Crab Champions
by Noisestorm · 1 Apr, 2023
73 downloads
About the Game
Crab Champions is a fast paced roguelike shooter. Travel solo or with friends across exotic islands defeating hordes of enemies, collecting loot and becoming as powerful as possible creating game breaking builds!
KEY FEATURES
Run based: the fun of a looter shooter packed into intense 20-40 minute runs with the option to loop endlessly to survive as long as you can!
Smooth and responsive movement and combat
Carefully crafted visuals with a focus on quality while maintaining high performance
An original soundtrack made specifically for the game
Complete challenges to unlock cosmetic skins and put your skills to the test in Nightmare difficulty with modifiers to spice things up even further
Play solo or assemble a multiplayer squad: the game is balanced separately for different party sizes
Every choice matters: each run presents you with different loot combinations, enemy types and tough decisions
Solo developed by the creator of Crab Rave 🦀
No lootboxes, microtransactions or ANY additional purchases required- all content is available to unlock in game by playing
CHAOTIC FUN
PARKOUR ISLANDS
DEEP BUILD CRAFTING
TONS OF LOOT
WARNING: This game allows you to create over the top and visually intense builds that may create flashing lights that could be potentially unsuitable for those that have an epileptic condition.
Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
After spending the last few weeks reading as much feedback as possible on the new update, I’ve come to the conclusion that there are two types of players when it comes to the feedback I was getting of “I’m bored, make the game harder!”
A) Players that were finding Diamond runs too easy and wanted a fun (but still attainable) new challenge to grind
B) Players that want the most overtuned difficulty that I could possibly muster up no matter how unfair it was
I made the mistake of trying to satisfy both groups with a single medal so I have made a bunch of changes in this patch to make the game more enjoyable for both groups of players.
Firstly, I have made a new completely optional (doesn’t affect medals or achievements) set of difficulty modifiers called Flex Modifiers. These are unlocked when reaching Diamond account rank and are purely for those players looking to create the most unfair situations possible in the game (group B as mentioned above).
Secondly, I have made a lot of changes for group A to make attaining the Prismatic medal FUN and not a tedious / frustrating grind which it clearly was for many players. There are also some nice QOL and balance changes that should round out particularly annoying edge cases or situations that felt like they depended too much on RNG to succeed.
HOTFIX #3 PATCH NOTES
Countdown and Manual Collection have been moved to be completely optional Flex modifiers. These two modifiers were by far the least fun modifiers reported in feedback and I totally get it- they both force a specific playstyle and add stressful elements to the game so they don’t belong in the core medal difficulty modifier pool.
Ultra Chaos red modifier now grants +50% chance to find higher rarity loot in chests
Lucky green modifier chance to find higher rarity loot in chests reduced from +250% to +200%
Discounted Shops green difficulty modifier discount increased from 30% to 35%
Added new green difficulty modifier: Loot Goblin: Start with the Bounty Hunter and Driller perks
Widened the infamous narrow arctic corridor island
Gold and Greed totem spawn chances increased by 50%
Scavenger health drop lifetime increased from 10 to 15 seconds
Enemy damage scaling per island reduced by 20%. Enemies were dealing noticeably too much damage when looping so this should help things feel a bit smoother
Enemy damage multiplier with the Ultra Chaos modifier active decreased from +33% to +25%
Enemy health scaling when looping reduced by roughly 15%
Enemy movement and attack speed bonus per loop reduced by 25%
Enemy bonus density when looping reduced by 25%
Hard enemies now drop 100% more crystals
Elite and boss enemies now drop 150% more crystals
Shop prices globally decreased by 12%
Shops now spawn 2 more pedestals by default
Shop Reroll Totem chance to explode reduced by 20%
When I say “cost” in the points below: each enemy in the game has a cost to spawn so if an enemy has a higher cost it will mean that fewer other enemies can spawn on that island if they get spawned
Elite and Boss enemies cost 20% more to spawn
Hard enemies cost 13% more to spawn
Athletic Enemies jump around 50% less. It was just too spammy in general which made using the Poison Cannon feel especially frustrating as enemies were constantly leaping out of the poison clouds
The Fiery Enemies and Poisonous Enemies challenge modifiers now give enemies roughly 50% fewer fire and poison stacks as these felt unreasonably strong compared to other challenge modifiers
Enemies that naturally leap a lot (like the Elite Lightning Crab) now leap 33% less
Elite Fire Crab is less likely to use his launch slam attack (especially back to back which was creating some unfair situations)
