Crab Champions cover
Crab Champions screenshot
Genre: Fighting, Shooter, Racing, Adventure, Indie

Crab Champions

Early Access Update 3



Patch Notes



GENERAL

  • Elemental weapon mods are now chance based instead of cooldown based. This has been a heavily requested feature and I will be moving from cooldowns to chance based on many other mods in upcoming updates to allow for even more insane build scaling! The general idea is that it’s boring for a powerful thing to fire only once every 5 seconds max and it’s much more fun for a weaker thing to fire potentially multiple times a second (scaling nicely with fire rate and chance build options).

    In order for this to be balanced and considering that a 20% chance to burn enemies would be constantly applied from the minigun (due to the fast fire rate) and would barely be applied at all from the sniper (due to the slow fire rate), the base trigger chance for the certain perks will change depending on the weapon used (with fast firing weapons having a lower base chance and slow firing weapons having a higher base chance).

    The following mods use this system and more will follow in the future:


    • Ice Shot
    • Fire Shot
    • Poison Shot
    • Lightning Shot
    • Random Shot
    • Ultra Shot
    • Time Bolt
    • Triple Shot
    • Arc Shot
    • X Shot
    • Square Shot
    • Mega Crit
    • Split Shot
    • Scatter Shot
    • Targeting Shot
    • Homing Shot

  • Overhauled the save system- there are now multiple save backups and a separate save for user settings. This greatly reduces the chance of your save file becoming corrupt (some players were experiencing a NULL bug where they couldn't move after their PC lost power while an autosave was saving) as there are now 2 extra backup saves to try and prevent that from ever occurring
  • Increased the maximum projectile limit from 300 to 400
  • Time Shot can now crit which should make it much more interesting and useful
  • Added new weapon mod: Ultra Shot: Chance to fire high damage bullets along with your shots
  • Added new weapon mod: Time Bolt: Chance to fire bolts that deal damage over time
  • Added new perk: Rigged Totems: Chance based totems are more likely to roll in your favor
  • Added new perk: Streamer Loot: Higher rarity loot has a greater chance to spawn from chests
  • Changed Green Dice: renamed to Gold Dice, buffed to Legendary rarity and has a more potent effect on chance based mods and perks but no longer provides the higher rarity loot benefit that it had before. A note about wording that may be confusing: it says +50% chance for chance based mods and perks to trigger- this does not mean adding a flat 50% to all chance based things (as this would quickly break many perks), it insteads multiplies the chance by 150%. So a base chance of 20% will be 30% with the 50% extra chance buff that Gold Dice provides
  • Improved the Tropical biome parkour island layout to have a better and easier flow
  • Replaced 6 placeholder skins with fresh new ones: Emerald, Glimmer, Jet Black, Ruby, Sapphire and Silver

BALANCE CHANGES

  • Reduced enemy damage scaling a bit on Nightmare difficulty especially when looping as it quickly turns into a “lose all your health on one hit” type of situation which I’m not a fan of. Don’t get me wrong- I still want enemies to be extremely damaging when looping on Nightmare but this should just make it feel like you can take an extra hit or two before the run is over
  • Blocker Skull movement speed reduced by 25%
  • The Unstoppable challenge (Get a win with over 10000 eliminations) elimination requirement has been reduced down to 7500 eliminations
  • Regular melee crabs, ants and slugs are slightly larger to make them easier to hit
  • Ice Shot is now unlocked by default

QUALITY OF LIFE

  • Improved cases where enemies could shoot through walls on elite and boss islands
  • Toned back some more overtuned FX such as on daggers

BUG FIXES

  • Fixed many places where enemies could get stuck under the map. Any remaining enemies that do happen to spawn under the map should get picked up by the new anti-softlock mechanics and will get auto eliminated after a short period of time
  • Fixed a bug that was causing the settings menu to stay active in a hidden state while the game was playing, resulting in frequent stutters as the game saved constantly
  • Some mod and perk descriptions that were inaccurate have been updated (such as Money Is Power displaying a 1% increased in damage when it is actually a 10% increase)
  • Fixed issue where enemies would stop spawning if players were far away from any spawn points

Beta Branch


For those interested in trying new updates before they go live for everyone, you can opt in to the beta branch. Be warned, this branch will most likely be less stable and have more bugs than the main branch version so if you do decide to use it, make sure you back up your save just in case!

To access the beta branch:


  1. Right click Crab Champions in your Steam library and click "properties"
  2. Navigate down to the "Betas" tab
  3. Select the beta branch from the dropdown





That's it for this update! Lots to continue working on, see you next time 🦀

Early Access Update 2



It's been just over a week since Crab Champions released into Early Access and I still can't believe how amazing the community is already!

Since the last update, I've been trying to focus on the most commonly reported bugs and quality of life features to try and get the game into solid shape before starting on any major updates.

Patch Notes



GENERAL

  • Due to popular demand, locked inventory slots have returned with a few caveats. No slots are locked on Easy difficulty, 12 slots are locked on Normal difficulty and 16 slots are locked on Nightmare difficulty. The cost to unlock each slot has been reduced as it was one of the main issues with locked slots on previous builds

    EDIT: There is a lot of community discussion regarding this topic- some people love the locked slots, others hate it and want to just build without having to manage inventory. I think the only real solution here is to add a difficulty modifier system that lets players choose if they want bonus modifiers on their run such as locked slots. Having all modifiers active at once would be virtually impossible but letting players mix and match them without forcing a specific mechanic on them sounds like the best option here. I'm monitoring all of the feedback that's rolling in- since the game is in Early Access there will be some trial and error to find the right balance on mechanics like this. For now, all slots will remain unlocked until I add this modifier mechanic.

  • Added new enemy: Blocker Skull
  • Added new Tropical island

  • Reworked how Combo works (it was pretty invisible / meaningless before and only affected your final score which isn’t relevant until the top 10 runs update (coming soon btw), but it now has direct use in making new build options).

    In short, combo starts off at 1.0x and:


    • Increases to 2.0x after eliminating 25 enemies without getting hit
    • Increases to 3.0x after eliminating 100 enemies without getting hit
    • Increases to 4.0x after eliminating 250 enemies without getting hit
    • Increases to 5.0x after eliminating 500 enemies without getting hit

    Once you get hit, your combo resets back down to 1.0x. The newly added perks below are designed for those that enjoy the “don’t get hit” style of gameplay without forcing it on everyone as a required mechanic and instead introducing it as a build option
  • Added new perk: Crystal Combo: Enemies drop more crystals depending on your current combo
  • Added new perk: Damage Combo: Damage increased depending on your current combo
  • Added new perk: Healthy Combo: Heal when increasing your combo
  • Added physics crowns to parkour islands...


BALANCE CHANGES

  • Orb Launcher damage increased from 30 to 35
  • Launcher Crabs now only fire 2 projectiles instead of 3 and also have more telegraphing before they are about to fire
  • Playing With Power has been removed from the loot pool for now as it was causing a lot of accidental deaths. I’ll look into improving and reworking it in the future


QUALITY OF LIFE

  • Added anti-softlock measures for enemies stuck in weird places on the islands that prevented being able to progress
  • Fixed lightning FX being extremely bright and making it hard to see
  • Toned back various bullet trail FX that made it hard to see when doing late game runs, this should also improve performance
  • Touched up some of the more work in progress island visuals (like the one with all the vertical pillars)
  • Added support for native Steam Deck resolution (1280 x 800) as well as some missing ultrawide configurations and 720p resolutions
  • Fixed various out of map spots
  • Improved hitboxes on many assets including trees and chests that you could get stuck in
  • Fixed various spawn points that could make chests spawn on trees or rocks as well as some player spawn points that needed adjusting
  • You can now no longer take damage from lava on Shop islands
  • Fixed various difficult to understand UI descriptions to make things like the Spiked Chest cost more clear
  • Spiked Chests now show the exact amount of health that they’ll take when opening instead of always “33” which was confusing
  • If a Blessing is active, it’ll show up on the UI of the island (the same as a challenge modifier) instead of having to remember if you chose a flawless portal or not
  • Homing Thorns are now red to not confuse them with the harmless crystal pickups that fly to the player


BUG FIXES

  • Fixed an issue where aiming down on the ground beside you with certain weapons like the Rocket Launcher wouldn’t spawn projectiles
  • Fixed an infinite key exploit (keys are no longer saved with an autosaved run)
  • Fixed an infinite loot exploit (where laggy players could spam the drop button in inventory to drop multiple copies of the same loot)
  • Fixed an exploit that could let players use spiked chests and damaging totems without taking damage (using the I-Frames when dashing to negate the damage)
  • Fixed an issue where the blue collision border would persist back to the lobby after a run
  • Fixed issue where falling off the edge of a completed parkour island that you had enabled a checkpoint for would spawn you back at the checkpoint, stranded
  • The Target Dummy can no longer be broken in most cases (the most insane builds will still probably manage it)
  • Bosses should no longer spawn keys under the map or inside cliffs
  • Fixed issue where bosses would give more keys to certain players
  • Fixed issue where you could evaporate if you swam too far into the sea in the lobby
  • Fixed issue where it would be possible to die when spamming interact on totems with certain greed perks equipped


That's it for this update! As the bugs get ironed out I'll have more and more time to put towards completely new content 🦀

Early Access Update 1



Thank you all for an absolutely incredible launch! I'm blown away by the amount of people enjoying the game and have been working hard to improve as much as possible. This update adds a few new features as well a bunch of bug fixes.

