
Screenshots

Watch trailer on Steam ↗Crabmeat
Nicholas McDonnell, Mitchell Pasmans · Published by Searching Interactive · Official site ↗
Content notice: Mild Violence depicting stylised blood and death.
Very Positive — 87% positive (209 reviews) · 10 achievements
Last updated 28 Sept 2026
A short first-person point & click survival horror game where you're a prisoner tasked with crabbing for priceless Southern King Crabs to pay off your debt to the Feudostate. Navigate the harsh waters of the Antarctic and defend your ship from the threats that dwell under the icy waters.
£6.69
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Price history
Adventure · 2026 · More £5 - £15 games
Embark on a chilling journey as Crabmeat, navigating treacherous icy seas to catch Southern King Crabs for your debt. Survive threats lurking beneath the ice in this first-person point & click experience.
About this 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?
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10, 64-bit
- Processor: 2.8GHz CPU Quad Core
- Memory: 8 GB RAM
- Graphics: Geforce GTX 1080 or equivalent
- Storage: 1250 MB available space
- Sound Card: DirectX Compatible Sound Card
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10, 64-bit
- Processor: 3.2GHz CPU Quad Core
- Memory: 16 GB RAM
- Graphics: Geforce RTX 2070 or equivalent
- Storage: 1250 MB available space
- Sound Card: DirectX Compatible Sound Card
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Patch 0.4.04
Hello Fellow Penal Colony Workers, I was recently exhibiting Crabmet over in Busan, Korea at BIC and noticed a few issues while I was there. Also shoutout to our buddies at Bada Games (the games Korean translators) for helping me out during the event.Fixes / ImprovementsFixed Credits not supporting skip after recently input code changes broke itUpdated Crab Hopper Text in KoreanFixed Afterburner not shutting down when it destroys the engineFixed bad normals on windy shader (storage tarps and flags)Made the hull damage indicators on the map a bit smaller but also randomise their rotations and made the mesh "pointier"Tweaked damage node positions on ladder and engine Tweaked parasite positions on engineTweaked navmesh around engine PerformanceSplit UI canvas' up to improve runtime CPU performanceFixed GC Allocations in input icon codeReduced GC Allocations in UI code Fixed smoke emitted by broken engine/afterburner going through the deck of the ship and optimised other broken smoke FX to not use collision at all since it wasn't neededRead full article on Community Announcements (nicholasmc1)Patch NotesOfficial
0.4.03 Hotfix 1
This is just a quick one to fix up two mistakes in the english version of the contract. These probably regressed when the contract was converted from a graphic to localised text. FixesFixed spelling of Heinous Fixed capitalisation of FeudostateFxed LOD blending missing on small icebergs-NickRead full article on Community Announcements (nicholasmc1)Patch NotesOfficial
Patch 0.4.03
Hello Fellow Penal Colony Workers,Thanks to those of you who reported save corruption issues and to those of you who sent me logs I was finally able to track down and fix two of these. These fixes will not allow recovery of broken saves but SHOULD prevent future corruption, assuming there aren't other edge cases I've missed.FixesFixed case where keys in the hopper would corrupt saves of any kind. This would likely apply to all keysFixed rare cases where an empty or null object in the hopper could exist and would break savesFixed keys not showing any text when moused over, this would also spam logs and lower performance when it was occuring Fixed Journal fonts for some languages still falling back to the incorrect font giving it a stiff lookFixed a component being left enabled on some tank objects which when the tank gate was raised would trigger every frame also lowering performanceFixed particles on small icebergs on collision not spawning correctly and spamming logs ImprovementsMore shader batching improvements to shave a tiny bit more off the cpu rendering costs*This patch list includes a lot of mentions of log spams, for those who don't know unity generates a log file as you play. This log file is what lets me debug when ya'll report issues as it reports errors. But writing to this file too often can actually chug a fair bit so fixing these can have performance improvements in some cases.Read full article on Community Announcements (nicholasmc1)Patch NotesOfficial
Patch 0.4.02
Hello Fellow Penal Colony Workers, I'm heading to Korea in August to exhibit Crabmeat at BIC so I wanted to get another round of improvements in before that and continue to improve whats already there. More Localisation ImprovementsJournal entries now have fully integrated localisation, so instead of a baked texture in english i'm rendering it all in engine with localised text. This was hard to get looking good for all languages, especially those that aren't mutually intelligible with English so please notify me if anything looks odd or is hard to read.The Patriotic/Not Patriotic text on the crab hopper is now localisedNOTE: This is using google translated copy as I wanted to turn this around quickly. Please notify me if it seems like it did a poor job. Don't blame my awesome localisers if it's bad, that's on me.CPU Rendering Improvements (Minor)The game is CPU bound on most machines due to the high physics overhead which is hard to optimise any further. There was still some blood to squeeze out of the rendering stone however so I fixed that where I could. Fixed some materials not batching together on the deckReduced map rendering polycount by 3/4 of the prior totalOptimised rendering for wiring around shipBug FixesFixed contract not updating after signing during opening cutscene (I think this got broken in the last update)Read full article on Community Announcements (nicholasmc1)Patch NotesOfficial
Patch 0.4.01
Hello Fellow Penal Colony Workers, So after Bitsummit and watching players for 3 days straight I had some clarity around some issues with the game I wanted to address as well as noticed some smaller stuff I wanted to tackle. Navigation/Input Change Thanks to our discord community for helping find a bunch of edge cases and provide feedback to refine this. Allow the player to click on a significantly larger area to move including walls up to a certain height from the ground, hotspots still take priority if they are selectedThe true destination will be previewed as a low opacity footstepHotspot navigation reuses this and also shows the destination preview Footstep marker now changes to a slightly animated icon when player is running and will be marginally brighter, hopefully this makes the state distinction clearer*This change could still use fine tuning, so please report any funnyness you notice with thisBalanceAdded an extra ammo box to starting weapon lockerIncreased player run speed from 3.5 > 3.6 Enemies now move slightly slower when giving chase to a fleeing playerLocalisationI tried to tackle the worst offenders here, there are obviously still places where localisation is missing (ie. hopper sorting decal) but I wanted to get this gameplay critical ones fully translated rather than the half baked solution I had in 0.4.00Contract localisation now imbedded directly and updates for each language rather than being only updated on mouse overLarge direction signs now have custom decals for each language rather than requiring mouse over to translateGeneral ImprovementsMore steamdeck text size increases (We've got the steam deck green tick now!)Added another clock to the shipAdded "hold {Interact} to sign} text next to contract signing Bulkhead switch light now blinks while activePrepare to use item and use item tutorials now SHOULD only appear once per item and will appear once for every item so they can act as a reminder each time you pick up a new item for the first ...Read full article on Community Announcements (nicholasmc1)






