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Created page with "<div class="cc-container"> = Everything is Crab — Game mechanics = Summary of core mechanics from patch notes and Discord discussions. --- == Stats == Stats appear in the pause menu (ESC). Hover over each name to see the tooltip. {| class="wikitable" ! Stat !! Brief description |- | **Physical Damage (PD)** || Damage of physical (contact) attacks. Base 10 (or 5 with the half-damage genetic). |- | **Ability Damage (AD)** || Damage of ability attacks. Used by Spit,..." |
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Note: Sand deals less damage at night; snow deals more at night. Temperature can stack in levels (each level deals more damage); when leaving the terrain it dissipates over time (faster if you switch to the opposite terrain type). | |||
--- | --- | ||
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== Affinity system == | == Affinity system == | ||
There are | There are 5 affinities, tied to playstyles: | ||
- | - Predator | ||
- | - Prey | ||
- | - Trickster | ||
- | - Imposing | ||
- | - Gregarious | ||
Each evolution can be tied to 0, 1 or 2 affinities. Your | Each evolution can be tied to 0, 1 or 2 affinities. Your affinity points (shown on the pause star and top-left when evolving) increase the weight of that affinity's evolutions in the roll. E.g. +20% Prey → Prey evolutions have 20% higher chance to appear. | ||
Rarity (common/rare/legendary) and whether it's an "upgrade" or "new evolution" also affect chances. Level itself doesn't directly change each evo's chance; | Rarity (common/rare/legendary) and whether it's an "upgrade" or "new evolution" also affect chances. Level itself doesn't directly change each evo's chance; banning or unlocking evolutions (by taking others) changes what can appear. | ||
--- | --- | ||
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== Attack system == | == Attack system == | ||
- | - Primary and secondary attack share a cooldown system: when you use one attack, all go on cooldown for a short time (global) and the one you used has a longer local cooldown. | ||
- | - Ultimate has a different icon and colour on the HUD and cooldown bar; it can't be equipped in primary/secondary slots (and vice versa). | ||
- Indicator below the character shows remaining cooldown for attack and dash. | - Indicator below the character shows remaining cooldown for attack and dash. | ||
- | - Bullseye (Genetic): all attacks use the higher of PD and AD. | ||
--- | --- | ||
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== Genetics == | == Genetics == | ||
These are "starting characters" with modifiers. You choose | These are "starting characters" with modifiers. You choose 1 genetic per run (or 2 in special conditions, including "splice"). | ||
Examples from patch notes / community: | Examples from patch notes / community: | ||
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== POIs (Points of Interest) == | == POIs (Points of Interest) == | ||
- Special map points you can | - Special map points you can interact with for bonuses (evolutions, mutations, etc.). | ||
- | - Senses increases the range at which POIs (and Alphas/bosses) appear on radar/detection. | ||
- Map content is | - Map content is persistent when you return to the same area (trees, POIs don't disappear when you leave and come back). | ||
- There is a | - There is a Pity timer for POIs and for HP food. | ||
--- | --- | ||
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== Charm == | == Charm == | ||
- | - Social sets the cap on how many enemies can be Charmed at once. | ||
- Evolutions like | - Evolutions like Courting (Ultimate) and Toe Beans enable Charm. | ||
- | - Tail Wag periodically tries to charm enemies in your area of effect. | ||
- Charmed enemies fight for you; in some cases you can | - Charmed enemies fight for you; in some cases you can command the attack target (Courting). | ||
- Blobfish and Snowhare, when charmed, | - Blobfish and Snowhare, when charmed, follow you instead of attacking. | ||
--- | --- | ||
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== Night and day == | == Night and day == | ||
- | - Night reduces your visibility based on the Senses stat (more Senses = see more in the dark). | ||
- Enemies can behave differently at night (e.g. HatBirbs don't wander as far from their hole). | - Enemies can behave differently at night (e.g. HatBirbs don't wander as far from their hole). | ||
