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Everything is Crab

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Texte original · AnglaisThe 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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Classé après évaluation des cinq critères

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Jeu répertorié. Évaluation à venir.

Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.

Mécaniques de jeu essentielles25 %—
Combinaisons et stratégie25 %—
Rejouabilité20 %—
Hasard et équité20 %—
Finition et ergonomie10 %—
Méthode d’évaluation ↗
YOUTUBE + BILIBILI / VIDEO

Critiques vidéo

2 vidéos

Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.

Sources de l’évaluation

D’autres voix, à titre indicatif.

Sans effet sur notre note

Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.

Synthèse des discussions

Texte original · AnglaisA 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.

Texte original · AnglaisPlayers 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.

Ce que les joueurs apprécient

  • Texte original · AnglaisIntuitive, accessible core loop: eat prey, level up, choose evolutions; short ~20-minute runs make 'one more run' easy
  • Texte original · AnglaisVery charming pixel art and the visual mutation of your creature, plus a feature to save your creature as a GIF to share
  • Texte original · AnglaisHumour, animal facts and puns, and strong Spore nostalgia for the creature stage
  • Texte original · AnglaisSeveral playstyles exist on paper (tank/damage, charm-army, pacifist/dodge-and-survive), though many reviewers say only about three builds actually work
  • Texte original · Anglais20 pressure difficulty levels plus challenge modes give a skill ceiling for dedicated players
  • Texte original · AnglaisGreat price/value at $10; runs fine on Steam Deck and has full controller support and adjustable difficulty
  • Texte original · AnglaisDeveloper is responsive: free content updates, Twitch integration, mid-run saves, new Tracker archetype added post-launch

Ce que les joueurs critiquent

  • Texte original · AnglaisLow variety: effectively one map with three similar biomes that blur together, a handful of regular enemies and about five bosses that repeat every run
  • Texte original · AnglaisBuilds converge: most winning runs stack physical/plating/size/food-speed upgrades, so 'different' animals end up looking and playing alike
  • Texte original · AnglaisHigher pressure levels mostly add enemy HP/damage and player debuffs rather than new content, so progression feels like a number change
  • Texte original · AnglaisBiomes barely matter: hazards like cold and heat damage only the player, and there is little incentive to leave the plains or invest in resistances
  • Texte original · AnglaisCharm/ally, ranged and pacifist builds are widely seen as weaker than big bulky physical builds
  • Texte original · AnglaisBosses are seen as damage sponges with predictable patterns; late-run difficulty swings between snowballing to near invincibility and losing early
  • Texte original · AnglaisReleased 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
  • Texte original · AnglaisDemo players felt the full game added too little beyond the demo
  • Texte original · AnglaisMost 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

Caractéristiques distinctives

  • Texte original · AnglaisSpore creature-stage fantasy fused with a survivors-like/action roguelite structure
  • Texte original · AnglaisYour creature visibly changes with each evolution; a run ends as an eldritch chimera you can export as a GIF
  • Texte original · AnglaisWin by killing the boss or simply by surviving until the timer or cataclysm ends, so dodging and pacifism are real strategies
  • Texte original · AnglaisCharm/social builds let you play like a summoner with an army of charmed critters
  • Texte original · AnglaisEcosystem framing: predators, prey, alphas, points of interest, day-night cycles and mutually exclusive evolutions (e.g. antlers vs horns, tentacles vs legs)
  • Texte original · AnglaisTwitch integration lets viewers vote on evolutions and appear as named enemies

Points qui divisent

  • Texte original · AnglaisWhether 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
  • Texte original · AnglaisValue: 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
  • Texte original · AnglaisBuild variety: fans praise 125+ evolutions and distinct archetypes, critics and many players say a few builds dominate and runs feel samey
  • Texte original · AnglaisDifficulty/balance: some find it challenging but fair, others see the post-pressure-10 balance as broken or the early game as too easy

Répétition et contraintes

  • Texte original · AnglaisRepeating the same map, enemies and five bosses at ever-higher pressure levels
  • Texte original · AnglaisRestarting runs at high pressure to roll a good early attack and scaling ability, since early rolls predict the whole run
  • Texte original · AnglaisLate-run hordes and chaos where balance reportedly breaks down after about pressure 10; some argue the game wrongly tries to be a survivors-like
  • Texte original · AnglaisInvulnerable turtle-shell enemies that are best avoided rather than fought
  • Texte original · AnglaisEnvironmental damage over time that affects only the player, making resistance upgrades feel like wasted slots
  • Texte original · AnglaisSlow unlock rate and a limited ability pool noted by critics

Améliorations espérées

  • Texte original · AnglaisMore biomes, maps and enemy types, ideally with biome-specific enemies and rewards that give a reason to travel and adapt
  • Texte original · AnglaisRandomised or mutated enemies/alphas so the evolution theme applies to the world, not only the player
  • Texte original · AnglaisMore and more varied bosses beyond the current basic set
  • Texte original · AnglaisRebalance so ranged, charm and pacifist builds compete with physical tanks; nerf the dominant bulky physical build
  • Texte original · AnglaisMore meaningful meta-progression and higher-pressure modifiers that change gameplay rather than inflate stats
  • Texte original · AnglaisQuality-of-life asks: ability to banish evolutions, more UI customisation (damage numbers, enemy HP), mod support, seeded run sharing and more social/multiplayer features

Texte original · AnglaisLaunched 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.

Commentaires archivés du créateur 1

Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.

Texte original · AnglaisTier list Part 5 (2026)

Texte original · AnglaisEverything 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.

Ce que le créateur apprécie

  • Texte original · AnglaisVery simple, accessible core loop: walk, eat, evolve, fight a bit
  • Texte original · AnglaisVisual evolution of the creature makes builds feel immersive and unique each run
  • Texte original · AnglaisGreat visuals and vibe
  • Texte original · AnglaisLiving world where other creatures evolve and fight each other
  • Texte original · AnglaisMultiple build paths: aggressive, sneaky/vegetarian, social with allies
  • Texte original · AnglaisGood pacing and replayability, some survivor-like feel without bullet hell
  • Texte original · AnglaisHas a roadmap and active updates

Problèmes relevés par le créateur

  • Texte original · AnglaisCan get repetitive; runs differ mostly by small stat variations beyond the main paths
  • Texte original · AnglaisNot enough events and bosses; the final boss is always the same
  • Texte original · AnglaisUnlocking evolutions pushes you into challenge modes, which he dislikes as non-main content
  • Texte original · AnglaisAttack range is tiny and attacks all feel the same, making controls awkward
  • Texte original · AnglaisHe feels he has already seen most of what the game offers

Observations sur la conception

  • Texte original · AnglaisThe creature visually evolves with the chosen mutations
  • Texte original · AnglaisThe surrounding ecosystem evolves and lives its own life alongside you
  • Texte original · AnglaisFeels like a canvas where simplicity is the appeal; he does not want the core changed
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