Skip to content
Geeky Alien
Crawlyard

Screenshots

Crawlyard screenshot 1
Steam Trailer - Gameplay trailerWatch trailer on Steam ↗

Crawlyard

Pigeon Eye Games · Published by Pigeon Eye Games

Last updated 27 Sept 2026

Crawlyard mixes strategic deck-building and real-time action with roguelike elements. Enter the macabre theatrical dungeon, defeat mystical marionettes to upgrade your own battle puppets, build your ultimate deck and reveal the secrets of the cursed Mansion.

Free to PlayComing SoonDJCTQ 12

Free

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Action, Indie, RPG, Strategy · More free games

Embark on a strategic journey through Crawlyard's cursed mansion, where each defeat upgrades your puppets and reveals new secrets. Navigate the macabre theater with both planning and reflexes as you face mystical marionettes.

About this game

Crawlyard is a roguelite deckbuilder and Action RPG hybrid that lets you combine long-term strategic decisions with real-time combat. So, Slay the Spire meets Hades? Sure, why not! Build your puppets, upgrade your skills, choose your allies, and solve the mystery of the Mansion by exploring the deepest tiers of its theatrical backstage.

FAST-PACED COMBAT


  • Real-time battles: here, your dungeon runs are more vigorous. Adapt to the battle flow and search for the best moves in the heat of combat!
  • Tactical pause: if you need a breather, activate "deck time" to look for a life-saving card combo that will pull you out of the clutches of death.
  • Card synergy: learn how active abilities, passive effects and special dungeon mechanics affect each other to make yourself unstoppable - or add more challenge!

CARD-BASED ABILITIES AND UPGRADES


  • Deck building: your puppets are able to use a variety ability cards, further enhanced by the perk system. The dungeon itself can be reshaped according to your wishes!
  • Puppet crafting: three basic playable archetypes of a "knight", a "rogue" and a "mage" can be customized further with the doll parts you discover in the process of conquering the backstage. Dismantle the bosses to upgrade your own puppets!
  • Event system: encounter special events mid-journey and make choices that can shift the flow of the performance, bring unexpected rewards, or raise the difficulty.

THRILLING NARRATIVE AND ROMANCES


  • Intertwining stories: Meet other characters bewitched by the call of the Mansion. Get them to open up to you, learn about their traumas and manias, and affect their future – perhaps in a romantic way. The more you give, the more you obtain in return.
  • Choices matter: the others are stuck, but you can still move forward, unravelling the threads of their unfortunate fates. Will you advise your new comrades to do what they want? Or will you suggest they search for what you think they need?

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7 (SP1+), Windows 8 and Windows 10
  • Processor: x86, x64 architecture with SSE2 instruction set support
  • Memory: 4 GB RAM
  • Graphics: DX10, DX11, DX12 compatible
  • DirectX: Version 10

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • Memory: 8 GB RAM
  • Graphics: Geforce GTX 1060
  • DirectX: Version 11

Supported Languages

English*, German, Spanish - Spain, Arabic, Russian, Simplified Chinese, Belarusian
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    Crawling with developers 🔴 Side B

    Hey again! We welcome all to a Next Fest stream where the Pigeon Eye studio members will present an updated demo and will try to pass the unsurmountable game tutorial. And we hope the next stream will go smoothly (not like the last one, ha)! So, jump in, say Hi and let's crawl together!
    Read full article on Community Announcements (stevel)
  • AnnouncementsOfficial

    Crawlyard Crawling with developers 🔴 Side A

    Hey! We welcome all to a Next Fest stream where the game's team will present an updated demo. So, jump in, say Hi and let's crawl together!
    Read full article on Community Announcements (Ukiwuki)
  • AnnouncementsOfficial

