As you know, we've been working hard on smashing bug and stability fixes for Another Crab's Treasure - HOWEVER there is only so much our team of 11 can do. This is why we wanted to ask the community if you'd like to help make our game a smoother experience for everyone!
If you're interested in testing out upcoming patches before they hit the masses - you can opt into our beta branch.
PLEASE NOTE: All beta branch reports will only be collected and reviewed via our DISCORD - This will help us properly collect and review patches before they go live.
To opt in to the Another Crab's Treasure beta:
Right click the game in your Steam Library
Select "Properties"
Select "Betas"
Select "beta" from the Beta Participation dropdown
Submit bug and general reports in #🤓beta-reports🤓 in our DISCORD
The game will update and you will be in the beta version!
Overall this should help avoid any more uh... chaotic and gamebreaking bugs from reaching everyone else.
If you choose to opt in, THANK YOU!! We really appreciate all the feedback and support we've already gotten, so this will help our asses.
If you literally do not care about this, then we'll see you at the next patch!
Codspeed.
- Aggro Crab
ONE WEEK POST-LAUNCH: What's Next
HI CRAB FANS
It's been one week since we launched Another Crab's Treasure, and this game has already succeeded beyond our wildest dreams.
We've hit over 150,000 sales across all platforms, and the critical response has been fantastic. We've seen people laugh, cry, throw their controllers - absolutely everything we dreamed of when creating this game. We've seen reviewers and streamers who place us among the likes of massive genre entries like Lies of P, or even Sekiro - which is unbelievable praise for a team of our size. From the bottom of our hearts, thank you for making this launch a true treasure. <3
Of course, we also know things are far from perfect. Having WAY more players than we expected in week 1 has exposed a LOT of bugs, some of the rare ones being deeply serious and progress-ruining. Trust us when we say, we see you, and there is no worse feeling as a game dev than watching someone who clearly wants to love the game have their experience ruined by technical issues.
At the same time - we're sleepy and tired. Our core team of 11 people busted their ASS to get this game out the door on time at all, as functional as it was. And we've been straining ourselves even harder post-launch pushing near-daily patches to Steam and trying to get those fixes to console as fast as we can to resolve the most serious bugs. We've realized that our tiredness is causing us to make mistakes, and it's clear we need to slow down slightly for all of our health, as well as the long-term health of the game! It's a win-win for both us and the community if we get some rest.
This doesn't mean we're stopping - We'll be continuing to patch Steam and assemble those fixes for consoles and PC Game Pass regularly. But we're going to begin releasing those Steam patches at a slower rate from now on (no longer will you have random daily patches lol), to give ourselves some time to rest and to allow the new code to be properly tested before it goes live (eg. the bug we pushed that would lunge kril forward that existed for only an hour OOPS). Next week, we're going to be launching a public beta branch on Steam, so the bravest among you can get the newest less-stable changes early and we can locate any glaring issues we might have missed.
It's been said a million times, but again THANK YOU SO MUCH for all of your patience, all of your excitement, all of your passion and love for the game. It's only gonna get even better from here!!!
Codspeed <3
- Aggro Crab
Hotfix v1.0.101.1
General
⭐ Added a cap to certain force values in Kril's physics, preventing or at least MASSIVELY reducing instances where Kril would get launched into the void by a strong enemy attack.
⭐ Entering an Moon Snail Shell now checks ALL your achievements, solving issues where save files that had previously collected broken achivements would not be able to obtain them retroactively.
Fixed several physics issues relating to Topoda's boss fight that could result in the player getting pushed through the terrain or other weird behavior
Fixed instances where your shell wouldn't be properly insured when respawning at a Moon Jelly or an area entrance.
Additional tough enemies in Open Ocean now die permanently when killed
Fixed several places where the player could get stuck on geometry or wind up out of bounds in the Expired Grove
Several fixes to floating sand crates in Slacktide
Fredrick can no longer be re-bought for 1 microplastic when dismissed, now costs 3000
Nemma and Konche will now properly leave their spot at the start of the Sands Between as the plot progresses.