Quickplay was initially working in this build but there were issues where players were loading into previously started lobbies and were going past the 4 player limit so I've had to disable it for now while I work on a proper fix.

Now, onto the changes 🦀

Patch Notes



GENERAL

  • Added backwards sliding and being able to slightly move right or left while sliding (I tested being able to slide left and right at full speed but it was way too OP and made the movement far less skillful)
  • Added 8 new songs! (most of them are demos but will give more variation to the existing playlists)
  • Inventory slots are now all unlocked by default- the locked inventory slot mechanic was confusing to many players and was disrupting the flow of grabbing loot so for now you can just take as much loot as your inventory can hold without having to keep stopping to figure out what to drop. I want the game to move as fast as you want and this was a definite blow to the momentum. I'll monitor and see how this change affects gameplay and may introduce locked slots in some way again in the future (such as only the bottom row of each category being locked allowing for more early game freedom)
  • Added checkpoints to Parkour islands so you don’t have to always start back at the very start when you fall
  • Grenade Crabs and Sniper Crabs now telegraph their actions better so you have a bit more time to react
  • Sniper Crabs shoot with a little bit of spread so they have a chance to miss
  • Tweaked the Speedrun challenges to be actually challenging. Speedrun I is now island 20 in 16 minutes or less, Speedrun II is now island 50 in 40 minutes or less and Speedrun III is now island 100 in 60 minutes or less. I'll monitor to see if these times are too difficult or not!
  • Fire Shot is now unlocked by default


BALANCE CHANGES

  • Reduced the amount of keys needed to use the Key Totem down to 3 but bosses now spawn 2 keys instead of 6 keys
  • Auto Rifle damage increased from 24 to 28
  • Grenade, Sniper and Launcher Crabs have had their health reduced from 800 to 700
  • Reload Arc cooldown increased from 1 second to 5 seconds
  • Bosses and Elites now have a 12 second cooldown in between each unique freeze applied (to prevent being able to easily cheese them with repeated freezing and them never thawing and attacking)
  • Eagle Eye bonus damage distance threshold reduced by 50% (so it will now be far more useful especially on smaller islands)


BUG FIXES

  • Fixed ant boss doing the same attack over and over
  • Fixed ant boss homing projectiles bugging out and moving extremely fast if you were out of line of sight when they were fired
  • Enemies can no longer be frozen while their spawn animation is playing as it could lead to situations where they’d slide away under the map and be impossible to eliminate
  • Fixed portal that would spawn in a bush and be hard to find
  • Fixed the Speedrun I challenge not being completable
  • Stats pedestals now correctly update your progression when you unlock new weapons or loot with the key totem without having to leave and re-join the lobby
  • Fixed a crash that could occur under specific circumstances when using a Random Totem
  • Fixed various rare crashes
  • Optimized the Boss Skull bullet hell attack so it should be much more performant
  • Reduced the complexity of the lava splash FX which should increase performance / visual clarity when many projectiles and enemies are hitting the lava at once
  • Fixed a launch pad that caused you to overshoot a Parkour jump
  • I made a fix to Quickplay but there were numerous new bugs that appeared when enabling it so I need to revisit and make a proper fix in a future patch


Thanks again for playing, happy crabbing 🦀💥

Crab Champions Early Access Roadmap



As the Early Access release drops on April 1st, I thought it would be a good time to share the Early Access Roadmap for those interested!



As always, I'll be very active in the Crab Champions Discord server and will do my best to address as much feedback as possible 🦀

I can't wait to see what everyone thinks of the game!

Join the Crab Champions Discord server: https://discord.gg/crabchampions

Follow Crab Champions on Twitter: https://twitter.com/crabchampions

Join the Crab Champions subreddit: https://www.reddit.com/r/CrabChampions/

Crab Champions Beta Is Live!



The first Crab Champions beta weekend launched a few days ago and I've been blown away by the amazing response! Things are just getting started with new beta updates dropping every weekend until the April 1st release date.



I really didn't expect people to drop so much time into the game in only 2 days and have such positive reactions, especially as the game still has plenty to be improved. Very surreal to see after all this time in development!


You can check out some random gameplay clips that have been captured from the current Beta build here!


If you are interested in joining the beta you can click this button on the store page to have a chance to get selected on future beta weekends (roughly 650 people will be chosen from now until the launch date on April 1st).

Join the Crab Champions Discord server: https://discord.gg/crabchampions
Follow Crab Champions on Twitter: https://twitter.com/crabchampions
Join the Crab Champions subreddit: https://www.reddit.com/r/CrabChampions/

Development Update #20



This will be the last development update (at least until after the beta launches) as I’ve added the last of the remaining features planned for the beta and am hard at work swapping out all placeholder visuals with final assets. This work doesn’t make for very entertaining updates (this old rock is now a new rock!) and I’d like to keep any more additions as a surprise for players checking out the beta and early access release. I’ll still be posting snippets in the Discord server but won’t be writing up these formal updates as the time is better spent directly working on the game at this point now that the design is solid and there won't be new mechanics to share. With that out of the way, let’s get into all of the new stuff that’s been added over the last two months!



New Visuals



The majority of my time was spent figuring out the final look of the game. It's super important to define visual standards for each asset before making loads of them and realizing that their styles don't match. I'm really happy with the chunky, semi stylized visual language that I landed on and am finally swapping out all of the ugly placeholder meshes that have been visible for far too long!

Here's a look at some of the new assets which will set the tone for all future visual work! My goal was to ensure a clean read (as most of the time there is a lot going on with enemies and projectiles) while having an uplifting and vibrant color palette. It was important to find a nice balance of detail and clarity as well as just figuring out shapes and styles that complimented each other- it took a lot of iterations but I'm really happy with where it ended up.

  • Weapon Model Preview

    While this is untextured, I think it gives a good idea of how the weapons will look in the game- clean, chunky and semi stylized.


  • New Trees



  • New Cliffs






  • New Materials
    New sand + ocean foam materials


    Improved snow and ice materials


  • Honorable Mentions
    Here are a few islands that didn't make the final cut in terms of style or design but I still think are worth showing!







    As a final bonus point, all cliffs were created procedurally which allowed me to generate many detailed assets with a consistent style and make broad changes without having to redo lots of work.


Level Design


In addition to figuring out the final visuals this month, I also needed to decide on many factors that go into how an island is actually designed: how it plays, what kind of spaces work, what scales feel good / bad and so on.

I made many many test islands: some vast and detailed, others small and minimal. In the end, while the vast detailed islands looked better in screenshots, they weren't as fun to actually play compared to the more open and focused arena style islands.

Since you only spend a minute or two on each island, having to navigate a huge island with enemies potentially being far away from one another quickly became tedious: this is a fast paced game and restarting runs happens frequently. The more focused open island layouts not only allow you to take everything in at once (enemies, totems, destructible rocks etc.) but also allow you to move around them more freely, making a fluid route as you dodge enemy attacks.


Biome Changes



As the visual style was decided on this month, I quickly realized that all of the core biomes need to be taken into consideration to ensure that the processes for one biome translated well over to another. In addition to this, only having to clear 3 biomes to get a victory felt a bit short (even though you can loop), so I am now including the Desert biome in the beta meaning players will need to clear the Tropical, Arctic, Desert and Volcanic biomes to secure a victory.

Many of the desert specific enemies won't be added until later, but ensuring that the framework is down now means that the length of each run feels right. Any future biomes will be added as optional / random choices and as post loop content.


Totems



Totems previously all looked identical at a distance and were relatively confusing. I wanted to make each totem type more apparent with a distinct color as well as add a few new types to increase variation. Here are the current totem types in the game.

  • Health Totem: 50% chance to double max health, 50% chance to halve max health
  • Crystal Totem: Gain crystals but lose 33% of your health
  • Loot Totem: Get a random pickup but lose 33% of your health
  • Gold Totem: Get a random legendary pickup but lose 90% of your health
  • Glass Totem: Get a random pickup (if not destroyed- any damage source destroys this totem)
  • Fuse Totem: Get a random pickup (if interacted with before the fuse expires)
  • Greed Totem: Get a random greed perk
  • Chance Totem: Lose 10% of your health for a 25% chance to get a random pickup
  • Gamble Totem: Costs crystals for a 25% chance to get a random pickup
  • Reroll Totem: Costs crystals to reroll all pickups on the current island
  • Random Totem: Randomize your entire inventory (explodes after 1 use)
  • Life Totem: 33% chance to fully heal, 66% chance to take a small amount of damage
  • Perk Totem: Takes one of your perks and has a 66% chance to increase the level and a 33% chance to consume it

More totem types will be added in the future such as Contract Totems which give you a mini objective to complete over a few islands for extra rewards.

