
Image: Odd Dreams Digital / Secret Mode
Everything is Crab Walkthrough
A guide to early-run decisions and later Pressure goals in the evolution roguelite. The old route is retained as checks and qualified legacy notes, not certified gameplay or a guaranteed first clear.
Everything is Crab: a practical starting plan
For a clearer plan in Everything is Crab, choose a main evolution direction. During the run, develop attacks that address the threats you face and learn boss cues to reduce avoidable hits. These are three useful checks. Beginners can consider Body Slam Bruiser (durable attack concept) as one understandable direction; it is not a verified universal best build. Mixing Affinities is not established as the leading cause of losses. Use the roadmap and run-phase notes below to identify a specific gap, rather than applying an absolute single-Affinity rule.
📑 Contents
The run loop (roughly 20 minutes)
Control Darwin, eat fruit and animals, gain levels and choose evolutions. The old exact three-to-four-boss timer-clear rule has not been verified for every mode; follow the current objective. Death ends an attempt, while unlocked meta-progression can support later runs. Endless is a separate mode and does not use the normal timer in the same way.
Evolution system
Evolution choices change the creature’s abilities and appearance. The game advertises 125+ abilities, and Affinities help describe their directions. The old fixed three-option and same-Affinity weighting rules are not fully verified for every current choice.
Mutagen
Use Mutagen for the options shown on the evolution screen. The old one-point reroll, automatic rarity boost at a ten-point cost and fixed 5–10 point reserve are unchecked; compare the current cost with the benefit to your build.
Biomes and the day/night cycle
Explore Grass, Sand, Snow and Water, with different conditions and a day/night cycle. Review visibility and adaptation. The old rule that every boss must be lured to Grass is not established as a universal requirement.
Consider an Imposing direction
Inspect health and durability choices such as Plating, Shell and More Mass, plus an attack that fits. The old Max HP→Plating→Shell→Revenge→More Mass sequence and best-build guarantee are unverified.
Keep a coherent main goal
Make selections that solve the build’s current problems. Two Affinities do not automatically ruin a run, and matching an Affinity is not always worth spending a reroll regardless of the offered effect.
Review terrain before the encounter
Respond to actual warnings and inspect your adaptation and available space. The old red-ripple cue, compulsory Grass forest and direct tree-count-to-win-rate claim are unverified.
Plan Mutagen spending
Avoid spending automatically without considering later choices. The old compulsory five-point boss reserve is unverified; keep resources when doing so supports the decisions ahead.
Explore points of interest when safe
Inspect the interaction and reward at each location. Desert Oasis/Frozen Cache reward claims and the seven-visit/+50% Pioneer route are unchecked historical details.
Inspect feeding and Senses effects
Compare the actual Feeding Distance, Senses and selected evolution effects. The old equation of Senses with feeding range and the claimed dramatic reduction in deaths are unverified. Official 1.1 notes mention Senses and mushroom identification.
Review available recovery
Consider how your build recovers during a fight. The old Slow Metabolism/Regrowth labels and compulsory one-or-two-healing-evolution rule are not verified; read the actual effects offered.
Choose food and fights carefully at night
Account for visibility when deciding whether to eat nearby fruit or engage an animal. The old universal claim that fruit is always more experience-efficient at night has not been verified.
Observe how terrain affects attacks
Trees and rocks can shape movement, but not every attack is blocked by them. The old promise of much lower damage and one-sided ranged attacks from behind obstacles is unverified.
Use achievements to plan different goals
The saved Steam snapshot lists 40 achievements; later Feats may differ. Trying goals such as Ole! or Opportunistic can encourage different approaches, but one or two achievements every run is an editorial target, not an expected result.
The stages below use a durable Imposing/Body Slam concept to organize decisions. The exact level bands and effect values are legacy recommendations, not a compulsory or verified progression route.