Elite Poison Grub has a limit of 1 alive at a time per island
Elite Beam Skull has a limit of 1 alive at a time per island to prevent taking unfair damage when multiple did their circular attacks at the same time
Elite Beam Skull shotgun beam attack damage reduced by 20%
Elite Barrel Skull now is a bit less spammy with barrels
Elite Barrel Skull barrel health reduced by 25%
Angered enemies now deal 50% more damage (down from 100% more damage)
Frenzied enemies now attack 50% faster (down from 100% faster)
Speedy enemies now move 100% faster (down from 150% faster)
The number of bonus enemies that spawn when you choose a 2x chest island has been reduced from +25% more enemies to +20% more enemies
Reduced the Rush blessing goal per player influence by 33%
Reduced the Relaxed green difficulty modifier cost from -10 to -6 so you can still earn some medals with it on
Reduced the Ultra Luck green difficulty modifier cost from -50 to -10 so that you can still earn some medals with it on
Removed the “damage when going out of bounds is doubled” part of the No Safety Net difficulty modifier (it can be found as part of the new optional “Handle With Care” flex difficulty modifier if you wanted to keep it enabled)
Chance totem success % increased from 25% to 33% but health cost increased from 10% to 15%
Gamble totem success % increased from 25% to 33% but cost increased from 10% to 15% of the price of a common pickup
Flamethrower base damage increased from 1 to 2 and weapon mod trigger roll multiplier increased by 15%
Big Shot speed reduction reduced from -50% to -40% to make it feel better in general
Removed the cooldown from the Shockwave perk entirely
Ability and Melee mods are 50% less likely to spawn in chests- this is because generally they are less sought after and could cause players to get frustrated over poor loot RNG when opening an Epic chest and seeing 3 ability mods appear. Since there are 50% less ability and melee mod slots available compared to weapon mod / perk slots this change should feel fine but I'll be keeping an eye on it! I'm planning on adding some kind of "Trinket" system in the future that will let players influence their chest loot a bit so players that like doing melee builds will be able to skew the odds in their favor!
Heavy Crab movement speed penalty reduced from -30% to -25% and gravity penalty halved so it should feel a lot less punishing
Immortal Snail now has a larger and purple health bar to more easily keep track of it next to groups of enemies
Some players mentioned that Horde islands were feeling a bit boring / autopilot since I nerfed per wave enemy health scaling so their initial starting health has been buffed to 50% of the normal value (up from 33% of the normal value)
Demolition nests no longer spawn 3 additional nests per player as instead of making it harder in multiplayer as intended, it made it far easier with most islands ending as soon as the first nest was destroyed. Now the same amount of nests spawn as in solo play but nests gain 100% more health per player in the lobby
Manual Collection crystal lifetime decreased from 12 to 8 seconds (since Manual Collection is now a completely optional Flex modifier I can restore it back to its former glory for those that enjoy this kind of playstyle)
The “Ultra Chaos Champion” challenge has been changed as there are no longer 14 red modifiers. The new challenge is: “Get a win with all red difficulty modifiers, no green difficulty modifiers and the Random Loadout flex difficulty modifier active”. This is the only achievement in the game involving flex modifiers but since all it does is randomize your loadout I felt it was still reasonable for most players to complete
Reduced the intensity of the lights when opening chests- especially on darker lighting scenarios this made opening chests a bit uncomfortable
Fixed XL Totems actually spawning 250% more enemies instead of 200% more enemies per use
Fixed locked difficulty modifiers staying enabled with no way to turn them off in cases where a multiplayer host had enabled modifiers that you hadn’t unlocked yet
Fixed High Roller random rolls not being accurate (it was rolling 33% twice instead of rolling a number once and checking that number at 33% and 66%)
As per popular demand I have removed the volcanic biome whistling song from the desert gameplay music playlist. It now only plays in the volcanic shop as Tony intended
HOTFIX #4 PATCH NOTES
After playing a bunch of runs on Hotfix #3 and observing feedback I’m happy with where things are at other than two things that were pushed too far into the easy category: shop prices and the Lucky modifier- these both made it possible to break the game in the first shop which made runs feel pointless and laughably easy super early on (for example I got level 9 Ultra Shot in my first shop and was able to comfortably melt through the rest of the run with no resistance from enemies).
I still want Prismatic to feel like an engaging and satisfying difficulty to overcome (it is the hardest medal in the game after all) so these tweaks are purely for that reason.
