots
- Texto original · InglésSlow unlock rate and a limited ability pool noted by critics
Mejoras esperadas
- Texto original · InglésMore biomes, maps and enemy types, ideally with biome-specific enemies and rewards that give a reason to travel and adapt
- Texto original · InglésRandomised or mutated enemies/alphas so the evolution theme applies to the world, not only the player
- Texto original · InglésMore and more varied bosses beyond the current basic set
- Texto original · InglésRebalance so ranged, charm and pacifist builds compete with physical tanks; nerf the dominant bulky physical build
- Texto original · InglésMore meaningful meta-progression and higher-pressure modifiers that change gameplay rather than inflate stats
- Texto original · InglésQuality-of-life asks: ability to banish evolutions, more UI customisation (damage numbers, enemy HP), mod support, seeded run sharing and more social/multiplayer features
Texto original · InglésLaunched May 8 2026 at $9.99 on Windows only (no Mac/Linux); a well-played demo and playtest built hype, and streamer coverage (one reviewer cites NL) drove sales. Early Steam reviews were high but slid as players hit the content ceiling, leaving a Mostly Positive rating at snapshot (a search snippet quoted 87% Very Positive, likely an earlier or different window). Controversies: 1.0 release with 'coming soon' placeholders and a paid DLC announced on the roadmap before the base game felt full. The studio has sold 500k+ copies and shipped free updates: 1.1 (late June 2026: Tracker archetype, Lick Wounds ability, Twitch integration) and 1.2 (Aug 2026: mid-run saving, Jet dash evolution); a community-designed update and premium DLC are planned for autumn. Metacritic user score discrepancy: fetched page showed 8.4 from 18 ratings while a search snippet said 9.0; 8.4 used. Metacritic critic count was 11 and OpenCritic 15 reviews.
Fuentes de la comunidad
- Texto original · InglésTop helpful positive and negative English Steam reviews (local file) ↗
- Texto original · InglésSteam metadata: release date, price, 76.6% positive, 7,439 reviews ↗
- Texto original · InglésMetascore 74 (11 critics), user score 8.4, critic and user quotes ↗
- Texto original · InglésTop critic average 78, 60% recommend, outlet scores ↗
- Texto original · Inglés8/10 review: abundant evolutions but samey runs ↗
- Texto original · Inglés7/10 review: brilliant concept, repetitive, aggressive builds outperform passive ↗
- Texto original · InglésReview praising build variety and visual progression, noting repetitive bosses ↗
- Texto original · InglésPC Gamer review (72/100 per OpenCritic listing; body not retrievable) ↗
- Texto original · InglésPublisher news: 500k sales and free 1.1 content update (via search snippet) ↗
- Texto original · InglésUpdate coverage including 1.2 mid-run save and roadmap (via search snippet) ↗
Comentarios archivados del creador 1
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Texto original · InglésTier list Part 5 (2026)
Texto original · InglésEverything is Crab is a cute evolution simulator where you eat food, evolve a creature (Darwin) by picking passives and actives, and watch it visually change while the world around it evolves too. He loves its simplicity, visuals and vibe, and finds it addictive and replayable. He is held back by thin content (few events, few bosses, one final boss), repetitive runs, tiny-range attacks that feel alike, and unlocks gated behind challenge modes. He sees big potential if the roadmap adds content, but rates it a solid B for now.
Lo que elogia el creador
- Texto original · InglésVery simple, accessible core loop: walk, eat, evolve, fight a bit
- Texto original · InglésVisual evolution of the creature makes builds feel immersive and unique each run
- Texto original · InglésGreat visuals and vibe
- Texto original · InglésLiving world where other creatures evolve and fight each other
- Texto original · InglésMultiple build paths: aggressive, sneaky/vegetarian, social with allies
- Texto original · InglésGood pacing and replayability, some survivor-like feel without bullet hell
- Texto original · InglésHas a roadmap and active updates
Problemas señalados por el creador
- Texto original · InglésCan get repetitive; runs differ mostly by small stat variations beyond the main paths
- Texto original · InglésNot enough events and bosses; the final boss is always the same
- Texto original · InglésUnlocking evolutions pushes you into challenge modes, which he dislikes as non-main content
- Texto original · InglésAttack range is tiny and attacks all feel the same, making controls awkward
- Texto original · InglésHe feels he has already seen most of what the game offers
Observaciones de diseño
- Texto original · InglésThe creature visually evolves with the chosen mutations
- Texto original · InglésThe surrounding ecosystem evolves and lives its own life alongside you
- Texto original · InglésFeels like a canvas where simplicity is the appeal; he does not want the core changed