- Sand deals no damage at night; snow deals more at night. | - Sand deals no damage at night; snow deals more at night. | ||
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- Boss health bar appears on the HUD when the boss is active. | - Boss health bar appears on the HUD when the boss is active. | ||
- | - Bramble: walls that close the arena; time does not advance while the bramble is up (in current versions). | ||
- If the | - If the boss timer runs out, the walls drop and the boss loses aggro — you can win by just surviving (useful for Pacifist runs). | ||
- | - Boss fruit (special boss drop): drops on kill or timeout; unlocks special evolutions; has an on-screen tracker; is not removed from the map; in recent versions heals when eaten. | ||
- Beating the | - Beating the final boss: in current versions, surviving 2 minutes against the final boss also counts as a win (not just killing it). | ||
--- | --- | ||
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== Progression between runs == | == Progression between runs == | ||
- The game | - The game saves data between runs (e.g. highest difficulty unlocked). Saves may be reset during development. | ||
- | - Steam Cloud is supported. | ||
- End-of-run screen shows | - End-of-run screen shows statistics (damage dealt/taken, top contributor, etc.) and Capture GIF of your creature and stats screen. | ||
- | - Codex (planned/in progress) will show records, stats and bestiary. | ||
--- | --- | ||
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== Additional controls (QoL) == | == Additional controls (QoL) == | ||
- | - Gamepad: aim cursor; X shortcut to Continue on evolution picker; B to close Settings. DualShock (PS4/PS5) is not fully supported in some versions. | ||
- | - Left-handed support: numpad (1,2,3,5 + NumPad Enter for Dash) in recent versions. | ||
- | - VSync available in settings (off by default). FPS capped at 120 in-game and menus in some versions. | ||
--- | --- | ||
Based on patch notes and Discord discussions. Details may change with updates. | |||
[[Category:Community]] | [[Category:Community]] | ||
</div> | </div> | ||
Revision as of 16:07, 6 March 2026
Everything is Crab — Game mechanics
Summary of core mechanics from patch notes and Discord discussions.
---
Stats
Stats appear in the pause menu (ESC). Hover over each name to see the tooltip.
| Stat | Brief description |
|---|---|
| **Physical Damage (PD)** | Damage of physical (contact) attacks. Base 10 (or 5 with the half-damage genetic). |
| **Ability Damage (AD)** | Damage of ability attacks. Used by Spit, Beak, Stinger, etc. |
| **Cooldown** | Time between attacks. Values in %; **lower = better**. Starts at 100%. |
| **Attack Penalty** | How much attacking reduces your movement speed. Lower = better. |
| **Senses** | Affects detection range for POIs, Alphas and bosses. At night, affects **visibility** (how much you can see). |
| **Social** | Number of enemies you can **Charm** (fight for you). Also affects how soon enemies give up chasing you. |
| **Size** | Character size. Affects attack area and area you can be hit. 100% = default. |
| **Area Effect** | Area of effect of abilities. 100% = default. |
| **Health Regen** | Health regeneration. |
| **Dodge** | Chance to dodge. Has a **cap**. |
| **Plating** | Armour that absorbs damage. Some evolutions pierce plating (and "farts" do too). |
| **Heat/Cold Resistance** | Damage reduction on sand (heat) and snow (cold). |
Note: Sand deals less damage at night; snow deals more at night. Temperature can stack in levels (each level deals more damage); when leaving the terrain it dissipates over time (faster if you switch to the opposite terrain type).
---
Affinity system
There are 5 affinities, tied to playstyles:
- Predator - Prey - Trickster - Imposing - Gregarious
Each evolution can be tied to 0, 1 or 2 affinities. Your affinity points (shown on the pause star and top-left when evolving) increase the weight of that affinity's evolutions in the roll. E.g. +20% Prey → Prey evolutions have 20% higher chance to appear.
Rarity (common/rare/legendary) and whether it's an "upgrade" or "new evolution" also affect chances. Level itself doesn't directly change each evo's chance; banning or unlocking evolutions (by taking others) changes what can appear.