Keep in mind that the game is still drastically easier / less RNG based than before, all of the Hotfix #3 changes combined made a huge impact!
The -12% to shop prices change that was made in Hotfix #3 was actually a much larger decrease than it seemed as it affected exponential scaling and was the main cause of players being able to buy out shops and break the game in the first biome so it has been reverted. Since hard enemies drop way more crystals than before it was an unnecessary change, there is still a big net increase in economy compared to before even with this change reverted
Since the outliers that made the game feel too RNG based to succeed were significantly toned back in Hotfix #3, the Lucky and Discounted Shops modifiers became noticeably overpowered so they have been toned back to maintain the new more “flat” balance of the game (less need to counter the extreme difficulty spikes that are no longer present)
Lucky luck bonus reduced to +100% chance to find higher rarity loot in chests which is still probably the strongest green modifier in the game that is allowed on Prismatic runs
Discounted Shops shop discount reduced to 20% but it now only costs -1 difficulty level instead of -2
I hear you on the -50% chance for Ability and Melee mods to spawn in chests being too much so I have lowered it to just a -25% chance which should feel a lot more balanced while still enabling you to go for ability and melee builds
Added missing secret chest spawn point on one of the circular floating arctic islands
Added some more cliffs to the victory island to try and prevent cases where players were getting stuck while exploring and couldn’t get their victory crown
HOTFIX #1 PATCH NOTES
Changed the Nightmare red difficulty modifier to be +4 difficulty level so this gives you an additional difficulty point to spend on either a green modifier or disabling another one of the 1 point red modifiers. This should give enough flexibility to still get Prismatic while running the least annoying modifiers to you personally (everyone seems to have different opinions on which they prefer / hate so this new modular system seems to be working well to allow people to have more agency)
Greatly expanded out of bounds trigger zones on all islands so the out of bounds warning should pretty much never pop up accidentally when near a wall anymore and also it should feel a lot less restrictive to move a bit away from the main arena areas now. In general out of bounds warnings should feel much more invisible now and only show up when you are REALLY pushing it
You now get teleported from out of bounds even when an island is over (you only take damage when this happens on an active island) to prevent getting softlocked on distant areas of the map
Made the super narrow Desert and Volcanic horde islands much wider
Made Immortal Snail purple for better visibility especially in the Volcanic biome
Decluttered that one arctic island with a lot of trees running through the middle of the arena
Made better Prismatic reward skin
Darkened the background of the difficulty UI and doubled the opacity of deselected modifiers to make them easier to read
Fixed not being able to navigate the difficulty UI with a controller
Fixed Prismatic medal being in grayscale when viewing weapons in the lobby and on the game over UI
Fixed a one off bug that caused a weapon rank to go into an invalid state: there is now a failsafe to reset it back to bronze
Fixed the “Attempts” stat not being increased as expected
HOTFIX #2 PATCH NOTES
I’ve gotten a great response to this update but also have been reading some very valid feedback mainly around Prismatic modifiers. Ideally the Prismatic grind is fun and some of the modifiers especially at their extremes definitely could feel more unfair than fun. I’ve tried to address all of the worst feeling scenarios in this hotfix without diminishing the satisfaction of overcoming the new mastery curve that Prismatic adds to the game
Immortal Snail can no longer randomly jump at you: this was enjoyable for me during the beta as it created some really unpredictable moments but ultimately losing your entire run due to this feels bad (do note that it can still jump if the “Jumpy Enemies” modifier is active on an island but at least that only lasts for one island rather than the entire run). Also slightly reduced its movement speed to just help smooth out the worst case scenarios of this modifier
Removed the “no more one shot protection” aspect of the No Safety Net modifier: it was just too punishing to get completely one shot by the Immortal Snail at full health. This functionality may come back as a completely optional “orange” modifier in a future update for those looking to add challenge (it won’t influence the difficulty rank)
Countdown difficulty level reduced from +2 to +1 so it is much easier to turn off and not feel like you are forced to run it. Many people rightfully felt like they needed to have it on which took away from the fun of the game for them so reducing the points here makes it much less significant / no longer feel mandatory to earn Prismatic. The Ultra Chaos modifier has been increased from +3 to +4 to compensate (this doesn't change difficulty it just makes sure one less difficulty level will meet the Prismatic threshold)