Fixed SFX functionality on a certain colossal late-game boss.
Balance
Puffer Quill Stowaway ATK buff reduced from +10 to +5 (Sorry! It was fun while it lasted)
That's all for now! Hope you enjoy!
Minor Patch v1.0.101.0
A few pieces of BIG NEWS this patch!
ːGoOverː We've located the memory leak in our level loading that was causing lag & crashes after many repeated deaths or scene transitions - this is potentially MASSIVE for performance and was likely the cause of several other mysterious issues as the game's memory use stacked up.
This patch also includes some balance changes to builds relying on high ATK + Scrap Hammer. It's a single-player game, and ultimately we're not going to get too picky about how powerful certain builds are, but we felt that some stuff was pretty far off where we wanted. We've nerfed Shark Tooth, as it essentially felt like a must-pick for any ATK-based build. But simultaneously, we've made Lug Nut slightly better, and MASSIVELY buffed the Dispatch skill, in the hopes that capsizing enemies continues to feel worth it into the late-game. Ring-a-ding also no longer stuns absolutely every enemy in the game. We probably could have seen that one coming.
Of course, we've got plenty of other bug fixes here, especially ones relating to the camera, or to the player getting stuck in geometry. Hope you enjoy!
(Note for anyone also playing on console: This update represents the cutoff for our first big round of hotfixes for console players! Now that we've made some serious optimization gains as well as fixing a lot of soft locks, we'll be bringing this patch to consoles as soon as possible!)
General
Fixed a hole in the ground in The Shallows
Small Rock geometry fixes in The Shallows
Fixed a spot where the player could get stuck in the rockface in the tutorial area
Fixed an issue where enemies that dropped their hat would be able to be hurt by attacking the hat
Fixed an issue in the Sands Between where two Gumpounders that dropped bloodstar limbs would respawn, allowing you to farm
Fixed an issue where the player could become trapped on a trash bag in a ravine in the Sands Between
Fixed an issue where the player could become trapped on a rock in Hermit Cave
Circle of life now works properly and will trigger more than once.
Fixed an issue where player could stand on a certain gunk pit in Flotsam Vale
Fixed an issue where player could become trapped on trash near the Oil Drum in Expired Grove
Lobster Guard in Slacktide no longer floats above the ground
Sand Barrel in Slacktide no longer floats
Fixed collider on a comb gate just before New Carcinia to avoid wandering out of bounds
Fixed lobster statue in Slacktide missing collision
Die Instantly will kill you regardless of assist settings. You don't even take damage, you just die. It's that instant.
Shell Abilities Fortify and Stealth no longer double charge Umami Charges
Fortify VFX end properly when the effect is disabled.
Fixed geometry in a section of Expired Grove that could lead to issues in pitfall respawn safety
Fixed an issue where Moon Jelly could push the player through the floor if standing under it
Fixed an issue where the Skull shell would not spawn after killing the enemy that dropped it in Expired Grove, potentially locking out Shell Collection completion
Shell Spells are no longer displayed in the UI until you unlock them.
Fixes to some unintended skips around Adaptation-Gated obstacles in the Expired Grove
Skills tab in the pause menu now properly displays the starter 3 skills once you've unlocked Shelleport
Removed geometry in Flotsam Vale that could be used to access a cliff in an unintended path
Removed the possibility of a softlock in a pit in Flotsam Vale
Camera
Camera collision improvements for the pipeline in the shallows
Fixed an issue where the camera could freak out while wearing the Gun in a tight space.
Fix to many cases where the camera would clip through the ground during the Dispatch animation.
Pufferfish have a more stable lock-on target during their big spin move, preventing nauseating camera movement as they spin.
Accessibility
Added Recover Microplastics button to Assist Menu.
Balance
Lug Nut Attack speed debuff reduced slightly from -30% to -25%
Default Capsize Time for most enemies reduced from 2.5s to 2.25s
Dispatch base damage buffed from 95 to 150
Ring-a-Ding no longer interrupts bosses or strong enemies.