Totems are guaranteed to spawn in shops with a lot of potential strategies opening up for example if moving back and forth between Life and Chance totems (if both happen to spawn on the same island). To prevent such situations breaking the game, each totem has a chance to explode after using it.



New Enemies



  • Grenade Crab

    Lobbing a slow but highly damaging grenade at players, it's best to keep your distance when facing these guys!

  • Slammer Crab

    This Elite variant attacks only via ground slams so choose your moments to dodge wisely!

Even More Perks


As I was fixing bugs, a few new perks slipped in...

  • Double Vision: Chance to get an additional reward chest after clearing each island
  • Crystal Asteroids: Chance for asteroids containing bonus loot to spawn on each island
  • Care Package: Get additional reward chests after clearing every 4th island
  • Big Chests: Reward chests have more options to choose from
  • Shockwave: Reloading damages all visible enemies

Other Stuff



  • Added Field Of View Slider
    A heavily requested feature across most games today, you can now change your FOV from a minimum of 60 to a maximum of 110.

    Low FOV (60)


    Default FOV (80)


    High FOV (110)


  • Enemy Collision
    Enemies now have movement collision (meaning you can't dash through flying skulls as seen in the last update!). I tested being able to ride on top of big enemies but it led to some broken situations- maybe I'll revisit this in the future.

  • New Elimination Hitmarker


  • Enemy Attack Improvements
    I've tweaked many enemy attacks that felt unfair such as launch attacks happening very close to the player, not giving them enough time to react. Attack telegraph visuals have also been overhauled, matching the tint of the enemy and timing of the attack. Enemies can now also attack from multiple locations at the same time (such as skulls firing a stream of projectiles from both eyes at once).

  • Foliage Wind

    Added wind logic to all foliage assets: it's subtle but really breathes life into each island.

  • Updated Crab Materials

    The crab materials and skins are now more stylized to match the final look of the game. This just means more clean reads and less noisy details that no longer fit in.

  • Challenge Crystal Improvements
    Challenge crystals now spawn a protected pickup for each teammate when playing multiplayer rather than just one for the damaging player.

  • Improved Visibility

    When getting close to walls or your crab, you'll now be able to see through objects instead of having them frustratingly block your view.

  • Loot Visibility Improvements
    Any non chest loot that spawns is now clearly marked with a location UI. This reduces situations where players would accidentally jump into a portal without first collecting some loot dropped by a challenge crystal or an enemy due to a perk.

  • Improved Inventory UI Prompts


  • Balancing And Adjustments
    Some outdated perk info was being discussed in the Crab Champions Discord server and it reminded me to mention that there are constant balance changes being made to weapons, mods and perks. It feels a bit fruitless to post these changes in detail here as the game is not out yet but expect detailed patch notes during the beta and beyond!

Beta Checklist



I wanted to clarify what work remains before the beta can launch as it's a common question on Discord. As you'll see, it's almost entirely swapping out placeholder assets with new ones and cleaning up + improving content that looks messy or broken such as many of the animations and FX that are currently in the game. The plan is to power through these and release the beta immediately after as there won't be trailers or other media needed to be created for it. That said, it's still a chunk of work so don't expect a beta to drop until the end of the year!

  • Finish Remaining Environments
    Now that I've established the visual styles for each of the biomes and built a selection of islands that work well with the gameplay, I need to build out more islands so that there is enough variation per biome. I'll be making the bare minimum amount of islands (roughly 15 islands per biome) to start off the beta but many more will be added over time.

  • Improve + Replace Animations
    As you could probably tell from some of the clips posted today, the animation side of things needs more refinement (make weapon recoil affect the crab properly, fix jarring transitions etc.).

  • Make Final Weapon Models + Sounds
    Each weapon needs a unique finalized mesh and matching sounds as both of these elements have a huge impact on how satisfying it is to play the game.

  • Make Final Enemy Models + Sounds + Animations
    Final versions of each of the non-crab enemy archetypes seen in previous updates have to be created. Some enemies (especially the Slugs) have been using very basic placeholder meshes for a long time and badly need new visuals. Keep in mind that the enemies are already fully designed: their behavior and attack patterns are all done, they just need new visuals.

  • Make Final Sounds + Music
    Of course a huge part of the game are the sound effects and soundtrack. While I've been focused mainly on code and visuals over the last few months, I'm now getting back to finishing the soundtrack and making unique sounds effects for any elements that need it (I had been repurposing the same small set of sounds from the prototype for SO many different things so it'll be great to replace these with proper unique sounds).

That marks the end of the TWENTIETH development update- a crazy milestone that I never thought would be a thing. Developing a game solo is a huge undertaking and my deepest respect goes to all the devs out there getting projects finished!

With all that said, thanks for reading this update and for being patient while the game gets finished, it is hugely appreciated!



Join the Crab Champions Discord server: https://discord.gg/crabchampions
Follow Crab Champions on Twitter: https://twitter.com/crabchampions
Join the Crab Champions subreddit: https://www.reddit.com/r/CrabChampions/

Development Update #19



Another month zooms by in the blink of an eye! Here's what I worked on in July- really getting into improving the visuals now but there's still work being done tweaking design elements after each playtest, fixing bugs and adding plenty of quality of life features. This is a long one, let's get into it!

New Visuals



  • New FX / More Vibrant Colors


  • Visual Style + Level Design


    Since there's so much going on and a lot of information to convey at any given time in the game, I've settled on a clean, lightly stylized visual style for the environment to give the player a clear read on enemies and projectiles. These images don't represent final assets but more the general feel I'm going for- spacious arenas with clear boundaries to keep all focus on the action. I designed many types of islands this month, some with fall hazards or traps but I kept coming back to simple open spaces, they just felt much better to play. When the game is all about high speed and intense action, having to navigate a complicated level is just not fun!



  • Early Lava Biome Visuals


    Previous previews of the lava biome had tinted the whole scene red which made it a bit visually fatiguing to play in after a while. I went for a more striking look in this pass to try and make the lava pop while maintaining the clean and simple style mentioned above.





  • New Pickup Visuals
    New distinct meshes for weapon mods, grenade mods and perks have been added to easily identify them at a glance.



New Enemies


I've added most of the enemy archetypes needed for the beta this month- plenty of crab variants that each bring something new to the table. Many of these enemies aren't too difficult to fight alone but when spawning in groups they can test the skill of even the best players!

  • Shotgun Crab
    Deadly up close, these crabs fire a volley of shotgun shots your way.



  • Launcher Crab
    These crabs wield triple shot rocket launchers and can leap high into the air. Luckily they knock themselves back when firing so it'll take a little while for them to catch up to you again after each shot!



  • Mage Crab
    Specializing in mystical ranged attacks, these crabs fire dense formations of projectiles which can be tricky to dodge if backed into a corner.



  • Poison Crab
    Inaccurate and with sporadic movement, these crabs can easily add some chaos to an otherwise manageable situation.



  • Sniper Crab
    Excelling at long range, these crabs fire arcing sniper shots that soar over obstacles and meet their targets with devastating accuracy.



  • King Ant Boss
    The visuals aren't final for the ant itself but I've made a full set of unique attack patterns worthy of a giant poisonous ant!



New Enemy Attacks


Here are a small selection of the dozens of new enemy attacks added this month. I've gone over every single enemy and improved each of their attacks while ensuring that they have a consistent response, allowing experienced players to masterfully outplay them. Enemy attack formations can also now expand outwards instead of always aiming at the player. This creates bullet hell situations that can play out very differently depending on the island layout.

  • Mage Crab Circular Attack


  • Elite Skull Line Strike Attack


  • Heavy Crab Weapon Attack


  • Elite Skull Homing Attack


Cooldowns


Something that was starting to become clear when playtesting was that the best strategy to succeed was to increase the fire rate of your weapon as much as possible as the vast majority of weapon mods were chance based, so more rolls of the dice naturally led to more success. This created an imbalance where very powerful mods such as Black Hole or Crystal Strike which would trigger much more frequently than intended on fast firing weapons and much less frequently on slower firing weapons like the pump shotgun.

To combat this, I've made the majority of these "low chance but powerful when triggered" mods cooldown based. This means that they are guaranteed to trigger every X seconds regardless of the fire rate of your weapon. In addition, it allows me to make each of them stronger with each level stacked (previously each additional level simply increased your chance for them to trigger which didn't scale well with the late game).

