
Screenshots

Watch trailer on Steam ↗Crab Champions
Noisestorm · Published by Noisestorm · Official site ↗
Overwhelmingly Positive — 98% positive (31,195 reviews) · 109 achievements
Last updated 27 Sept 2026
Claw your way across exotic islands combining fluid movement with fast paced combat to become a Crab Champion in this third person roguelike shooter.
£8.99
Lowest price we've ever recorded
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Price history
Action, Adventure, Indie, Early Access, Casual · 2023 · More £5 - £15 games
Embark on a journey across exotic islands as you master unique crab movements and engage in intense combat. Compete to become a Crab Champion in this action-packed game from Noisestorm, available now in Early Access.
About this 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.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7/8/10 64-bit
- Processor: Core i3 3.3 GHz
- Memory: 4 GB RAM
- Graphics: Intel HD 4000
- Storage: 6 GB available space
- Sound Card: Any
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
The Future Of Crab Champions
Hey!It's been a while since the last update and I wanted to let you know what the plans are for the game moving forward! Rather than a big wall of text I've made a mini FAQ to keep things easy to read. WHERE NEXT UPDATE?Great question! I've been hard at work on the next big update: it's still cooking and I like to make sure each update is really worth returning for rather than rushing things out too soon. My wife and I are expecting a baby in the next few weeks so I can't promise a definite timeline, but I'm still aiming for sometime this Spring. If you want to check out some of the new stuff as it gets added, I'm updating the beta branch weekly and keeping a close eye on the #beta-discussion channel over on Discord. Feel free to stop by and chat! 🦀 WHERE TONY?Great question! As everyone knows Tony has been slumbering in his cave for quite a while now and it really is about time he wakes up.... WHEN 1.0?Great question! I know the game has been in Early Access for a few years now and I do want to actually finish it up instead of endlessly iterating and changing mechanics. For that reason I've decided to share a list below of the things I think the game needs most to hit 1.0:More variety in islands and improvements to how they look and playParkour 2.0Tony awakeningMore enemies and a big pass on enemy telegraphing and visualsMore interesting and distinct loot especially in the Legendary categoryProper final bossNew music + final soundtrack releaseMore weapons, abilities and melee weapons (baseball bat?)Boring stuff (general polish and refinement, QOL features, UI improvements, better controller and Steam Deck support etc.)When that stuff is done I'll be ready for the game to leave Early Access and fully release. The goal is to get there next year. My idea list is pretty much infinitely long (things like a Companions feature for example) but I do need to make sure that the game both gets finished and doesn't become a bloated mess. With that said feel free to comment bel...Read full article on Community Announcements (Noisestorm)Patch NotesOfficial
The Island Update Hotfix #3 / #4
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 NOTESCountdown 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 chestsLucky 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...Read full article on Community Announcements (Noisestorm)Patch NotesOfficial
The Island Update Hotfix #1 / #2
HOTFIX #1 PATCH NOTESChanged 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 itYou 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 mapMade the super narrow Desert and Volcanic horde islands much widerMade Immortal Snail purple for better visibility especially in the Volcanic biomeDecluttered that one arctic island with a lot of trees running through the middle of the arenaMade better Prismatic reward skinDarkened the background of the difficulty UI and doubled the opacity of deselected modifiers to make them easier to readFixed not being able to navigate the difficulty UI with a controllerFixed Prismatic medal being in grayscale when viewing weapons in the lobby and on the game over UIFixed 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 bronzeFixed the “Attempts” stat not being increased as expectedHOTFIX #2 PATCH NOTESI’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 fu...Read full article on Community Announcements (Noisestorm)Patch NotesOfficial
The Island Update (Early Access Update 11)
Patch HighlightsALL NEW ISLANDSNEW WEAPON: POISON CANNON DIFFICULTY SYSTEM REVAMP WITH NEW RANK: PRISMATICPatch Notes NEW ISLANDS + VISUALSAdded all new visuals and brand new islands to the game. These have all been designed with much more consistent enemy spawns in mind so less enemies sneaking up from behind you! Many of the islands have been designed to keep the spirit of the older islands but with a fresh coat of paintAdded completely new lighting setups for all biomes to give them a more distinct lookEnabled reflections (most noticeable on water) and added ripples to lavaThe static blue boundary walls seen in previous updates has been updated to be a new freeform out of bounds system allowing me to design much more open islands and prevents clunky situations that used to happen by bumping into blue walls unexpectedly. You can also knock enemies out of bounds and cause them to take big damageDIFFICULTY SYSTEM REVAMPCompletely revamped the difficulty system- with the introduction of new modifiers for Ultra Chaos there were people wishing to play with certain modifiers off (such as Locked Slots or Manual Collection) that were baked into Ultra Chaos by default so I’ve done my best to consolidate and streamline the difficulty system to be both easier to understand but also allow for more player choice. I’ve taken this opportunity to add a small selection of fun and helpful green difficulty modifiers (more to be added soon): these can range from a mild starting bonus to being extremely overpowered but it is all factored into the difficulty system: if you want to do a chill run with hugely boosted luck- go ahead! It won’t earn you a Diamond medal but sometimes you just want to blast and not care about difficulty. Alternatively if you want to go full tryhard, you can also do that too with the best medals requiring most difficulty modifiers on with minimal / no helpful modifiers allowed. This allows the game to cater to all playstyles and moods without specific modifier...Read full article on Community Announcements (Noisestorm)Patch NotesOfficial
The Anvil Update Hotfix
Thank you all for the amazing feedback on the last update- I have spent the last while absorbing it and made this hotfix to smooth out the most common pain points 🦀 Lightning Scepter / Arcane Wand Changes 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...Read full article on Community Announcements (Noisestorm)






