
Caveman Craig
If you want a bite-sized RTS that fits in a lunch break but still asks you to think about economy before army, Caveman Craig scratches exactly that itch without demanding a 200-page wiki.
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About Caveman Craig
I went into Caveman Craig expecting a shallow prehistoric joke and came out genuinely thinking through build order. The pitch is straightforward: you directly control tribe leader Craig in a side-scrolling world and must personally demonstrate every task to each new unit you recruit. Hunters learn to throw rocks and swing clubs by watching Craig do it first. Gatherers drag carcasses back to the cave only after Craig shows them how. Preparers process food into the currency that funds your entire expansion loop. That teaching mechanic sounds fiddly on paper, but it creates a hands-on connection to your workforce that a traditional top-down RTS click-fest never delivers. The economic core is genuinely satisfying. The default optimal path is gatherers and preparers first to flood the food pipeline, then mass hunters for a territorial push, and that reads like a sensible macro strategy rather than a developer oversight. But there is room to deviate: aggressive early-hunter rushes can catch the AI before it stabilises, and an infrastructure-heavy style built around defensive structures such as watchtowers and catapults works if you prefer to let the opponent bleed out. XP-bought upgrades include multi-rock throws that let a single hunter out-punch his weight, epidemic debuffs against the rival tribe, and the ability to field tamed dinosaurs on your side. The variety is real, even if the ceiling is not sky-high. Here is where I have to be honest about scope. Five campaign levels, a tutorial, and five arcade mini-games (Meteor Dodge, Survival, Raptor's Revenge, Rock Stompage, Summit Showdown) is the whole package. Each level runs about an hour at a relaxed pace. The AI holds its own early but tends to fold once your hunter mass crosses a critical threshold, partly because the difficulty of a human opponent is simply absent. Online multiplayer does not exist; local split-screen co-op is the only shared experience on offer, and while that works fine on a couch, it is a real gap for solo players who want a challenge that scales. The Steam community has flagged at least one broken achievement tied to an apparently unpatched bug, and developer activity appears dormant at this point, so do not expect a fix. For the strategy-curious player who bounced off StarCraft II's learning cliff or has never found an entry point into the genre, this is actually a sensible place to start. One level teaches you economy, the second teaches aggression timing, and the mini-game modes let you experiment with the prehistoric chaos from angles the main campaign never forces. The hand-drawn cartoony art holds up fine and the comic tone keeps the stakes light. Just go in understanding you are buying a weekend diversion, not a long-term session game. The depth-to-content ratio is slightly lopsided in favour of depth, which is the more forgivable direction for a small indie to err. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- XP or Later
- Memory
- 2 GB RAM
- DirectX
- Version 9.0
- Storage
- 150 MB available space
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Game Info
- Developer
- Parabox
- Publisher
- Parabox
- Release Date
- Aug 28, 2015