Initial Countdown timer increased from 45 seconds up to 60 seconds to help smooth out cases where it felt like bad luck would make runs impossible
The Lucky green modifier (+250% chance to find higher rarity loot in chests) cost has been reduced from -3 to -2. This means with the change above you can run it while also turning off Countdown, mimicking the previous True Ultra Chaos experience that players liked in previous updates
Reduced the unlock requirements for ALL green and red modifiers by one medal. This means a modifier that previously required Ruby to unlock will now require Emerald
Fixed the Countdown modifier ticking down time on Crab Island
Fixed some weapons not respecting the new limited loot system and offering mods like Double Shot or Homing Shot even when at 100%
Fixed broken textures on the Immortal Snail and made its shell brown for better contrast / visuals
Made a fix to prevent certain previously unlocked challenges from re-locking when more weapons / achievements are added to the game in the future. These challenges are: Silver, Gold, Sapphire, Emerald, Ruby, Diamond, Prismatic, Gunslinger and Crab Legend. Unfortunately this fix isn’t retroactive so if you have launched the game and lost your previously unlocked Crab Legend skin, this will be the last time you have to unlock it and from then on it will be permanently unlocked even if more challenges / achievements get added and you technically no longer satisfy the unlock requirement
Fixed large enemies getting stuck on trees on the arctic island with the stone spire in the middle
- Lightning Scepter now only makes you fly while already in the air so you can fire it while on the ground without getting lifted up
- Removed the velocity cap when floating with the Lightning Scepter. This should make it easier to air dodge
- Added a delay before the floating happens in the air with the Lightning Scepter. This should make your initial jump / launch feel much smoother instead of jankily losing all momentum as soon as you fired which felt jarring
- Lighting Scepter no longer lifts enemies into the air as it could actually create more dangerous situations for you as they were able to still fire in that position
- Improved Lightning Scepter projectile visuals to make it harder to lose track of them when a lot is going on or against bright backgrounds
- Reworked the lob shot formula (used on Arcane Wand and Lightning Scepter) to make it easier to hit targets that are nearby rather than projectiles sailing over their heads
- Increased Lightning Scepter and Arcane Wand projectile speeds by 25% (this combined with the lob change above should make these weapons feel much more comfortable to use)
General Changes
- Shop prices were feeling too high and have been reduced across the board: Legendary cost reduced by 23%, Epic cost reduced by 32% and Common cost reduced by 10%. Greed loot now costs the same as Epic loot (previously Greed cost more than Epic)
- Added a guaranteed health related piece of loot to every shop
- Increased the amount of fire stacks before rapid stack falloff happens from 100 to 250 (this makes early game fire builds much more effective as the rapid falloff takes more stacks to activate)
- Reduced the speed at which fire and poison stacks rapidly fall off by 50%. This is a nice buff to late game fire builds and poison builds in general as the stacks won’t be reduced as fast
- Scavenger pickup radius increased by 33% and lifetime increased from 8 to 10 seconds
- Chance for enemies to resurrect with the Resurrecting Enemies modifier active reduced from 15% to 10% to reduce tedium
- Enemy damage was feeling too high on islands past the diamond victory threshold (Island 56+) so it has been reduced by 50%
- Enemy projectile prediction is once again less accurate while you are aiming. This is in response to a common bit of feedback that enemies were feeling frustratingly accurate and the previous aiming tech used to dodge attacks was much harder to pull off
- Most enemies that leap horizontally do so 33% less in order to feel less random and more grounded when fighting them
- Significantly reduced the amount of music volume reduction that happens when certain other sounds play (like explosions or gunshots)
- Made several changes to improve quickplay search variety and to prevent stalemates when joining invalid sessions repeatedly
- Added optimizations and limits to how many air strike explosion VFX can be visible at once to improve framerate and visual clarity. Also shortened the length of these VFX so they aren’t blocking your view for as long
- Added an extra explanation to the Anvil portal description explaining why sometimes players in multiplayer get Random chests instead of anvils as there was some confusion there (they need to have an enhanceable piece of loot, otherwise getting an anvil would be useless for them)
- Crystals now get auto collected 1 second faster- just makes the game feel more responsive instead of the double take of “wait do I need to collect them myself?” happening
Balance Changes
- All ranged enemies cost 33% more to spawn. This means fewer situations where you are getting spammed by too many projectile enemies at once
- All large enemies move 25% slower (other than Elites as you are often facing them in a 1v1 situation)
- Grubs cost 100% more to spawn. This means less Grub spam!
