Compara los precios de Crazzers en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Hardcore Studio. Publicado por Hardcore Studio. Lanzado el 18/3/2018. Disponible en PC. Géneros: Simulation.

A 10-minute pickup-line loop with a binary phrase system and a Steam achievement wall you have to stare at for two hours straight. Manage expectations accordingly.

My spreadsheet instincts kicked in immediately here: two columns, 12 pleasant phrases, 12 nasty ones, one 10-minute timer, one score counter. That is the entire decision space of Crazzers. You pick phrases from a fixed list, read the mood meter on whoever you are talking to, and try to maximize hotel trips before the clock hits zero. On paper it sounds like the stripped-down core of a social sim loop, the kind of bare mechanic you might find buried inside a larger management title. In practice it is thinner than that description suggests. The phrase selection works as a basic binary input: use a pleasant line to raise a character's mood, use a nasty one to push away someone you do not want around. There are no skill trees, no unlocks, no branching dialogue, and no variation in character behavior beyond a single mood variable. The community has noted that this amounts to yes/no button presses rather than any genuine social strategy. Anyone coming in expecting depth along the lines of a life sim or even a casual visual novel will find the decision tree exhausted inside a single run. Where it stings most is the achievement structure. There is a two-hour playtime achievement that requires the game window to remain active on screen. The core loop, being a 10-minute session, has nothing left to offer after the first handful of runs. That means the game asks you to log roughly 12x its entertaining lifespan just to clear the achievement list. The soundtrack compounds this: the OST DLC advertises a single track that runs three minutes and three seconds, looping indefinitely. Reviewers have pointed out that even that track wears out faster than the patience required for completion. Who is this actually for? Honestly, the only rational audience is achievement hunters who have already found the game deep in a bundle and want a quick 100% checkbox. Completionist data suggests the median player who finishes all achievements spends around two hours and twelve minutes total, and most of those players got there by leaving the window open rather than replaying voluntarily. There is no mod ecosystem, no post-launch content, no community worth speaking of. The two active forum threads from its entire lifespan tell you everything about player retention. As a strategy and sim specialist I keep a mental taxonomy of games that provide shallow mechanics justifiably versus ones that just did not get far enough in development. Crazzers reads as the latter. The bones of a micro-arcade score-chaser are there, but without score multipliers, escalating difficulty, character variety, or any loop that rewards a second run differently from the first, there is nothing to optimize. Pass unless the achievement checkbox is worth more to you than the time it costs to get it. Diego, Scout Team

Crazzers

Crazzers

18 mar 2018Hardcore Studio
GamerScout opina

A 10-minute pickup-line loop with a binary phrase system and a Steam achievement wall you have to stare at for two hours straight. Manage expectations accordingly.

PC
Mejor precio disponible
0,44 €
en Eneba
Mínimo registrado: 0,44 €
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Veredicto de GamerScout

Skip unless you are hunting cheap achievements in a bundle; the 10-minute core loop has nothing to reward a second sitting.

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Historial de precios

Mínimo registrado
0,44 €9 jun 2026
Mejor precio actual
0,44 €
El más bajo desde que lo seguimos
Tiendas de claves
0,40 €0,43 €0,45 €0,48 €9 Jun26 Jun13 Jul29 Jul15 Aug
9 jun — 15 ago
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Acerca de Crazzers

My spreadsheet instincts kicked in immediately here: two columns, 12 pleasant phrases, 12 nasty ones, one 10-minute timer, one score counter. That is the entire decision space of Crazzers. You pick phrases from a fixed list, read the mood meter on whoever you are talking to, and try to maximize hotel trips before the clock hits zero. On paper it sounds like the stripped-down core of a social sim loop, the kind of bare mechanic you might find buried inside a larger management title. In practice it is thinner than that description suggests. The phrase selection works as a basic binary input: use a pleasant line to raise a character's mood, use a nasty one to push away someone you do not want around. There are no skill trees, no unlocks, no branching dialogue, and no variation in character behavior beyond a single mood variable. The community has noted that this amounts to yes/no button presses rather than any genuine social strategy. Anyone coming in expecting depth along the lines of a life sim or even a casual visual novel will find the decision tree exhausted inside a single run. Where it stings most is the achievement structure. There is a two-hour playtime achievement that requires the game window to remain active on screen. The core loop, being a 10-minute session, has nothing left to offer after the first handful of runs. That means the game asks you to log roughly 12x its entertaining lifespan just to clear the achievement list. The soundtrack compounds this: the OST DLC advertises a single track that runs three minutes and three seconds, looping indefinitely. Reviewers have pointed out that even that track wears out faster than the patience required for completion. Who is this actually for? Honestly, the only rational audience is achievement hunters who have already found the game deep in a bundle and want a quick 100% checkbox. Completionist data suggests the median player who finishes all achievements spends around two hours and twelve minutes total, and most of those players got there by leaving the window open rather than replaying voluntarily. There is no mod ecosystem, no post-launch content, no community worth speaking of. The two active forum threads from its entire lifespan tell you everything about player retention. As a strategy and sim specialist I keep a mental taxonomy of games that provide shallow mechanics justifiably versus ones that just did not get far enough in development. Crazzers reads as the latter. The bones of a micro-arcade score-chaser are there, but without score multipliers, escalating difficulty, character variety, or any loop that rewards a second run differently from the first, there is nothing to optimize. Pass unless the achievement checkbox is worth more to you than the time it costs to get it.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstier:sub-5Achievement GrindScore AttackPhrase SelectionMicro SessionLow Replayability

Requisitos del sistema

Mínimos

OS
Windows XP and newer
Memory
1024 MB RAM
Storage
50 MB available space
Graphics
GeForce EN9600 GT
Processor
Athlon 2 X3 450

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Información del juego

Desarrolladora
Hardcore Studio
Distribuidora
Hardcore Studio
Fecha de lanzamiento
18 mar 2018

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Preguntas frecuentes sobre Crazzers

¿Cuánto cuesta Crazzers?

A 3 de junio de 2026, la oferta más barata disponible de Crazzers es €0.44 en Eneba, de entre 1 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Crazzers más barato?

El precio más bajo disponible que seguimos para Crazzers es €0.44 en Eneba (3 de junio de 2026). Comparamos 1 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Crazzers?

Crazzers está disponible en PC.

¿Cuándo se lanzó Crazzers?

Crazzers se lanzó el 18 de marzo de 2018.

¿Quién desarrolló Crazzers?

Crazzers fue desarrollado por Hardcore Studio.