Finally I've made it so that damage based weapon mods no longer affect "secondary" mods such as Torpedo Shot (making already very damaging bonus projectiles deal broken amounts of damage) which crushes another meta that wreaked havoc in my playtests!

More Weapon Mods


Remember I added the "final" weapon mods a few updates ago? Well one thing led to another and a few more slipped in this month! I really wanted to add more elemental and critical hit build options as well as embrace the cooldown changes mentioned above with more powerful "one shot" (high damage but long cooldown) mods that help spice up builds so I've added a bunch of new mods and perks to further diversify build options.

  • Proximity Barrage: Shots that hit enemies spawn powerful missiles that seek out nearby enemies
  • Hot Shot: Increased critical hit chance and damage but incoming damage is also increased
  • Critical Blast: Critical shots that hit enemies create powerful explosions

  • Critical Link: Critical shots that hit enemies spawn 5 new shots that target nearby enemies
  • Critical Chain: 100% critical hit chance for a short time after landing a critical hit
  • Critical Blades: Critical shots that hit enemies spawn 3 deadly spinning blades that seek out nearby enemies
  • Spike Strike: Shots cause powerful spikes to erupt from the ground, damaging nearby enemies
  • Ice Strike: Shots bring down powerful ice strikes that damage and freeze nearby enemies
  • Fire Strike: Shots bring down powerful fire strikes that damage and burn nearby enemies
  • Lightning Strike: Shots bring down powerful lightning strikes that damage and shock nearby enemies

  • Poison Strike: Shots bring down powerful poison strikes that damage and poison nearby enemies
  • Random Shot: Shots apply random debuffs to enemies
  • Ice Storm: Shots create icy storms that deal damage over time
  • Fire Storm: Shots create fiery storms that deal damage over time
  • Lightning Storm: Shots create electric storms that deal damage over time
  • Poison Storm: Shots create poisonous storms that deal damage over time
  • Triple Shot: Chance to fire in a triple shot formation
  • Arc Shot: Chance to fire in an arc shot formation
  • X Shot: Chance to fire in an X shot formation

  • Square Shot: Chance to fire in a square shot formation

More Perks



  • Driller: Destroying destructible rocks has a greater chance to spawn loot
  • Finishing Move: Enemies eliminated with critical hits drop more crystals
  • Ice Aura: Freeze and damage nearby enemies every few seconds
  • Fire Aura: Burn and damage nearby enemies every few seconds
  • Lighting Aura: Shock and damage nearby enemies every few seconds
  • Poison Aura: Poison and damage nearby enemies every few seconds

Biome Structure Changes



The structure of each biome has changed multiple times over the last few updates, it's of course something that is very important to get right as it determines the pace, loot and general fun of each run. I made these changes at the start of the month and they are just as fun now as they were then so it looks like this is the last major gameplay loop iteration (at least until people play the beta).

The main issues with the previous structure that gave random portal choices to players after each island were:
A: Players would always pick weapon mod portals over every other type as those are the most instantly useful rewards especially in the early game.
B: It slowed down the pace of multiplayer runs too much to have to discuss which of the 3 random portal choices to go for after every single island.
C: Not having set island types meant that players sometimes faced 3 elites in a row which limited variation and broke the balance of the early game (as most players weren't equipped well enough to be able to take on 1 let alone 3 elites at that point).
D: Since players were opting mainly for weapon mod portals, they found it hard to heal and would often frustratingly die before finishing the first biome.

To fix A, reward chests now contain a random mix of weapon mods, grenade mods and perks. You might get 3 perks in one chest and no perks in the next- this unpredictability actually ended up being far more fun than choosing a perk portal and knowing that you were guaranteed to get perks- where's the suspense in that?

To fix B, C and D, I moved back to a set list of island types per biome with peaks and valleys in the difficulty curve, more opportunities to find heals and rewards corresponding to the difficulty of each island.

    Island 1: Horde (Rare chest reward)
    Island 2: Horde (Consumable (health, armor or crystals) chest reward)
    Island 3: Challenge (Rare chest reward)
    Island 4: Horde (Consumable chest reward)
    Island 5: Elite (Epic chest reward)
    Island 6: Horde (Consumable chest reward)
    Island 7: Defense (Rare chest reward)
    Island 8: Horde (Consumable chest reward)
    Island 9: Shop
    Island 10: Boss (Legendary chest reward)


In addition to these changes, flawless chests now have an 75% chance to be a consumable chest and a 25% chance to be a rare chest, allowing for both bonus heals or (if you are lucky) bonus mods and perks if clearing an island flawlessly.

Greed totems now also have a small chance to appear on any island, further adding variation.

One thing that I'll be keeping an eye on is how speedrunners handle Defense islands since you are forced to defend an area for 45 seconds to complete them with no real way to optimize or skip them. I may add a guaranteed portal choice after clearing island 6 to allow speedrunners to opt for a different route.

Other Stuff



  • Improved Inventory UI

    When hovering over individual inventory slots, you'll now see much more specific information than before: raw damage numbers along with a percentage increase. This makes it much easier to see which mods are doing the most damage without having to calculate it yourself based on percentages which was confusing especially if you didn't know the base damage that the percentages were based on! In addition, any mods that spawn damage areas (like the elemental Strike and Storm mods mentioned earlier) will now show the amount of damage + elemental damage stacks dealt over their lifetimes, making it much easier to understand their effectiveness. Many other mods have been updated to have better descriptions (like Splash Damage detailing the radius in addition to the damage dealt) because who likes playing games where you are forced to tab out and read a wiki every few minutes?


  • Movement Improvements
    I've removed the dash, slide and land camera shakes, repositioned the camera and tightened up the movement heavily to make a much more focused movement experience- less bells and whistles actually keeps things feeling more grounded and responsive!

  • Loot Balancing
    Generally Rare loot should be a "boring" stat up (often with downsides), Epic loot should be a "fun" stat up and Legendary loot should have much more unique and exciting effects. Because of this I've made a few adjustments to allow for Legendary loot to stand more clearly apart from the other rarities.

    Ice, fire, lightning and poison shot mods have been moved from Legendary to Epic rarity as the newly added elemental Strike and Storm mods take their place: the most powerful elemental mods in the game. Similarly with all the new more interesting critical hit based mods added this month, Sharpshooter (greater chance to critical hit) and Power Punch (increased critical hit damage) have been moved down to the Rare rarity.

    Finally both Growing Shot and Shrinking Shot have been removed as they were very hard to notice, generally weren't all too interesting and often resulted in confusing reductions in damage for players that had picked them up earlier in a run.



  • General Balance Changes
    - Grenades now deal 50% more damage making Grenade Mods a more viable choice- previously Weapon Mods and Perks were by far the most popular when choosing loot.
    - Enemies have had their health increased across the board: it was easy to 2-3 shot most enemies which led to some islands being cleared very quickly. While I want to avoid bullet sponge enemies, this change allows more time for your mods to trigger and noticeably contribute to taking those beefier enemies down!
    - Shop prices have been adjusted so that Legendary loot now costs roughly 3x the price of Epic loot making boss fights the primary way to get Legendary drops.

  • New Circular Lobby
    The lobby has been improved to have all interactable totems in an easy to reach circular layout: quickly change things between runs without having to spend time traveling.

  • Fail Of The Month: Huge Slug Elimination FX
    I got a bit carried away with some of the early tests improving the FX that play when slugs are eliminated...


  • Protected Chest Pickups
    Last month, protected chests were added (meaning each player is assigned a chest after clearing each island and only they can open it). To further this, the loot choices that each chest spawns are now also protected so other players can't grab your loot while you are deciding what to take. Players can still share loot by dropping mods and perks from their inventory.

  • Improved UI Text Readability

    Shadows have been added to most important text UI elements for easier reading in bright lighting conditions.

  • Ice Changes
    Enemies no longer instantly thaw from ice when taking damage, allowing you to keep enemies frozen while dealing damage. The only exceptions to this are if enemies slide into water while frozen or if they take burn damage.

  • Removed Radial Damage Falloff
    It just felt better (and easier to gauge DPS) in playtests to deal full damage to enemies regardless of their position within an explosion radius!

Community Spotlight: TheeCRAB


TheeCrab has been making some amazing Crab Champions videos: if interested I highly recommend checking his stuff out here



Thanks for sticking around and reading this update, it turned out to be much longer than expected!



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Development Update #18



Please note that all visuals shown in this update WILL be improved / replaced, this is the last feature heavy update and I expect to show much more polished and refined visuals in future updates. It's been frustrating to have to stick with placeholder everything while designing how the game works but that's just part of development. I wanted to cram as many pending and quality of life features into this update as possible before switching gears into content creation mode in the next week or two. With that said, let's get into it!

