Community:Bosses and Enemies
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Everything is Crab — Bosses and enemies
Official and community names, and behaviours mentioned on Discord and in patch notes.
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Bosses
Crabtaur
- "Cow boss" from early versions; internal name Crabtaur. - Two encounters per run (progress bar at top shows when they appear). - Can enrage over the fight (behaviour and attacks change by phase). - In older versions, two Crabtaurs could fight each other if left in the arena. - Tip: end the fight quickly before enrage, or survive until the timer so the walls drop and the boss loses aggro.
Clawdia
- Name chosen by community vote. Candidates: Clawdia, Crabella, Pincette, (Miss) Santa-claws. - Boss with pincers and Spiderlings (Crawlees); spider/crab look. - In patches: more lethal, fight time reduced (e.g. 1m 30s), nest with more HP and Plating, Spines can damage her and Crawlees. - Collision and pathfinding adjusted in several patches (e.g. fewer stuck states).
Aquaconda
- "Surprise" boss (snake/water); name kept by the team. - Terrain: changes the ground (water); fight in a specific area; hitbox and collision fixed in patches. - Attacks: wave, droplets (damage by impact zone), spit; more accurate in patches. - More "lobster-like" look in updates.
Krabaroo
- Mentioned in recent patches (0.9.1, 0.10.1): larger hitbox and harder to dodge; various collision fixes. - Appears as a boss in demo/playtest versions.
Final boss
- Victory: kill the final boss or survive 2 minutes against it (walls drop, you win).
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Common and mid-tier enemies
| Name (current) | Old name / notes |
|---|---|
| **HatBirb** | "Flying dog" / bird; uses **Burrow**; at night doesn't wander as far from hole; Alpha can dig holes. |
| **Pantther** | Cat/predator; spin attack; mid-tier version with more frequent spin and while moving; more "glass cannon" in patches. |
| **Beeware** | Bee/insect; "farts" deal damage; end-of-run damage reduced in patches. |
| **Turtoid** | Turtle; has **Plating**; some evolutions and "farts" pierce it; reacts to attacks when shielded (bug fixed). |
| **Spineapple** | Formerly **Mimic**; looks like food, attacks in a pack; mid and late versions; in pack they react to damage on the "fruit"; charmed doesn't count as part of the pack. |
| **Pilferret** | Formerly **Thief**; steals **food and hearts**; eats all pieces but avoids picking Common/Rare when 1 bite left; braver in patches. |
| **Spiderfrog** | Stealth enemy; AI and flickering fixed in patches. |
| **Blobfish** | Drops **fish food**; didn't show damage flash (fixed). |
| **Crawlees** | Clawdia's Spiderlings; damage return with Spines in patches. |
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Alphas and "Shiny"
- Alphas are special versions of enemies; Challenger genetic increases their count and your damage vs them. - Shiny: rare visual variants of enemies; there's a Discord channel (#shiny-safari) to share screenshots. In future versions the team plans VFX to make them more obvious.
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General behaviour (AI)
- Enemies can have Hit & Flee (attack then run). - Between attacks, each type has different reactive behaviour (weave in/out, back off, etc.). - Charmed: charmed allies intercept enemies trying to target you; they can't be commanded to attack other allies. - After the boss bramble drops, the boss does not attack immediately; reacts if it sees you again shortly after. - Player Apex level is calculated from evolution types (not just level) and affects how likely some enemies are to attack you.
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Naming (community)
- Clawdia and Pilferret / Spineapple are examples of names set by community vote or suggestion. - Names in other languages: e.g. Vacangrejo for Crabtaur (Spanish, suggested by Santi).
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Based on patch notes and Discord discussions. List is not exhaustive; full bestiary will come in the Codex in future versions.