    More focused battle encounters - Devlog #7

    {STEAM_CLAN_IMAGE}/40852172/6ee54a8b59208bb9e96834ef01f9e1d5053371c1.gif How could this broken shell of a man, barely able to carry the weight of his own sword, be the Burning Terror which drove me to hide here? He seemed to have Demons of his own, that he struggled to contain... and he was losing. Changes to the battle system We’ve made a complete overhaul of Crawlyard's battle encounters. Before, it felt like a hybrid of Vampire Survivors and Loop Hero, but now it’s more like Hadean Tactics. What I mean by that is that each encounter now has its own battle zone, borders and enemies, all happening within the stage of your chosen performance. Basically, we aimed to arrive at a seamless transition between exploration and skirmish like you'd see in modern JRPGs. Each battle is a pretty much consistent experience and enemies won’t spawn totally randomly (well, there's still a hint of randomness within specific conditions). Here, a fancy gif where I'm using battle brushes to create a zone for the next battle encounter. {STEAM_CLAN_IMAGE}/40852172/77d27085b7ef5cbe69a773e03473a130378af6ed.gif Mapping out a death zone in sleepy dorms Encounter system So I was talking about randomness, right? Well, our encounters aren’t exactly fixed - each time you visit a stage and engage in one of its battles, there's a tiny invisible counter that goes up by one. The higher the value of that counter is, the more new random enemies we add to this encounter's list, until it reaches a pretty round number like 10 or 100, and then you’ll have such a wide roster of enemies that it might indeed seem random (but not totally random still). {STEAM_CLAN_IMAGE}/40852172/fc11693250dd4636c83009a1cad7120b7e2111d7.png Better yet, each encounter adapts to your class, level and build. Even if you make a Knight build that's really good for dueling single foes, I will make sure that at some point a hoard of lesser enemies with a poison attribute will spawn at once, and you’ll have to improvise, adapt and ov...
    Read full article on Community Announcements (Ukiwuki)
  • AnnouncementsOfficial

    Devlog #6 - Going fully Isometric

    Today I received the following message "I came across your game on Twitter and it looks VERY different from what I played in the previous build. Did you do a massive overhaul?" So people are starting to notice the change and it's time to tell about it properly. Yes, we changed the visual look of the game. {STEAM_CLAN_IMAGE}/40852172/f7b89d8a6f1419e89f42701ab3c0d062bfe265ac.gif I know a lot of people like Crawlyard for its cartoony and simplistic graphics. But the truth is, most of it were graphical assets from the Unity store, which is not really our level - we can do so much more. There's also always not enough assets there either way, we need a lot of out custom graphics to use it as an element of environmental storytelling. I guess now you can say that 70% of visuals is fully made by our 3D modellers. After the October's demo we also wanted to make the visuals more theatrical. What I mean by this is that all of the objects on scenes would be made out of cardboard or paper, clouds would hang on the threads from the ceiling, and the floor would always be made of wood. But when we tried it out, we quickly understood that this style of visuals will always be perceived by players as a very "niche" game, and that's not really the direction we want to undertake. While our first priority is to make a deckbuilder that would surprise the fans of the genre, we also want to make this game as approachable as it could be. That means going with safe, but solid directions in terms of visual style. We also changed camera perspective to isometric as it allows for more depth and more space covered by the camera, so battle arenas become larger and thus open more possibilities during combat. The Break Distance card, that every one of you hated in the demo, now works way better with this camera view. Really curious to hear what people that tried the demo think and feel about the new game's visuals. Cheers, I'm out. See ya in the next one. -- Always yours, Crawlyard's game designer.
    Read full article on Community Announcements (Ukiwuki)
  • AnnouncementsOfficial

    Devlog #5 - Sinister Laboratory

    This morning, when I was out on the porch, I saw clouds forming these ominous words: "Write a devlog, or else…" Oh my, this seems to be a sign, and who am I to oppose the higher power? {STEAM_CLAN_IMAGE}/40852172/0fd97d7414dbffd167b016126cba7910fb5f6f86.png Fleshing out the game We are currently focusing on polishing our new "dungeon" system, performances, and revamping card and progression mechanics. Performance production actually consists of several steps going in strict order: first, we have the general structure and lore background suggested by the writer, and then our game design team develops interesting mechanics to go along with it. Graphics, music and sound come next, and the levels are brought together by proper lighting and asset placement. Although we're still running regular playtests to make sure the levels stay engaging from start to finish. Check out Sinister Laboratory (Mad Lab for short), the Victorian-themed performance we completed first! {STEAM_CLAN_IMAGE}/40852172/bf1c0c8333059b23e0f2b08b13940c1d40bf43ce.png Style and substance Our 3D team has recently finished making original assets for Crumbling Temple, one of our "ancient" performances that refer to an older period in the game world's history. This adventure is styled around tomb raiding, and you will have to evaluate your risks carefully while you're trying to escape the decaying ruins. The more treasures you decide to carry with you, the trickier it becomes to leave the temple alive. {STEAM_CLAN_IMAGE}/40852172/ae15d67bd3fcc132ee4bf19ca9209af88e3681f2.png Design works And our concepters are gradually moving further, preparing initial 2D art for a story set in a completely different "biome": Abyssal Train will make you fight your way through several carts filled with cultists and technodemons. The train has no breaks but neither do we, so get your tickets and hop on board! {STEAM_CLAN_IMAGE}/40852172/9fb08b3d2b90ca4caee9926c7f32744aff1ee59a.jpg Afterword That’d be all. The mansion and its ...
    Read full article on Community Announcements (Ukiwuki)

We use strictly necessary cookies to run this site. We don't currently set any analytics or advertising cookies. See our Cookie Policy for details.