The old guide describes up to four bosses in a roughly 20-minute run, but its fixed order and timings are unverified. See theboss guide for more detail.
| Legacy order (unchecked) | Boss | Legacy time (unchecked) | Difficulty | Response to inspect |
|---|---|---|---|---|
| #1 | Crabtaur (Crabtaur) | 5–7 minutes (legacy; unchecked) | ★★☆☆☆ | Old tactic: tree-collision stun and compulsory Grass relocation (unchecked). |
| #2 | Aquaconda (Aquaconda) | 10–12 minutes (legacy; unchecked) | ★★★☆☆ | Review Water adaptation and mobility. A compulsory Wings or speed evolution is unverified. |
| #3 | Clawdia (Clawdia) | 12–15 minutes (legacy; unchecked) | ★★★☆☆ | Watch its actual web, egg and attack cues. The old guaranteed arc sidestep is unverified. |
| #4 | Shellephant (Shellephant) | 15–17 minutes (legacy; unchecked) | ★★★★☆ | Keep clear of the roll. Official 1.2 notes say it continues moving while stunned; a guaranteed tree stop is unverified. |
| #5 | Krabaroo (Krabaroo) | 18–20 minutes (legacy; unchecked) | ★★★★☆ | Jump invulnerability, a counterpunch and Charm Leader as a single optimal solution are unverified. |
Between encounters, gather experience, inspect evolution offers and build toward your goal. Use the following topics as decision checks rather than a certified route through a fixed 20-minute sequence.
🔄 Movement
- ・Keep room to move; a large circle is one possible route
- ・Avoid staying still when animals are surrounding you
- ・Adjust the route toward food or targets you can handle
- ・Observe a large predator before choosing an attack angle
- ・At night, inspect visibility; a fixed inner-circle route is unverified
⭐ Gathering experience
- ・The old fruit > small animal > large animal efficiency ranking is unverified
- ・Inspect feeding range and the travel needed to gather safely
- ・Nutrient Cache and a double-XP reward are unverified legacy claims
- ・Read Herbivore’s actual effect on food and experience
- ・Automatic sharing of allies’ earned XP is unverified
🌍 Choosing terrain
- ・Grass: inspect the conditions; it is not a compulsory permanent base
- ・Sand: check adaptation; the Desert Oasis regeneration claim is unverified
- ・Snow: check current cold-adaptation and environmental effects
- ・Water: check movement and Aquaconda’s actual attacks; Wings is not a verified prerequisite
🚨 Leaving an unsafe situation
- ・Low HP: inspect recovery options; a universal rule that fruit heals at or below 20% HP is unverified
- ・Surrounded: use an available movement option if its actual effect creates space
- ・Boss warning: review terrain and readiness rather than assuming compulsory Grass relocation
- ・Build gap: compare a useful Mutagen choice with saving resources
- ・Night and many predators: inspect obstacle interactions; hiding does not guarantee safety
⏱️ Legacy 20-minute planning bands (unchecked)
Pressure is a progression system; read the modifiers and unlocks in the current selector. The old P0-to-P20 wording and exact boss HP/damage progression are not certified here. Official material confirms Pressure 20, but a clear is different from merely reaching its selection.
P0–P5 (old beginner band)
Use a coherent plan and learn movement and resource decisions. Body Slam is one concept, not a guaranteed clear. Check the actual Selective Pressure achievement condition; the old Survivor label and reaching-P5 rule are unverified.
P6–P10 (old intermediate band)
Review the actual modifiers rather than assuming boss HP is exactly +70%. An ally-focused or physical direction can be explored, but the old 12-ally cap and compulsory switch away from Body Slam are unverified.
P11–P15 (old advanced band)
The old two-boss, elite-escort and healing-limit rules are unchecked. Carcinisation is one possible direction, but neither a seven-level maximum nor a confirmed high player-damage multiplier supports a compulsory switch.
P16–P20 (old highest band)
The old +200% boss HP and universal finishing-move claims are unverified. The official Steam achievement is Selective Pressure 20, requiring a Pressure 20 win; Survivor of the Fittest is not the name in the saved list. No measured ranking establishes this as the game’s single hardest goal.