Shark tooth bonus damage nerfed from 30% to 20%
Shark tooth+ bonus damage nerfed from 60% to 40%
Combat
Hammer attacks should now work properly with attack speed modifiers
Dispatch no longer breaks the hammer instantly
Dispatch now properly accounts for hammer damage
Fixed an issue where Nephro's grab attack could throw you out of the arena
Enemies
Possible fix to weird visual corruption and crash when killing the Bleached Pufferfish.
Topoda can no longer be spearfished during his sandstorm, as it was causing an issue where he stays invincible forever.
Large Thimble Rangoons no longer are marked as small weight class.
Localization
Fixed a typo in Konche's intro dialogue in French.
HOTFIX v1.0.100.8
Happy Sunday! We just couldn't help ourselves - have some more fixes to critical issues.
Players with pit damage turned off were occasionally ending up in infinite loops of falling into the abyss, unable to die or pause the game. We will be working on reducing the instances where the game can spawn you in an improper place, but for now, we have added a failsafe where falling into a pit several times in a row this way will simply kill you, regardless of your assist settings. This should prevent players from getting soft locked this way.
Fixed a rare soft lock where restarting the game could prevent the Moon Snail Shell in the Moon Snail's Domain from ever spawning. It should now always appear if you have talked to the Moon Snail at least once.
Adjusted the collision detection on many bosses, to hopefully reduce instances of them falling through floors and dying without a fair fight.
General stability improvements.
Happy hunting!
HOTFIX v1.0.100.7
Happy Saturday! We have some more fixes for y'all!
General
Certain users were finding their save file unusable if they had previously completed Verne's quest in The Shallows (the trapped crab on top of a small sand castle). This should now be resolved.
Users with their system language set to Turkish will now be able to see text properly.
PROBABLY fixed an issue where Bloodstar Limbs were vanishing from the Prawn Shop without having purchased them. We never saw this issue on our end, but some inconsistent code was found and fixed that likely resolves it.
The camera collision and locations where you could get softlocked in the Shallows that we reported in the previous hotfix did not actually make it in before -- they are included in this patch.
Fixed an issue where the shell collection menu background would shrink over time.
Drastically increased the radius where you can pick up your corpse from.
Fixed an issue where removing a Stowaway the quick way via the Status Panel would not update your Stats display.
Combat and enemy related
Fixed an issue where Voltai's appliances would come back to life after she dies.
A certain late game enemy type no longer have healthbars on their legs when you equip the Contact Lens.
Fixed an issue where Frogfish enemies could succ after dying.
Reduced the poise damage from Fizzle's bubbles by half.
The Puffer Quill stowaway does -20DEF instead of -2DEF (It was always supposed to)
Thank you and as always, please report any bugs you find in our Discord! - Aggro Crab
PATCH NOTES v1.0.100.6
We've been heads down today but this is us letting you know that we have seen all your bugs and suggestions reported in discussion, even if we haven't replied! It's our Friday night, so please bear with us if we're slow over the weekend with reports. Thank you for all the support, Crab Fans <3
General
Fixed an issue where you could not pause when grabbed.
Fixed sand pillars' rock chunks not fading away when despawning.
Fixed a visual issue where pencil barricades’ rubber bands turned teal upon breaking.
Fixed an issue where smokescreen ink wouldn’t dissipate.
Also fixed the smokescreen issue where you could distract Heikea for far too long with the ability, leaving him idle for longer than the effect lasted.
Fixed an issue where Interrupting the petting animation prevents Kril from acquiring items or equipping shells until he dies
Fixed an issue where Chum can be targeted by Fizzle bubbles
You can no longer equip the gun as a hammer
Combat and enemy related
Fixed an issue where capsizing the Royal Shellsplitter during the fear attack would keep the screen greyscale
Fixed an issue where the Duchess would spin you around forever.
Nerfed the Duchess’s grab damage from 65 to 50 and it no longer does true damage.
Duchess Moonjelly point lowered to ground level to prevent glitchy reloading
Fixed an issue where bobbit worms could grab Pagurus. Pagurus can no longer be grabbed by any source.