New Lobby System


Previously, the game had a standard main menu that ended up feeling archaic and unnecessary. If you were in a multiplayer game and and wanted to equip a new cosmetic or view progress on a challenge, you'd have to leave the game, go back to the main menu, check it there and then start the whole multiplayer inviting / joining new lobby process all over again. The main menu was also just a roadblock between loading screens as the 99% of the time when you boot up the game, you tend to want to jump straight into a new run. With this in mind I decided to create a lobby or hub area which acts as a kind of physical main menu but without any of the drawbacks mentioned above (players can now stay in multiplayer parties while changing cosmetics or checking out challenges). In addition to this, when you launch the game you are now right beside a portal to start a new run (this takes about 5 seconds on my test machine).



The lobby consists of several interactables, all located nearby for easy access.

  • New Run Portal: Jump in to instantly start a new run
  • Autosave Portal: Resume your previous run (if an autosave exists)
  • Cosmetics Totem: Equip crab and weapon skins as well as view all challenges to be completed in order to unlock more skins!
  • Difficulty Totem: Choose one of the 4 difficulty options for your next run
  • Leaderboards Totem: View friend and global leaderboards for the currently selected difficulty
  • Multiplayer Totem: Join a random session with the Quickplay option or host your own game and invite friends
  • Key Totem: Dispense keys (the currency that persists after runs end) to permanently unlock new weapons, weapon mods, grenade mods and perks, adding more content to the game over time

  • Stats Pedestal: See stats for all players in the lobby including things like the current win streak or the percentage of challenges completed
  • Tutorial Portal: Replay the tutorial as many times as you need to (you can set record times for completing it quickly)

All of these changes mean that everything that you previously did before in different parts of the main menu are now all in one place in the lobby! Equip skins while waiting for others to join, unlock new permanent loot in between each run: everything is much more accessible and convenient. It also acts as a nice social hub area which I plan on improving with easter eggs in the future. Racing time trials and a 1v1 duel pit will likely be added as part of this lobby in a future update, allowing players to take a break between runs.

Challenges And Progression



Let's first go over the current list of 50 achievements that'll be available to complete from day one of the beta. I tried to avoid grindy challenges that just take time to complete and aren't an actual achievement (like get 100K total eliminations or travel for 50 miles total across all of your runs).

All skin visuals will be improved, these are a proof of concept to give you an idea of what to expect.

Crab Skin Challenges




  • Flawless: Get a win on Normal difficulty without taking any damage
  • Frugal: Get a win on Normal difficulty with 5 or less shop purchases
  • Millionaire: Get a win with over 1M unspent crystals in your inventory
  • Unstoppable: Get a win with over 1000 eliminations
  • Speedrun I: Reach island 30 in 20 minutes or less
  • Speedrun II: Reach island 50 in 40 minutes or less
  • Speedrun III: Reach island 100 in 60 minutes or less
  • Claws Of Fury I: Eliminate 500 enemies in a single run
  • Claws Of Fury II: Eliminate 2500 enemies in a single run
  • Claws Of Fury III: Eliminate 10000 enemies in a single run
  • Outplayed: Defeat a boss on Ultra Chaos difficulty without taking any damage
  • Bulletproof: Complete the first biome on Nightmare difficulty without taking any damage
  • Big Spender: Make 100 purchases at shops in a single run
  • Playing With Power: Level up a mod or perk to level 20 in a single run
  • EZ: Defeat a boss in under 10 seconds
  • Marathon: Survive until island 200
  • Slice And Dice: Survive until island 15 without firing your weapon
  • Close Call: Defeat a boss when you have 1 health remaining
  • Ultra Damage: Deal over 100K damage in a single shot
  • Maxed Out: Fill all mod and perk slots in your inventory during a single run
  • Solid Gold: Fill all weapon mod slots with legendary weapon mods
  • Recycler: Salvage 50 pickups in a single run
  • Greedy: Defeat a boss with at least 5 greed perks in your inventory
  • Crab Champion I: Get a win on any difficulty
  • Crab Champion II: Get a win on Nightmare difficulty
  • Crab Champion III: Get a win on Ultra Chaos difficulty
  • Skilled: Get 3 wins in a row on any difficulty
  • Pro: Get 3 wins in a row on Nightmare difficulty
  • Master: Get 3 wins in a row on Ultra Chaos difficulty
  • Looper: Get a win after looping at least once
  • Crab Legend: Complete all challenges

Weapon Skin Challenges



  • Auto Rifle Master I: Get a win with the Auto Rifle on any difficulty
  • Auto Rifle Master II: Get a win with the Auto Rifle on Nightmare difficulty
  • Auto Rifle Master III: Get a win with the Auto Rifle on Ultra Chaos difficulty
  • Pump Shotgun Master I: Get a win with the Pump Shotgun on any difficulty
  • Pump Shotgun Master II: Get a win with the Pump Shotgun on Nightmare difficulty
  • Pump Shotgun Master III: Get a win with the Pump Shotgun on Ultra Chaos difficulty
  • Burst Rifle Master I: Get a win with the Burst Rifle on any difficulty
  • Burst Rifle Master II: Get a win with the Burst Rifle on Nightmare difficulty
  • Burst Rifle Master III: Get a win with the Burst Rifle on Ultra Chaos difficulty
  • Sniper Master I: Get a win with the Sniper on any difficulty
  • Sniper Master II: Get a win with the Sniper on Nightmare difficulty
  • Sniper Master III: Get a win with the Sniper on Ultra Chaos difficulty
  • Crossbow Master I: Get a win with the Crossbow on any difficulty
  • Crossbow Master II: Get a win with the Crossbow on Nightmare difficulty
  • Crossbow Master III: Get a win with the Crossbow on Ultra Chaos difficulty
  • Rocket Launcher Master I: Get a win with the Rocket Launcher on any difficulty
  • Rocket Launcher Master II: Get a win with the Rocket Launcher on Nightmare difficulty
  • Rocket Launcher Master III: Get a win with the Rocket Launcher on Ultra Chaos difficulty
  • Gunslinger: Get a win with all weapons in the game

Players will see what they have unlocked in the Game Over UI.


You may have noticed that there are only 6 weapons: while there were more weapons in the game before, I wanted to ensure that the game launches with a smaller number of distinct weapon archetypes before adding more. Since weapon mods are far more important than the weapons themselves, it's not a huge deal for so few weapons to be in a game designed to be replayed. You'll need to approach each weapon differently when making effective build combos of mods and perks in order to complete all mastery challenges and it's interesting to see how the same mod can be extremely effective on one type of weapon and next to useless on another.

Next, let's talk about meta progression. I'm a big fan of keeping the difficulty of the game the same regardless of how long you have played it (no extra lives, damage boosts or anything similar through grindy meta progression skill trees). That said, it's fun to work toward unlocking new loot to freshen up future playthroughs. As briefly mentioned earlier in this post, players can interact with the Key Totem found in the lobby to permanently unlock a new piece of loot that both will appear in future runs and stay in your inventory when starting your next run. I believe this design is rewarding without giving the player permanent buffs. This all of course means that only a selection of mods and perks are unlocked for your first playthrough and as you unlock more, the loot pool will increase greatly in variety. There is a cap of 15 keys that can be held at once with each unlock at the Key Totem costing 10 keys. This means that only one unlock can be granted per run but there are other ways to put keys to use, even after all content has been unlocked.

Gameplay Improvements



  • Better Rewards + More Variety
    After a lot of playtesting this month, I realized that some island rewards (mainly keys and armor plates) just didn't feel worth it after working hard to narrowly clear an island. Because of this, there will now always be a choice between 2 portals when moving to new islands: an easy portal with a much shorter and less intense wave of enemies for a lower tier reward (like a heart or a crystal bundle) and a hard portal with much more challenging encounters which guarantee a high value reward (like a weapon mod or perk). This creates a nice dynamic where you can get greedy and keep going for the better rewards (and harder portals) but end up ruining the run. The pacing and distribution of rewards is something that I'm always tweaking and will continue to do so during the beta.

    I've also focused on variety with multiple new types of Shop and Treasure islands that players can encounter on their runs. Health Shops / Key Shops allow players to purchase loot using health / keys rather than crystals. Treasure islands now have a wide variety of different layouts including some that are Greed focused (one of the only ways to get Greed perks), some that offer multiple pathways to choose from and some that are simply a huge area full of crystal rocks to destroy!

  • Improved Loot FX:

    Loot now visually jumps out of chests with new FX and nice staggered timing before the loot is revealed: much more interesting than before. Unique sounds also play for each rarity.

  • Flawless Island Clear Changes
    Previously, flawless island clears rewarded crystals which felt "invisible" a lot of the time when playtesting: if you weren't already looking out for the bonus, it was easy to miss it being awarded. In addition to this, simply getting more crystals after an island didn't feel rewarding enough.