Q. Where should a beginner start?
Q. How many Affinities should I focus on?
Q. When should I use Mutagen?
Q. How can I work toward the first Win achievement?
Q. When should I raise Pressure?
Q. What is a point of interest?
Q. Why am I losing runs or dying to bosses?
Q. What is the strongest build?
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These topics retain the original guide’s troubleshooting scope. The old claim that every entry was verified through an official wiki and multiple guides is not supported by a complete retained evidence record; current uncertainties are stated.
| Situation | Response |
|---|---|
| Dying in the opening | Consider survival as well as damage. The old Shell/Chitin/Regeneration acquisition route is unverified; read the actual available effects and keep an attack you can use reliably. |
| Struggling with a boss in difficult terrain or weather | Inspect your terrain adaptation and encounter conditions. The old four-boss/20-minute route and universally safe Grass requirement have not been fully verified. |
| Unable to avoid a charge such as Crabtaur’s | Observe the charge cue and obstacle interactions. The old guaranteed tree/cactus stun and diagonal-bait route are unverified; do not stand on a charge line assuming an obstacle will stop it. |
| Unable to move comfortably in Aquaconda’s arena | Check Water adaptation and actual movement effects. The old full-arena flooding rule and compulsory Wings route are unverified. Official updates confirm Aquaconda’s terrain interactions, but do not certify every legacy tactic here. |
| Overwhelmed by Clawdia’s eggs and area threats | Watch the actual web, egg and attack cues while preserving room to move and attack. The old fixed arc-and-sidestep rule has not been verified. |
| Taking repeated hits from Krabaroo | Observe its current cues and give yourself space before counterattacking. The old claim of universally obvious cues and a guaranteed diagonal response has not been verified. |
| Unable to finish Krabken | Official notes confirm meteor damage and that it counts against no-damage goals. The old claim that meteors reliably finish a weakened Krabken has not been verified; keep watching actual impact cues and escape routes. |
| Taking damage from poison threats such as Blobfish | Read the actual status and resistance effects and avoid staying within unsafe range. The old specific poison-resistance prescription has not been independently checked for every animal. |
| Evolution choices do not work together | Use the actual Predator, Prey, Gregarious, Imposing and Trickster effects to build a coherent plan. The exact rule that every selection increases the same-Affinity appearance chance remains unverified. |
| Unsure when to use Mutagen | Compare the current evolution screen’s reroll and upgrade options. The old costs of one and ten, per-level cost reset and fixed green→blue→purple→gold rule have not been verified for the current version. |
- The Crabtain achievement — The saved Steam condition requires reaching Carcinisation 10 in a single run. The old guide’s cap of seven conflicts with that goal. Repeating an evolution does not automatically establish progress; confirm the current Codex and counter rather than following an invented seven-choice route.
- Frens achievement — The saved Steam condition concerns having 12 Charmed allies simultaneously. Follow the relevant current Charm choices; this achievement target is not proof of a universal ally cap.
- Chonkers / Dechonked achievements — The saved Steam goals concern Size 200% and 40%. Treat them as different build goals rather than assuming that one run must satisfy both simultaneously; use the exact achievement descriptions.
- Ole! / Opportunistic achievements — Use the saved Steam descriptions for Crabtaur’s charge and environmental interaction. The old combined route is untested; target the goal only when the relevant encounter is available.
- 100 Coats achievement — Check the saved Steam description for using Moulting ten times in a run. Plan enough opportunities to use it, without treating a longer run as a certified optimal route.
- Pioneer Genetic (unlock) — The old draft gives seven points of interest and roughly +50% appearance rate. These values have not been checked against the current Codex; do not treat them as a verified unlock route.
- Challenges mode (unlock) — The old Pressure 2 unlock and seven-tier permanent-evolution route are not fully verified. Official 1.1 notes moved several former Challenge evolution unlocks to first Pressure clears, so consult the current rewards rather than assuming the old route still applies.
The tables and notes above contain the practical checks and their limitations. The videos below are supplementary and load YouTube only when played; their presence is not a claim that they were watched or used as verified gameplay evidence.
Everything is Crab official launch trailer
The official launch trailer shows the pace of evolution and boss encounters. Refer to the guide above for build decisions, encounter checks and their limitations.
- 🏠 Everything is Crab guide hub →
- 🔮 Six Affinities — synergies and build choices →
- ⚔️ Build guide — durable and more demanding directions →
- 👹 Five recurring bosses — attack notes and build considerations →
- 🧬 125+ evolution guide — six Affinities →
- ⚙️ Build guide — evolution combinations →
- 🏆 Evolution tier list — editorial ratings and limitations →
- 🦀 Beginner guide — mechanics and opening priorities →
Introduction to Roguelike Design
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