Fixed an issue where you can walk around the trigger that starts the Duchess cutscene
Fixed Ceviche Sisters not properly dying permanently, allowing you to upgrade Bubble Bullet by killing them multiple times
Fixed visual issues with Fredricks grave
Area
Fixed some soft lock issues in the shallows.
Updated colliders on Fort Slacktide for improved camera performance.
Removed a coral platform in Trade Route Detour on the way to New Carcinia that could leave the player trapped.
Fixed functionality on multiple magrails in Scuttleport, some of which would move slightly even while unpowered during the loading screen
Localization fixes:
Fixed a typo in french for "pet"
Two NPCs in Open Ocean had dialogue that was left in the game accidentally, and which lacked translations. It has been removed.
Fixed swapped East and West on the compass in Portuguese
We've been heads down today but this is us letting you know that we have seen all your bugs and suggestions reported in discussion, even if we haven't replied! It's our Friday night, so please bear with us if we're slow over the weekend with reports. Thank you for all the support, Crab Fans <3 - Aggro Crab
BUGS, CRABS AND THANK YOUS
First of all... a HUGE thank you for all the love and support for day one of Another Crab's Treasure. We can't believe we're actually watching you all dive in.
ok let's talk about bugs
As expected with any launch... we got some bugs! This is me letting you know that every bug and suggestion report is being read, acknowledged and noted down for us to tackle. Whether you've reported it on Steam, Discord or another form of contact - we've seen it and plan to look into these as soon as possible <3
BUT it is late in the day for us, so we're gonna rest, sleep, maybe celebrate a bit and tackle these tomorrow.
See you in the open ocean, Treasure Hunters.
- Paige (Community Manager)
LISTEN TO THE DEVS | Future Game Show Interview
You know what to do. PLAY ANOTHER CRAB'S TREASURE! IT'S OUT NOW!
ANOTHER CRAB'S TREASURE IS OUT NOW
THE WORLD'S CRABBIEST SOULSLIKE FINALLY SETS SAIL!
We did it crab fans 🥹 Another Crab's Treasure is officially available for you to pinch up RIGHT NOW!!
Honestly, it's still surreal to even be writing this post right now. We've been working on this game for 3+ years and oH MAN, we're ready to launch. The team has worked their butts off for this project, and we're all so so so proud of it. I'm proud of them. I'll keep this short because well, I want you to go play the game:
BUGS AND FEEDBACK
As expected for any launch - We'll be checking the steam discussion for feedback and bugs. I also recommend you join our discord to be in the loop on community discussion! Come hang out. (right here... click me)
STEAM DECK VERIFIED? ALMOST!
So, we aren't quite Steam Deck Verified BUUUUUT.....we basically are. The game runs buttery on Deck and the only real issue is there's some text that's a bit small. We'll fix it ASAP but in the meantime don't be scared to load it up on the Deck!
ANOTHER CRAB'S TREASURE OST + BUNDLE:
This was mentioned in last weeks dev post (shout out to Caelan) - You can crab grab the OST for $7.99 or $4.99 if bundled with the full game. 53 bangers. Pretty cool.
A FEW QUICK TIPS:
Before I let you go - here's some pointers for whether you're new to soulslikes, or you're just a nerd:
Your shell is your best friend.
A pristine shell is the sign of a coward! Don’t be afraid to get it beat up. If it breaks, there’s (unfortunately) plenty of new trash to replace it scattered all over the ocean.
Mix up your playstyle.
Try using different Shell Spells or Adaptations, or equipping some different Stowaways (little creatures that attach to your shell and affect your combat ability in all sorts of ways.)
You don’t need to fight every enemy.
There’s plenty to go around and some just aren’t worth your time! Or maybe they are, depending how much you like to spear tackle crabs all day long.
If you’re just not a glutton for punishment - try out our assist options!
Within the settings menu, you can find the assist mode. From here, you can toggle gameplay settings such as extra shell durability and reducing enemy health.