About the Game
Crabmeat is a short first-person point & click survival horror game where you are tasked with crabbing for the priceless southern King Crab.
As an indebted prisoner of the Feudostate, you must collect your quota within 7 days or risk permanent expatriation from the state for you and your family.
Navigate the harsh waters of the Antarctic and defend your ship from the threats that dwell under the icy waters.
GAME FEATURES
Explore this icy southern wasteland in your government issued crabbing vessel
Bait, place, winch and empty traps to bring in big hauls of precious crabs
Experimental blend of First Person and Point and Click gameplay, where the entire game is playable with only a mouse
Defend yourself and the ship from the denizens of the sea
Short 2-3 hour experience
The Crabs
King Crab are not the only crustaceans you'll encounter in this southern wasteland.
The Ship
Crew the advanced crabbing vessel alone, maintain its components and navigate to bountiful shores.
The Sea
In this frigid place, will you find freedom or your end?
Screenshots
9 images
Version Information
Steam Patch Notes
Official update history
Just pushing out a small one to hopefully fully resolve this steam cloud issue.
Fixes
Actually updated Steam Plugin and validated a fix for it not initing properly and preventing saves from loading from the cloud location
If after you get this patch your save is now incorrect it is likely because your save is in the non-cloud location, you can copy it across from DRIVE\\Users\\USERNAME\\AppData\\LocalLow\\Searching Interactive\\Crabmeat\\ > DRIVE\\Program Files (x86)\\Steam\\userdata\\STEAMUSERID\\3671850
Fixed key unlocking logic not using the mouse position so dragging wasn't tracing the scene properly.
Improvements
In progress pass to improve steam deck compatability, UI size text should be unified and on deck specifically the text size is increased. This is WIP but i made sure there were no regressions so the progress could come in.
Happy Crabbing,
Nick
This is a potential fix for issues with Steam not connecting when the game boots up.
If this fix sticks it will resolve save files not being loaded reliably and fix achievements not popping reliably. This has been an issue since launch so I really hope it works.
-Nick
Hey Everyone,
Just a small update addressing some more issues. I had to spend a lot of today on marketing work so I wasn't able to get as much done as I would have liked.
Updated the bait refill station icon on the map to no provide ambiguious directions
Made the bait refill panel button brighter when blinking
Added a sound to the bait refill panel button when it's active
Improved Brachy/Paralomis surface rotations when they're on a path
Fixed a bug in the audio occlusion (Only on some sounds) that caused some popping when they started playing
I gotta wrap early but I'll push the same patch out to the demo tomorrow.
It is also live for the demo.
Happy Crabbing
-Nick
Hey Everyone,
Thanks to everyone who's already picked up the game. If you haven't already please consider leaving a review, it helps a ton.
Here's just a few fixes for lingering issues and a tiny bit of polish.
Where it's relevant these changes have also been patched in the demo
Improvements
Made debt randomised, now it's unique to each player
Return to menu now fades to black instead of instantly transitioning
Can now pause slightly earlier during fade to/from black, pause is only locked during boss sequence and when the screen is 100% black ie. a load
Fixes
Added a soft fix for weird nav if you try to go up the deck stairs while the boss claw is down, it's not perfect but it helps
Fixed missing colliders in world making the player fall as they're being dragged in final cutscene
Fixed refill station not handling save if you have refilled but haven't left yet
Replaced buoy animation on winch with one that is more stable and doesn't have the rotation/position race condition the old one did
Hey Everyone,
This is just another small patch, focused on recently polish work and bringng the demo build into alignment with the full game.
Speaking of the full game release is very soon, check the store page to see the time in your timezone.
Improvements
Updated inventory icons to better match games style, and more accurately reflect the 3d model
Some art polish around the ship
Made map boundaries blend into the actual level geo and applied a gradient style so it's not dead flat, design goal is to increase ambiguity and improve aesthetic appearance
Move marker now scales it's clipping so it's more visible on far glancing angles
Fixes
Pause is now blocked by the Fader, this does introduce a little clunkyness as it's fading out/in but also prevents the pause screen from being visibly full black.
More optimised culling zone detector 30% reduction in traces required on average
Fixed issues with nav around bulkhead doors
Fixed an AI pathing bug if they started a path on top of a nav link joint ie. bottom or top of the ladder
Reduced player X axis tilt inherited from camera from 50% to 25%, this greatly improves the camera clipping through walls issue since the player will no longer lean as far forward (this doesn't affect actual camera rotation, just the procedural animation on the player body)
Fixed the position of some audio occlusion nodes in the bridge that were inside the walls (might have caused some subtle bugs on the few sounds that use the occlusion system)
Fixed cursed UI mouse over text appearing without a BG bug (very subtle but you would have seen the text appear 1 frame before the bg)
Made limbs or joints (crabs included) that get triggered by the toss gate increase mass significantly so they pull their attached bits down with them more easily, this should further prevent things getting stuck after triggering on hopper toss gate
Some minor physics and rendering performance optimisations
Happy Crabbing
Hey All,
This is just a quick update to fix some bugs we've found through testing and watching streams.
Brachys now attempt a small backup when player is super close and they're not mid attack
Brachys respond to gunshots nearby
Fixed double click lock up (only noticeable if you hammered the double click)
Fixed Brachys getting too close if they're approaching vertically
Fixed brachys triggering aggro stop if they lose line of sight
Made bait supply button blink if it can be used
Added new map prop
Fixed super busted volumetric lights on crab tank and colour/brightness desync
Fixed not being able to draw if you hold LMB before signature UI appears
Fixed Ladder text display not including repair state info and broken flag
Fixed ladder not being used if you try and path down the bottom from above
Hey Everyone,
Time for a medium sized update. Yet again we've jumped some version numbers as I've been testing with the community. Again the focus is mostly on stability and performance since launch is getting ever closer.