    You now get an additional reward chest after each flawless island clear which really adds up if you manage to do it multiple times in a biome. This also scales with the Performance Bonus perk (a chance to get an ADDITIONAL reward chest when getting a flawless island clear) which can lead to crazy amounts of loot in the hands of a skilled player!

  • Improved Pacing
    Entering a flow state of clearing islands with an "all gameplay no downtime" design is something that I've worked hard to try and achieve. Ideally there'll be a point where the game clicks for players and even a clearing the first island on a new run will feel skillful and satisfying.

    Rather than having to clear 15 islands per biome (which could take up to 20 minutes if playing slowly), I've reduced the number of islands per biome to 10 for a more focused experience. In addition, many issues with how enemies scale as you progress have been fixed to avoid tediously long islands when looping in the late game. Ideally each island is intense and action packed but never feels too long.

  • More Ways For Enemies To Attack

    Enemies can now attack from multiple locations at once: like this skull firing projectiles from both eyes (the eyes even now light up when firing, very important feature!)

  • Better Boss Loot:
    Bosses now physically drop loot pickups when defeated (in addition to the Epic rarity chests that are spawned), making the process of beating a boss much more rewarding.

  • Challenge Crystal Loot
    Challenge Crystals (destructibles that spawn a bunch of hard enemies when destroyed) now drop a random pickup as a reward, making them much more worth the risk of losing health.

  • Limitless Shop Pedestals
    Loot purchased from a shop pedestal can now be repeatedly purchased over and over (provided you can pay the price each time), allowing for some rapid scaling in late game loops where you have a lot of crystals at hand!

  • Final Difficulty Options

    While there has been a lot of back and forth on how difficulty should be handled in the game, I've landed on the realization that it's best to let players learn the mechanics of the game on an easier difficulty and give them the option to up the challenge when ready rather than not having difficulty options and seeing people stop playing out of frustration. For the beta there will be 4 difficulties:
    - Easy: Fewer enemies with less health that deal less damage and attack slower. You start with 250 max health instead of 100.
    - Normal: All values are untouched, a well rounded experience for new players.
    - Nightmare: More enemies with more health that deal more damage and attack faster.
    - Ultra Chaos: Everything cranked up to insane values for the ultimate challenge. Only very experienced players that have mastered the mechanics will be able to survive here- a punishing difficulty for those looking for that kind of gameplay!

  • Multiplayer Loot Ownership:
    A common question that has come up: "can other players steal my loot or does everyone get local loot?"

    Since players should be able to be able to view what others are getting from chests, I've made chest loot be protected until the owning player picks it up. They can then freely drop the loot from their inventory for others to pick up if they wish. This prevents people from stealing your loot while allowing them to still see what you got!

  • Multiplayer Portal Voting:
    On a related note, rather than letting the first player to pick a portal determine what the next island will be (potentially while others are still choosing their loot), I've added a system that allows everyone to vote for the portal that they want to go next with a 10 second countdown to allow players to finish looting before moving on to the next island. If all players vote, the countdown ends instantly and the next island portal is chosen without wasting any more time.

  • Loot Pool Improvements:
    Some loot is now unique to certain biomes, making it easier to target specific build options (choosing to go to the Snow biome while going for an ice build will greatly increase your chances of finding ice themed loot).

  • New Chest Animations

    Reward chests now slam down after clearing an island, way cooler than just appearing!

  • Consumable Loot Rarities
    As consumable loot is the least fun to get (hearts, armor, keys and crystal bundles), I've added the chance to get higher rarity variants (Quad Key, Large Crystal Bundle etc.) when opening a consumable chest.

  • Homing Thorns Challenge Modifier
    A new challenge modifier has been added: enemies spawn homing thorns when eliminated that seek you out- keep your distance!

  • Ultrawide Support

    Something that has been frequently asked is if ultrawide monitors will be supported properly: I've been working to ensure that all UI elements will be aligned correctly on ultrawide monitors with no black bars or cropped visuals! All future versions of the game will also be tested with an ultrawide monitor to ensure compatibility.

  • Inventory Quality Of Life Improvements
    You now have the option to drop anything in your inventory to share with teammates or to salvage. Salvaging loot for crystals now requires a 1 second button hold time to prevent accidentally selling something that you didn't mean to.

  • Weapon Movement Speed Changes
    Weapons now affect movement speed with -20% movement speed when using the LMG and Rocket Launcher and +20% movement speed when using the lightweight SMG.

  • Fail Of The Month: First Person Sniper Scope

    Another frequently asked question is if snipers will have scopes: I tried it out but since the game is all about high mobility action, being so zoomed in with tunnel vision just didn't feel good! I may revisit this in the future but for now all weapons will aim in third person without scopes.

  • Improved Armor UI Visuals

    Each armor plate is now represented by a separate blue segment above the main health bar.

Thanks for reading the update this month!



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Development Update #17



The update this month is a little less beefy than usual as most of my time was spent working through the backlog of remaining tasks needed to ship the beta. While a lot of these tasks are technical and boring, there are a few new interesting additions. I'll keep it short and sweet and then get back to finishing the game- that's where my time is best spent at the moment!

Final Grenade Mods


Last month all weapon mods and perks were finalized for the beta- the same was done this month for grenade mods. I tried to focus on more interesting mod mechanics than just plain stat increases: there are some potent new combinations possible with these additions.

  • Bubble Grenade: Grenades are surrounded by bubbles that deal constant damage
  • Spike Strike: Chance for grenades to explode into a delayed fiery spike strike

  • Imploding Grenade: Grenades deal more damage but have a smaller explosion radius
  • Firework Explosion: Chance for grenades to explode into a cluster of fireworks
  • Thorn Explosion: Chance for grenades to explode into homing thorns that stick to enemies and deal damage over time
  • Glue Grenade: Grenades stick to enemies and deal more damage but there is a short delay before damage is dealt

  • Crystal Strike: Chance for grenades to explode into a delayed crystal strike
  • Ultra Mushroom: Chance for grenades to grow a gigantic explosive mushroom when exploding
  • Shotgun Explosion: Chance for grenades to explode into a huge shotgun blast

  • Elemental Explosion: Chance for grenades to explode into a random elemental damage area
  • Cluster Explosion: Chance for grenades to explode into a cluster of bombs
  • Layered Grenade: Chance for grenades to explode twice
  • Spore Explosion: Chance for grenades to grow explosive mushrooms nearby when exploding


Destruction Improvements



Destructibles have needed some love since they were originally added: they previously were very static and exploded instantly when taking damage. I've added a "leaking" mechanic so that when destructibles take damage, they start leaking from the damage location, rapidly losing health until they explode. This creates interesting situations where an enemy may set off a destructible rock near you while cornered in a cave, creating a ticking timebomb!

Enemies can now also spawn destructibles as part of their attacks such as these new green slug projectiles which grow explosive mushrooms when exploding.


A wider variety of destructibles can also now spawn with black hole and energy ring rocks appearing in later biomes on top of the current roster of crystal, challenge, fire, ice, poison, lightning and health rocks. Finally, destructibles can be attached to enemies by the player with new mods such as Spore Shot, allowing for complex interactions!

Evolved Enemies



More difficult evolved variants of enemies now have a chance (which increases with each cleared island) to spawn instead of vanilla enemies. Evolved enemies have a completely new array of attacks and usually specialize in a debuff like fire or lightning which results in entirely new encounters. This gives end game runs more variety and difficulty rather than just increasing the health and damage of regular enemies. Evolved enemy difficulty lies somewhere between a normal enemy and an elite enemy.

AutoSave



While not the most interesting feature ever, it's something that I wanted to be in the game from day 1, allowing players to pause a run and continue later or to gracefully recover from a crash (it's no fun to lose a long run due to things outside of your control!).

If you have an autosave stored, a red portal will appear in the lobby which will take you right back to the island that the game last saved on. This system will also work if losing connection to a multiplayer match: all players that were in the game can join a new lobby, jump into the red portal and continue where they left off! If it's not possible to rejoin (such as when playing with random players), you can continue the run solo without losing progress.

New Weapon Mods


With the various improvements made this month, I quickly added a few new weapon mods!

  • Spore Shot: Chance to attach explosive mushrooms to enemies when hitting them

  • Torpedo Shot: Chance to fire a powerful homing torpedo along with your shot
  • Thorn Shot: Chance to fire a homing thorn along with your shot that sticks to enemies and deals damage over time


Other Stuff


Some of the tasks completed this month aren't super exciting on their own but are essential to ship a working beta! It's encouraging that the main focus is here and away from new features as it means that the game is finally nearing completion.

  • Projectile FX Improvements

    Projectiles now have much longer lasting visuals, allowing for players to create unique visual trails when combining weapon mods.

  • Balance Changes
    After dozens of daily playtests, I've found a sweet spot in terms of enemy density, type, health, damage and more! There were many specific combinations of enemies that needed tuning, for example a high number of slugs on smaller islands were causing cascading explosions the cleared the islands instantly.

