$8.99. 125 evolutions. 97% positive rating. Number four on Steam’s Top Sellers chart.
Everything is Crab: The Animal Evolution Roguelite — a game whose title sounds like a meme and whose gameplay loop sounds like a biology textbook — is sitting above titles that cost ten times its price, pulling 9,066 concurrent players on launch day. One Steam reviewer logged “well over 200 hours” on the demo alone. Another distilled the experience to its essence: “Bröther i must cönsume!”
This is not a story about a game dominating because of a marketing blitz or a known IP. This is a story about Steam doing what Steam does best: taking something deeply weird and amplifying it until it becomes unavoidable.
The Crab Pipeline
The premise of Everything is Crab rests on carcinisation — the observed evolutionary phenomenon where unrelated species independently develop crab-like characteristics. Crabs, it turns out, are just a really successful body plan. The game takes this concept and builds a roguelite around it: you start as a blue blob, eat everything you can, and evolve through 125+ traits to survive a living ecosystem. Claws, wings, tentacles, extra legs, venom, fur — the build variety is the draw.
Rounds last roughly 20 minutes. There are boss fights, day-night cycles, four distinct biomes, and a difficulty ladder called “Pressures” that scales all the way up to 20. According to TheGamer’s review, the game “has probably doubled or tripled in difficulty” by Pressure 10, with enemies becoming “extremely violent” and evolutionary choices mattering far more.
PC Gamer, which scored it 72%, praised the creature animation system — “animating whatever nightmarish mish-mash of body parts and organs you put together seamlessly” — but noted that the game levels you up too quickly, burning through its best ideas. The review called it “more a novelty than your next roguelike obsession,” though “well worth experiencing, especially at its agreeably low price.”
TheGamer was warmer, calling it “one of the better roguelikes so far this year” and a spiritual successor to Spore — specifically the 2008 sim’s creature phase, a comparison that surfaces in nearly every piece of coverage.
The Price of Admission
At $8.99 during its launch discount — down from $9.99 — Everything is Crab sits at a price point that practically eliminates friction. This isn’t a $30 early access gamble or a $60 AAA launch with a season pass. It costs less than a fast food meal and offers a loop that, by all accounts, hooks hard and fast.
The Steam reviews tell the story. 97% positive from 61 reviews at time of writing. The top-rated review — from someone with 0.6 hours in the full release but 200+ in the demo — warns that “the difficulty increases exponentially with every pressure, especially under the challenge where bosses are regular spawns.” The second-highest is just “Bröther i must cönsume!” in its entirety. Make of that what you will.
The Algorithm Loves a Weird Premise
Everything is Crab didn’t come out of nowhere. During February’s Steam Next Fest, the demo cracked the Top 10 most-played demos, landing at 9th place according to Bleeding Cool. That’s the kind of signal Steam’s algorithm picks up on — player interest translating into visibility, which translates into more player interest. By the time the game launched on May 8, it had already been featured under Steam’s “Featured Win” banner, cementing its placement on the storefront.
This is the Steam ecosystem at its most functional. A weird premise hooks players during a free demo event. Positive engagement metrics push the game into algorithmic visibility. A meme-friendly title and sub-$10 price point lower the barrier to purchase. The charts do the rest.
Developer Odd Dreams Digital and publisher Secret Mode now have a Top 5 seller on their hands — one that’s outranking games with exponentially larger budgets and marketing spends. Whether Everything is Crab has the long-term legs to match its explosive launch depends on how the developers address the content concerns raised by reviews. PC Gamer noted that “really I’d probably already seen the majority of what it had to offer 10 hours ago” after a 15-hour playthrough. TheGamer flagged a lack of enemy variety and said the game is “missing a lot of content for more replayability and variation from run-to-run.”
But for a $9 game about becoming a crab, launched by a studio called Odd Dreams Digital, fourth place on Steam’s Top Sellers is already a victory nobody predicted — and a reminder that the platform’s discoverability systems, for all their flaws, can still reward the strange.
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