Save Update
Unfortunately this build does need to break saves in order to move to a more stable system going forward. This comes with me discovering some issues with how I was separating saves from the demo vs the full game and transferring demo saves to the full game.
Added a save trigger to the demo when you succeed (so completed saves are actually where you last stopped and not when your last auto save was)
Fixed game not handling save reload properly when exiting to menu or reloading to menu from death
Opening Flow
A new opening flow has been added. The changes are designed to help direct you a bit more as you leave the cabin for the first time and get to the bridge to exit the docks. This should reduce some of the learning pains for new players.
Bindings and Input
All primary actions are now bindable (this includes unbound actions like quick turn L/R)
All inputs now have icons instead of text displays, this applies to the binding UI and the tutorials
This was part of my investigatory work into gamepad / steamdeck support which is ongoing
Added mouse over readable versions for instruction panels, this is disablable in the game options
Physics
Physics reduced from 100fps to 80fps
Max frame delta changed from 3fps to 15fps
These changes decrease physics death spirals in worse case scenarios (ie. lots of crabs in the hopper) and improve base CPU performance
Improvements
Fully removed boat damage klaxon (it was already playing only in some contexts before) the collision sounds are audible in all contexts and this should remove the ambiguity for the "did this collision cause any hull damage" because yes they all do.
Tweaked handling for equipping items and then clicking on hotspots that were already highlighted,
Small art tweaks across the ship
Increased bait supply capacity from 5 > 6
Fixes
Fixed some input binding bugs
Fixed water fx clipping into boat (both on deck and in the lower deck)
Made anchovy colliders bigger
Made the players breath particles world space so you should only really see them when you stop moving
Fixed walls/surfaces that you could previously click through to navigate which were not by design (some thin surfaces are still flagged to not block the players movement trace by design)
Added decorative strings for ambiguous terms in input bindings
Improved some Ai pre built paths
Made paralomis jump to target slightly later cause it looked dumb
Fixed some over optimised animation controllers breaking init if not visible ie. bait refill station tube
Fixed button in signature UI that wasn't framed right
Tweaked animation for coffee so you shouldn't see fingers through the cup
Fixed one case where it was possible with a 1 second window to begin winching a trap that was already breaking its rope and causing it to get into a weird unhookable state
Fixed initial ship rotation on load save (it would start 0,0,0, then snap a frame late) causing some issues including docked saves at refill station from the reverse direction rotation the ship back to the other orientation, this also added a mad initial physics kick to any physics objects on the ship
Reduced some GC allocations
Fixed bandage dropped by healing station animating funny if the ship is moving
Shifted the player world trace back to reduce chance you can use it to clip through surfaces
Minor navmesh pass
Replaced old push off walls code with new method that just uses the navmesh so it's a bit cheaper
Tweaked base camera offset slightly
Better culling logic to reduce overhead slightly and get more reliable results in the case where you were standing on the edge of two + zones
Some more rendering optimisations
Fixed trap queue not being reloaded when a save is reloaded causing desync between traps that have/haven't been baited in order
Increased cam draw dist from 3500>5000 to prevent clipping
Made tossed bait visual on ground bigger to make it harder to miss
Fixed bug where things dropped in the hopper could collide with the gates and get knocked out
Also tweaked the ocean trigger zone
Fixed case where holding RMB on exit hotspot would trigger inventory on release
Happy Crabbing,
Nick
Hey Everyone,
Just rolling out a small one, Fixing some regressions from the previous patch and addressing the known issues.
Features
Sensitivity Slider (sorry this took so long to go in)
Option added to menu
"Camera lock on Drag" option removed as it's now redundant
Any time the player is attached to a fixed camera hotspot (excluding the Hook Gun), sensitivity will not apply as we want to match "true mouse" position here
Improvements
Some props added to the bow of the ship
The game now fires a save event after you complete the cutscene
Added some water fx to the trap Buoy as it moves through the water
Brachy AI now use a prebaked path to help them get up the ship sides much more reliably
Brachy AI also now have more nav links to vertical routes
Added a hard upper limit to dynamic physics elements positional and rotation velocities, hopefully this will prevent some of the extreme blow out cases.
If you had this bug before and this fixes it please let me know so I can tick it off. Since this issue was related to high framerates and my PC is a potatoe I could never replicate it.
Improved main menu lighting and ground texture slightly
Fixes
Fixed demo fade out music starting too early and getting cutoff
Fixed being able to nav through the cabin door without clicking on the door in an edge case
Fixed ship nav drop down panel defaulting to the incorrect state
Fixed the save game status message not going away after first appearance
Thanks for your feedback again.
-Nick
Hey All,
Thanks so much to everyone who's played so far.
Here's a small update to just resolve some visual issues and regressions since launching the demo.
Fixed Janky arm animations, this used to be fine but i clearly broke it before releasing the demo
Fixed a few culling pop in cases
Added a few more props to the culling system, this should boost framerates a tiny bit in many cases
Exiting a hotspot the player will now attempt to maintain the rotation of the camera, so if you are facing right and then exit the you will still be facing right and wont have to fight the camera
Fixed save data not being properly reset when you die in the case where that does not end the demo
the player will now catch the bandages when they eject from the healing station, you no longer have to back up and pick them up
threat onboard indicator on ship computer now flashes when alert
fixed a case where the ocean wake would get really funky when you die or reset the game without fully closing
some buttons on hotspots are more statefull and will appear unlit and depressed when they can't be used, inversley they will also be brighter when active
bait supply now fully empty visually when empty
Happy Crabbing,
Nick
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
411 MB
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