    I've also heavily tweaked how difficulty scales as runs progress, introducing big bumps in difficulty after each completed biome to allow the player to get extremely strong near the end of a biome but to expect a new challenge when moving forward. The pace of each island has been sped up also with the majority of islands being focused on a single intense wave rather than multiple waves in a row which could feel tedious and ruined clutch moments where you just barely cleared a wave but another began right after and you got eliminated.

  • Temple Reward Improvements
    Temples now always offer a choice between keys, hearts and crystals locked behind one way gates- players can only choose one path!

  • Enemy Improvements
    Enemies now have faster attack animations and also spawn more quickly depending on how far into a run you are! Extra elites spawn on Elite islands after each loop for an added challenge. Elites can also start appearing in regular islands on later loops.

  • Quality Of Life Changes
    - Armor plates have been limited to a maximum of 10 at once as it was possible to get hundreds of plates in a single run which could extend the late game survivability in ways that weren't intended.

    - Crosshairs have been updated with a new design and black outlines to make them much easier to see in bright scenes.


    - The island progression shown last month has been slightly restructured for more action and less downtime choosing rewards. This preserves the flow state of moving from island to island without as much time spent reading loot descriptions. To compensate for this change, when you do reach a treasure island or a shop, there's more opportunity to make multiple improvements to your build at once.

    - The camera height has been adjusted to be lower which feels much better when aiming uphill. Aiming field of view has also been boosted for all weapons for a more distinct difference between aiming and hipfiring.

    - Destructible crystals now have a tiny chance to drop a random pickup when destroyed in addition to their usual guaranteed crystal bonus!

    - New FX have been added for many perks that were previously hard to notice such as all perks that trigger when armor is broken or when an enemy is eliminated.

    - The Rare Treasure perk (enemies have a very small chance to drop mods and perks when eliminated) now has FX! This makes it much harder to accidentally miss these rare drops in the chaotic action.


    - Grenades now have 10 mod slots- the same as weapon mods! They previously had only 6 slots but there are too many fun combos that are lost if sticking to that limit!

    - Bosses and other powerful enemies can now attack without requiring line of sight, countering tactics that previously made their fights easier!

    - The mod and perk interaction UI has been improved to show more information such as the level that you are upgrading to if the mod or perk is already in your inventory.

    - Perks that damage nearby enemies when dashing or sliding no longer affect nearby destructibles which could quickly ruin a run!

    - Players now get credit and the usual crystal reward for eliminating enemies by knocking them off cliffs or into hazards.

    - Players can now die to fall damage (previously it was possible to cheese certain islands by falling into a hazard on purpose during a tricky encounter with enemies and get respawned in a better position away from the enemies).

    - Secret chests (found rarely on combat islands) have had their loot pool weighted more towards lower rarity drops like health or keys and are now free to open if you can reach them.

    - The Weak Shot, Charm Shot and Confusion Shot weapon mods have been removed as I felt that they were underperforming even at the lowest rarity. The Weak, Charm and Confusion debuffs still exist however and can be applied to the player from enemy attacks.

    - Fixed all remaining bugs surrounding projectiles (not bouncing properly, homing being inaccurate and plenty of other edge case issues that had been on the list for quite a while).

    - Specific lighting presets have been added per biome, making it easier to give each biome a more distinct look.


    - Save files now have safeguards in place to allow for me to make changes in the future without breaking existing saves.

    - Underperforming weapons like the crossbow, cluster launcher and orb launcher have received large tweaks to allow them to compete with the stronger weapons and be much more fun to use. For example, the crossbow has been changed from a slow single firing shot to a dual burst shot which makes it much more powerful.


OK cool... but WHEN IS THE GAME COMING OUT????


Thankfully I'm down to the last batch of code tasks to complete (mostly small things) before moving into 100% content mode- this means that I'm happy with how the game plays and won't be adding any more features (unless absolutely necessary) and instead will be putting all my time into making the remaining FINAL assets for the game: environment art, enemies, island layouts and completely finishing the soundtrack.

Having done so many playtests over the last few months, I've a very clear understanding of the types of level designs that play well and which enemies are fun to fight against so all of that experience will go into making the best final content possible. Ideally I have already come across and fixed the majority of annoying bugs or design flaws and your experience playing the beta will be nice and smooth! As usual I'm not going to give any estimates for the release to avoid further disappointment until there's a concrete beta build ready to go: as soon as there is I'll be dropping it and people can finally get their hands on the game. As always the patience is greatly appreciated!

That's all for this month, thanks for reading!



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Development Update #16



Loot Overhaul


As I playtest Crab Champions daily to get it ready for the upcoming beta, one thing that really needed improving was how loot system worked. Previously when you cleared an island, a loot chest would appear near the exit portal: It could be a chest of any type, meaning that you often got a health chest while already at full health which was frustrating. Players also ended up with too much loot early on in a run since they'd get a chest after EVERY island which messed with the balance of the game. I'd rather combat islands be short and sweet with more spaced out loot instead of having to slow down every island, spawning tedious amounts of enemies to compensate for the high frequency of loot.

To solve this issue and also allow for more player choice, I've added a new reward based island type: Treasure islands! When entering a Treasure island, players are given a choice between two pathways, each with a different reward type.



After choosing a pathway, players will find a selection of locked loot chests with varying rarities. Keys are now earned after clearing each combat island and are saved for Treasure islands to open chests.

  • Rare Chest - Costs 1 Key: Drops Rare loot with a very small chance of Epic or Legendary drops happening
  • Epic Chest - Costs 3 Keys: Drops Epic loot with a small chance of a Legendary drop happening
  • Legendary Chest - Costs 6 Keys: Drops guaranteed Legendary loot

Since there are new perks that synergize with keys, it's possible to open multiple chests in a single Treasure island which creates some difficult decisions: "do I spend all 6 of my keys on that Legendary chest or do I open 6 Rare chests?"

You may notice that the Common rarity is missing: I've decided to merge Common and Rare loot as in general getting a Common drop felt very underwhelming. My goal is to make all loot feel fun or useful even at the lowest rarity. All previously Common loot has been heavily buffed and many underperforming mods have been combined together such as Light Shot and Fast Shot to make them more enticing choices.

Overall these changes should help players avoid being at the mercy of RNG while still not having TOO much choice (as there's always fun in not knowing what you'll get). With limited mod and perk slots, the game has several build stages:
- The early game malleable stage where large changes to your build don't matter
- The mid game flexible stage where several potential builds are forming
- The late game hardened stage where you have committed to a specific set of mods and perks that work well together. Changes in this stage are much harder to pull off without messing up your damage output.

This brings a lot of skill into the late game rather than having unlimited slots and just picking up everything and spamming it- you can’t rely on the same strategy to work every run.

Final Island Progression


Previously after clearing an island, you'd choose a portal to the next island and get a matching reward for clearing it. This caused things to become unbalanced as once you got powerful enough to consistently choose the harder portals, you could get Epic / Legendary loot much more often than intended. Waiting for everyone to vote on a portal also slowed down the pace between islands. There is now a set route of island types but still of course with randomized locations, enemies and loot to make every run different.



  • Island 1 + 2 - Horde Eliminate waves of easy enemies (1 key reward per cleared Horde island)
  • Island 3 - Treasure: Choose one of two reward types to spend your keys on
  • Island 4 - Horde
  • Island 5 - Challenge: Face more difficult enemies with a randomly selected challenge modifier active (2 keys reward per cleared Challenge island)
  • Island 6 - Shop: Spend your crystals (earned from eliminating enemies, getting island clear bonuses and destroying crystal rocks) on loot!
  • Island 7 - Horde:
  • Island 8 - Elite: Eliminate a powerful elite enemy (2 keys reward per cleared Elite island)
  • Island 9 - Treasure:
  • Island 10 - Horde:
  • Island 11 - Defense: Hold an area down for 60 seconds against increasingly intense waves of enemies (2 keys reward per cleared Defense island)
  • Island 12 - Treasure:
  • Island 13 - Temple: Navigate through an ancient temple facing powerful enemies (3 keys OR a gold heart OR a large crystal bundle reward per cleared Temple: the player can choose)
  • Island 14 - Shop:
  • Island 15 - Boss: Fight a menacing boss before moving on to the next biome (6 keys, a large crystal bundle and a gold heart reward)

New Mechanic: Armor



Armor is a simple but important addition to the game: players can now find and equip armor plates as part of the health loot pool. Armor is always damaged before your health bar and any excess damage on a hit that breaks an armor plate is ignored, making them a very useful protective tool. Armored enemy variants can now also appear but there are plenty of new armor related perks mentioned below to help counter them!