- Pumpkin and Elite Pumpkin projectile speeds reduced by 20%
- Sniper Crabs now have a longer time between shots to feel less spammy
- Lightning Ant health reduced by 15%
- Critical Blast damage increased from 35 to 40
- Power Armor damage per plate increased from +12% to +15% to bring it in line with Damage Combo
- Imploding Explosion damage increased from +33% to +50% and the downside reduced from -20% radius to -15% radius
- Big Ability downside increased from -3% ability movement speed to -8%. This is still way lower than it was before, it was reduced drastically to iron out a bug and I forgot to increase it again during the beta
- Heat Sink and Ability Ring now apply multiplicatively (similar to Blender). This is a nice buff especially in combination with Iron Explosion
- Streamer Loot is now 25% less likely to upgrade from Common all the way to Legendary as it was happening quite often. Chance to upgrade from Common to Epic is unchanged
- Air Strike was outclassing most other abilities in terms of damage so the base damage has been reduced from 750 to 600 (this is still the equivalent damage of throwing 4 grenades at once!)
- Black Hole tick damage increased from 4 to 8
- Electro Globe tick damage and ending explosion damage increased by 500%
- Marksman Rifle projectile spacing slightly adjusted
Bug Fixes
- Fixed Leap Of Faith dealing fall damage after hammer slams
- Fixed lag that could happen with spark and homing blade projectiles when enhanced with targeting or expanding enhancements
- Fixed Overspill Goblet not calculating damage correctly (it now calculates multiplicatively like Critical Thinking meaning a big buff compared to before which was accidentally additive)
- Fixed not being able to parry energy rings or barrel explosions
Lightning Scepter / Arcane Wand Changes
If you missed it, you can check out the trailer for the Anvil Update here: https://youtu.be/tMuKFIoe5IE?si=MfWoBWh5w_yD4P0z
Hotfix #2 (Version 2003)
Thanks for all the community feedback on the last update- I've made some fixes and improvements based on it! 🦀
- Added cactus destructibles to the Desert biome
Balance Changes
- Double destructibles (both combat and reward) spawn in the Desert as most islands there are quite open and bare
- Totems are both more likely to initially spawn AND are more likely to spawn in groups
- Shop prices have been decreased by 25% but scale a bit more sharply when looping (so building into economy becomes more important in the late game but shops are more accessible in the early game). Greed loot now is worth exactly the same as Epic loot
- Slippery Slope now scales with each island similar to the Paycheck buff in the previous patch. It gives more than double the amount that Paycheck does so I’ll keep an eye on it in terms of balance. Also added total crystals gained stat for Slippery Slope in the inventory UI
- A lot of players have mentioned that they are seeing too many duplicates (loot with a + over it that is something you already have in your inventory) too early on in a run which pollutes chest choices so the initial chance for finding duplicates has been lowered
- Armor now gives enemies less health and reduces elemental damage by 50% instead of 75%. This should make fighting heavily armored enemies with elemental builds feel much less tedious
- Elemental enemies now take 50% less debuff stacks of that matching element (down from 75% less stacks). This means Fire Crabs or Poison Ants now will feel more consistent to fight with fire / poison builds
- Elites now have 25% resistance to elemental debuffs (previously 0% resistance) and Bosses now have 50% resistance (previously 75%). These changes will make elemental builds much more consistent across elite and boss fights, notably the armored ant boss which could take forever if relying on an elemental build
- Elemental enemies matching element resistance decreased from -50% to -25%
- Previously, enemy attack and movement speed increased by 1% with each island. This didn’t really end up feeling very noticeable so it now is applied per loop instead for a more noticeable jump in challenge (the values are unchanged from before, just applied at a different time)
- Scorpion health buffed by 25% (for such an intimidating enemy, they were blown away too fast by most builds- the previous nerf hit them a bit too hard)
- Scorpions no longer spawn on the Volcanic biome as there were some islands that felt unfair for them to be on
- Scorpions can no longer be shielded
- Fire Pumpkins now have a longer time between attacks, making it less likely that the entire floor gets covered with fire
- Grub health reduced by 25%
- Removed smaller Desert islands from the elite island pool as these could create unfair fights in cramped spaces
- Vitality and Second Wind now show if their damage bonus is active or not in the inventory UI
- Hitmarker audio lowered further as it was still quite grating when a lot was going on
Buffs
- Explosive Armor radius doubled