---
Attack system
- Primary and secondary attack share a cooldown system: when you use one attack, all go on cooldown for a short time (global) and the one you used has a longer local cooldown. - Ultimate has a different icon and colour on the HUD and cooldown bar; it can't be equipped in primary/secondary slots (and vice versa). - Indicator below the character shows remaining cooldown for attack and dash. - Bullseye (Genetic): all attacks use the higher of PD and AD.
---
Genetics
These are "starting characters" with modifiers. You choose 1 genetic per run (or 2 in special conditions, including "splice").
Examples from patch notes / community:
| Genetic | Brief effect |
|---|---|
| **Standard** | Base. |
| **Simple** | Restricts options (e.g. fewer evolution choices in some situations). Unlock requirements changed in patches. |
| **Pioneer** | Movement/exploration (e.g. Nomadic). |
| **Pacifist** | Less damage, EXP/progress bonus. Unlocked by opening Steam and/or Discord. |
| **Bullseye** | Attacks use the higher of PD and AD. |
| **Challenger** | More Alphas, more damage vs Alphas. |
| **Lycanthrope** | Team favourite; removed from list in newer versions (something special planned). |
| **Patient** | Can show only 2 options instead of 3 for evolutions; affects "minimum rarity" when skipping boss evolution choice. |
| **Spawn of Chaos** | Random starting stats (better and worse). No longer affects feeding speed/distance in recent versions. |
| **Independent** | Added in a recent patch (0.10.1). |
Unlocks are done by meeting conditions (e.g. win at a certain difficulty, defeat certain enemies X times). The game shows the highest difficulty beaten with each genetic.
---
POIs (Points of Interest)
- Special map points you can interact with for bonuses (evolutions, mutations, etc.). - Senses increases the range at which POIs (and Alphas/bosses) appear on radar/detection. - Map content is persistent when you return to the same area (trees, POIs don't disappear when you leave and come back). - There is a Pity timer for POIs and for HP food.
---
Charm
- Social sets the cap on how many enemies can be Charmed at once. - Evolutions like Courting (Ultimate) and Toe Beans enable Charm. - Tail Wag periodically tries to charm enemies in your area of effect. - Charmed enemies fight for you; in some cases you can command the attack target (Courting). - Blobfish and Snowhare, when charmed, follow you instead of attacking.
---
Night and day
- Night reduces your visibility based on the Senses stat (more Senses = see more in the dark). - Enemies can behave differently at night (e.g. HatBirbs don't wander as far from their hole). - Sand deals no damage at night; snow deals more at night.
---
Bosses
- Boss health bar appears on the HUD when the boss is active. - Bramble: walls that close the arena; time does not advance while the bramble is up (in current versions). - If the boss timer runs out, the walls drop and the boss loses aggro — you can win by just surviving (useful for Pacifist runs). - Boss fruit (special boss drop): drops on kill or timeout; unlocks special evolutions; has an on-screen tracker; is not removed from the map; in recent versions heals when eaten. - Beating the final boss: in current versions, surviving 2 minutes against the final boss also counts as a win (not just killing it).
---
Progression between runs
- The game saves data between runs (e.g. highest difficulty unlocked). Saves may be reset during development. - Steam Cloud is supported. - End-of-run screen shows statistics (damage dealt/taken, top contributor, etc.) and Capture GIF of your creature and stats screen. - Codex (planned/in progress) will show records, stats and bestiary.
---
Additional controls (QoL)
- Gamepad: aim cursor; X shortcut to Continue on evolution picker; B to close Settings. DualShock (PS4/PS5) is not fully supported in some versions. - Left-handed support: numpad (1,2,3,5 + NumPad Enter for Dash) in recent versions. - VSync available in settings (off by default). FPS capped at 120 in-game and menus in some versions.
---
Based on patch notes and Discord discussions. Details may change with updates.