New Perks


This month I added all of the remaining perks on my list for the beta. There are over 100 perks in the game now which offers just the right amount of variety that I was hoping for from run to run: enough that you aren't getting the same builds often but not too many that you can't develop favorites and plan out builds. A big focus was on giving players more melee and elemental damage build options as both of these are fun ways to play that didn't have a lot of room to scale up previously.

  • Damage Aura: Deal constant damage to enemies near you
  • Reinforced: Gain additional armor plates each time you pick up armor
  • Vampire: Heal after each melee elimination
  • Sentry Gun: A friendly sentry gun spawns at the start of each island
  • Mortar: A friendly mortar spawns at the start of each island

  • Explosive Armor: Create a large explosion whenever breaking enemy armor
  • Flammable Armor: Ignite all nearby enemies whenever breaking enemy armor
  • Regenerator: Health regenerates over time while in an active island
  • Clearance: Random goods in shops are free of charge
  • Power Armor: Damage increased for each equipped armor plate
  • Regenerating Armor: Gain armor at the start of each island
  • Double Vision: Chance for loot to be doubled
  • Critical Thinking: Critical hits deal more damage but non critical hits deal less damage
  • Red Fury: Damage increased for a short time after eliminating an enemy
  • Silver Lining: Health and damage increased for each greed perk that you have
  • FMJ: Damage increased to armored enemies
  • Thrusters: Dash speed increased
  • Sledgehammer: Regular enemies (not a boss or an elite) are instantly eliminated when at low health
  • Damage Control: Incoming damage heavily reduced for a short time after taking damage
  • Gold Coupon: Your first purchases in shops are free of charge
  • Freezing Enemies: Enemies freeze all nearby enemies when eliminated

  • Flammable Enemies: Enemies ignite all nearby enemies when eliminated
  • Electric Enemies: Enemies shock all nearby enemies when eliminated
  • Poisonous Enemies: Enemies poison all nearby enemies when eliminated
  • Sharp Claws: Melee damage increased
  • Ice Claws: Melee deals ice damage

  • Fire Claws: Melee deals fire damage
  • Bonus Keys: Gain additional keys each time you pick up a key
  • Regenerating Keys: Gain keys at the start of each island
  • Ice Cold: Increased ice debuff stacks
  • Firestarter: Increased fire debuff stacks
  • High Voltage: Increased lightning debuff stacks
  • Toxic: Increased poison debuff stacks
  • Dagger Dash: Dashing sends an arc of daggers wherever you are looking

  • Layered Armor (Greed Perk): Gain 100 armor plates but max health is greatly reduced

Final Weapon Mods


Last month I mentioned that the final batch of weapon mods for the beta had been added.... but I really wanted to get a few more interesting ones in that weren't just stat increases. These took more time and care to implement than stat increase mods but I think it was well worth it as they open up many new build options.

  • Glue Shot: Shots stick to enemies and deal more damage but there is a short delay before damage is dealt

  • Bubble Shot: Shots are surrounded by bubbles that deal constant damage
  • Bomb Shot: Chance to spawn bombs when hitting enemies

  • Health Shot: Chance to heal when dealing damage
  • Targeting Shot: Shots that hit enemies spawn new shots that target other nearby enemies
  • Recoil Shot: Shots deal more damage but firing knocks you back
  • Money Shot: Gain crystals when hitting enemies
  • Piercing Shot: Shots pierce through enemies (allowing you to deal damage to multiple enemies with a single shot)
  • Double Tap: Shots have a chance to deal damage twice
  • Triangle Shot: Fire powerful triangle projectiles along with your shot that regenerate over time

  • Aerial Shot: Damage increased when airborne
  • Uppercut: Every fifth shot deals more damage

Now that the vanilla mods and perks are finished (other than the last of the grenade mods which will be done early this month), each major update during the early access period will focus on new biomes adding themed enemies, mods and perks to the game with the goal of adding additional content in focused areas without bloating the original biomes and loot pool.

The Future Of Racing And Duel


After a lot of consideration I've decided to focus on finishing the beta / early access version of Crab Champions with Survival mode being the main and only mode, and market the game accordingly (as a Third Person Action Roguelike). There are a lot of conflicting opinions on what the game actually is and it's important for me to get a focused game out with bonus modes being a consideration for the future.

It makes little sense to release a deep and fully featured Survival mode with Racing and Duel tacked on as side modes, having a fraction of the content. Both require a good deal more work before they are worthy of being standalone modes whereas Survival mode is in great shape, so it makes the most sense to me to double down on it. Having said that, I still love the Racing mode and it's something that I plan on finishing as a future update when people already have their hands on the game.

As for Duel mode: many of the latest Survival additions do not translate well at all over to Duel mode. That coupled with the fact that true competitive PvP gameplay (requiring dedicated servers, anticheat and many more features which are out of the scope of this project) was never really the plan has made me realize that if I was to release a Duel mode it would need all of these things to be successful. I definitely don't want to disappoint people in this regard, so the game being released and marketed as a PvE game meant to be played with friends will help clear up any false expectations. That said, there'll be a 1v1 area in the Survival lobby so that you can duel your friends while waiting for a run to start- this is exactly the kind of lighthearted dueling that I had imagined when originally announcing the mode anyway, so it's the best of both worlds!

Other Stuff



  • New Temple Design

    Temples have had a big rework in terms of level design: they are much more tactical than before and offer a refreshing slower pace compared to the chaos of most other island types. Players slowly advance, peeking corners, checking sightlines and playing more carefully in temples- getting knocked off into one of the many pits of lava sends you right back to the temple entrance so skillful aim and movement is required!

  • Survival Victory Crown
    The Survival game loop is now complete! Players can choose to go to Crab Island after beating the Lava biome boss (or choose to keep going endlessly) and end their run by picking up the new gold crown that awaits!

  • New Salvage Feature

    You can now salvage loot directly from chests without having to make room for it in your inventory! This becomes especially useful in the late game when you have no free slots left in your inventory (previously you'd have to just leave loot behind which felt like a big waste).

  • Difficulty Scaling Changes
    I've been making tweaks to how the game ramps up in difficulty after each playtest to try and find the sweet spot between too easy and too challenging while still feeling like you are able to make an overpowered build. I noticed that near the end of each biome, player builds started heavily outperforming enemies so there is now a hefty bump in difficulty when moving to the next biome in addition to the per island scaling.

  • Stats Pedestal

    Some simple player stats have been added to the Survival lobby- nice to compare your own stats with the players that you have matched up with!

  • Damage Area Improvements
    Previously only a single damage area (fire / acid / crystal barrage etc.) could spawn after a grenade explodes. With the changes made this month, any number of damage areas can spawn: this allows for more grenade mod synergies that create potent damage area combos.

  • Jump Flip Animation Returns!

    While the feedback was very positive to the new animations showcased last month, it was clear that the classic front flip animation was missed so I created one with the new rig!

  • Fast Island Clear Bonus
    In addition to the Flawless Clear Bonus (clearing an island without taking any damage), I've added a bonus for players that complete islands quickly. Ideally this is a tradeoff: players that like to play fast but are willing to take a few hits will be rewarded while others that prefer a slower and more careful approach can also get a reward. The most skilled players will be able to consistently get both bonuses!

  • Healing Rocks

    This new rare type of rock creates a healing aura when destroyed, healing anything inside it- including enemies! When playtesting I realized that there was actually quite a bit of strategy around using these effectively: when spotting them on an island I tried to keep enemies away to save the rocks from being destroyed so that I could break them when needed after getting hit.

  • Quality Of Life Changes
    - Enemies have had a huge balance pass, from health, damage and speed to the minimum and maximum islands that they can spawn on, giving a much more varied and balanced experience

    - Enemies now credit the player that damaged them last and award crystals as usual when they are eliminated due to fall damage

    - A restart run button has been added to the pause menu to prevent having to go back to the main menu each time

    - Confirmation prompts when pressing the restart or quit buttons when paused have been added (I ruined so many runs by accidentally clicking the wrong buttons before this was a thing!)

    - New Greed Totem type: Claw For A Claw: Lose 33% of your health but gain a key

    - Greed Totems are now free of charge as they all come with a hefty downside

    - Health bars are now only visible when you are looking at an enemy instead of all enemy health bars cluttering up the screen

    - Damage areas no longer propagate randomly which led to unfair situations, instead they spawn secondary projectiles which explode into matching mini damage areas (this gives you time to dodge before they reach the ground and explode)

    - You can no longer dash while shocked, making getting hit by lightning a bit more punishing

    - Knockbacks can now only be registered once every 0.1 seconds to prevent spam and to allow for more consistent knockback damage

    - Plenty of bugs fixed, new sounds, FX and other visual content added this month also

That's all for this month, thanks for reading!



Join the Crab Champions Discord server: https://discord.gg/crabchampions
Follow Crab Champions on Twitter: https://twitter.com/crabchampions
Join the Crab Champions subreddit: https://www.reddit.com/r/CrabChampions/