- Flammable Armor radius doubled but fire stacks reduced from 75 to 25 (since the previous patch allowed it to damage the armor owner, it became a bit too strong)
- Fire Shot fire stacks increased from 25 to 30
- Dual Shotguns damage increased from 5 to 6
- Auto Shotgun damage increased from 3 to 4
- Rocket Launcher damage increased from 30 to 35
- Burst Pistol number of shots per burst increased from 4 to 5 and clip size increased from 24 to 30
- Auto Rifle fire rate increased to be more balanced with the other starting weapons
Nerfs
- Starting health reduced from 400 to 300 (the mega buff to starting health ended up removing the danger of the first biome, making the early game feel a bit free and making building into health less important)
- Similarly, hearts had gotten buffed too much which often made choosing health perks feel like a waste. New values:
- Bronze Heart: From 150 max health down to 125 max health
- Silver Heart: From 400 max health down to 250 max health
- Gold Heart: From 1000 max health down to 650 max health
- Bronze Heart: From 150 max health down to 125 max health
- Due to the way that the Ring Of Precision was calculated, it actually added more critical hit damage than intended so has been reduced from +250% to +150% critical hit damage
- Ring Of Defense damage reduction reduced from 50% to 40%
- Coral Amulet extra chest pickups reduced from 3 to 2
- Tony’s Amulet extra shop options reduced from 6 to 5
- Grappling Hook damage reduced by 50% as it was dealing double the damage of the Grenade ability while also providing big movement gains- this melted through elites in the early game and wasn’t intended to be so strong for single target damage
Bug Fixes
- Fixed annoying bug that caused Limpets to become invulnerable whenever frozen, leading to dragged out fights in certain cases
- Fixed Giant Ant homing attack that could go invisible but still deal damage
- Fixed Bouncing Shot incorrectly calculating damage that could lead to millions of damage out of nowhere
- Fixed bug that occasionally prevented the Burst Pistol from firing when using Autoloader
- Fixed non hosting players not seeing Nest health bars updating correctly
- Fixed Glass Totems being destroyed by Aura perks or Powerslide
- Fixed Ring Of Rocket Jumping not working with the Cluster Launcher
- Fixed issue that could prevent the game launching with Steam correctly which would break multiplayer invites
- Fixed various cases where UI text was getting cut off
- Removed broken Demolition nest UI counter
- Fixed several rare crashes
- Fixed longstanding bug that caused totems that dispensed loot or secret chests in shops to have a far greater luck value than intended, leading them to constantly spawn Epic and Legendary loot which could create broken power spikes. Also fixed Driller and Rare Treasure loot drops being influenced by Streamer Loot which only should affect chest loot
General
Hotfix #1 (Version 1999)
- Enemy damage bonus when looping has been removed. There was previously a whopping +100% damage multiplier to all enemy attacks when looping from island 33 onwards which created very unfair situations where enemies would melt your entire health bar in a second, especially with fire. Enemy damage should feel much more fair and consistent when looping while still being a challenge- looping is meant to be quite difficult
- Enemy spawn bonus when looping decreased from +33% to +20%
- Islands 1 and 2 of a biome no longer can spawn two waves of ranged enemies back to back
These changes should make looping feel far less unfair / punishing while maintaining the challengeScorpion mega nerf + rebalance
- Scorpion projectile damage reduced by 60%, projectile radius reduced by 33%, projectile speed reduced by 15% and removed projectile bounces. Also reworked their attack patterns to be more dodgeable and less spammy
- Increased scorpion walk speed slightly: it should now feel like more of a close / medium range threat and less of a run ender
Other changes
- Flamethrower buff- now starts with level 2 Fire Shot (up from level 1)
- Rebalanced enhancements: pattern enhancements like Chaotic or Spiraling have less intense motion to make them less likely to miss their target. Enhancement damage increases are +50% damage other than Sticky and Damaging which are +100% (previously Damaging was at +400% which was very broken)
- Splitting / Scattering bonus projectiles decreased from 3 to 2 (as it was extremely broken with some combos)
- Fixed issue that would cause projectiles created by the Splitting and Scattering enhancement to apply ALL weapon mods to those enhanced projectiles, resulting in extreme damage spikes that weren’t intended
- Demolition nests now scale health more with the island count as they became far too easy to destroy past the first biome
- Scorpions can now spawn from red challenge crystals
Difficulty scaling improvements
Current Release
Not available
System Requirements
How to Install
CrabChampions.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
1.4 GB
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