Early runs in Everything is Crab are mostly about learning what the world does to you. The creature you build matters, but it matters most when it answers the problems the current run is throwing at you. The facts here come from the store page, the official achievement list and reviews at TheGamer, DualShockers and Rogueliker.
1 Your first run
There is a tutorial, and completing it is the first achievement. After that, the first goal worth setting is simply to win a Pressure 1 run, which is also an achievement. Do not worry about building something clever. A creature that eats steadily and avoids fights it cannot win will get further than an ambitious build that dies early.
2 Feeding and levels
Food is the engine of a run. Fruit and mushrooms are safe, steady sources, and hunting other animals is faster but riskier. Each time you have eaten enough you level up and choose an evolution. The store sums up the options as hunt, flee, scavenge and thrive, and all four are legitimate ways to feed.
3 Choosing evolutions
Evolutions change both how the creature plays and how it looks. Two details from reviews change how you should pick them.
DualShockers also describes Branching evolutions that become available after defeating bosses, with only a handful possible in one run. These are the choices that define a build, so think about what the rest of the run needs before taking one.
4 Alphas and Mutagen
Stronger variants of normal animals, called Alphas, drop a resource that reviewers call Mutagen. It is spent on rerolling the evolutions you are offered or raising their rarity. The Picky achievement asks for 100 rerolls, which shows how central rerolling is meant to be.
5 Read the biome
The store says each of the four biomes has different rules and climate events. Reviews mention desert, frozen tundra and ocean areas, and the environment can deal damage. That makes some evolutions situational: Rogueliker gives fur for cold resistance as an example, and one challenge is set in a desert where heat resistance is required.
| Pressure from the world | What to look for |
|---|---|
| Cold | Cold resistance, such as fur |
| Heat | Heat resistance |
| Water | Ways to avoid or cross water, such as wings |
6 Day, night and points of interest
A run moves through a day and night cycle, and TheGamer notes that enemies become more aggressive in the later hours. Use daylight to feed and grow, and be somewhere defensible when it gets dark.
The map also spawns points of interest. DualShockers describes them as offering a choice between two kinds of reward, such as healing or a stat increase. Take healing when a hard fight is coming and stats when you are comfortable, rather than always taking the same option.
7 Bosses
TheGamer describes two earlier boss fights and a final boss in a run, and the store notes that bosses vary. Reviewers agree that boss attack patterns are consistent from run to run, which is a weakness for variety but good news for a beginner: once you learn a pattern, it stays learned.
Aim first for a Pressure 1 win and treat early losses as scouting. Graze on fruit and mushrooms before hunting, and flee from fights you cannot finish. Commit to an Affinity so later offers stay coherent, remember that some paths lock out others, and spend Mutagen from Alphas on the picks that complete a build. Choose evolutions that answer the biome, feed by day and prepare for a harsher night, and learn boss patterns, since they stay consistent between runs.
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