Compare Crab Champions prices across trusted key stores and find the best deal. Developed by Noisestorm. Published by Noisestorm. Released on 4/1/2023. Available on PC. Genres: Action, Adventure, Casual, Indie, Early Access.

A solo dev built a legitimate roguelike shooter out of a crab meme, and the result has 98% positive Steam reviews. That ratio is not an accident.

I went into Crab Champions expecting a novelty act. What I found was one of the tightest movement-shooter roguelikes in Early Access, built by a single developer who clearly spent those five years between meme and launch getting the fundamentals right. The premise sells itself as a joke. The game does not. At its core, you pick a weapon and an ability before each run, commit to that loadout for the entire run, and then snowball through horde arenas across four distinct biomes, stacking perks and weapon mods until your build either coheres into something ludicrous or collapses under a bad RNG streak. The weapon roster is genuinely wide: miniguns, burst pistols, crossbows, orb launchers, blade launchers, sniper rifles, and more, each with its own rhythm and mod interactions. Stacking 89 weapon mods against 108 perks means two runs with the same starting weapon can end up feeling almost nothing alike. Elemental debuffs add another layer: arcane, fire, poison, ice, and lightning all interact with your build differently, and learning which weapon platforms best exploit each element is the kind of quiet depth that keeps sessions running longer than intended. The parry mechanic, where a well-timed dash grants a brief invincibility window, rewards players who internalize enemy timing rather than just building damage and hoping for the best. The movement is where this thing earns its reputation. Double jumps, slides, air dashes, and momentum retention combine into a system with a low skill floor and a genuinely high ceiling. Early runs feel sloppy. Twenty runs in, you are redirecting slides into jumps and using momentum to strafe horde clusters in ways the tutorial never spelled out. It feels handcrafted, not engineered. The soundtrack, Noisestorm's own electronic production, matches the kinetic tempo of a good run in a way that feels intentional rather than incidental. That specific quality, where the music seems to respond to the chaos on screen even though it technically does not, is something I associate with games made by one person who controlled every element of the experience. The fair criticisms are real, though. The run structure is more linear than genre peers like Risk of Rain 2 or Slay the Spire. Each biome offers a branching path choice between two island routes, but both paths funnel into the same shop events, horde waves, and boss gates. Players hungry for genuine route strategy will find the decision-making thin. The multiplayer co-op for up to four players carries Early Access roughness, including a spectator camera that struggles to track fast movement, and occasional connection friction. Some players also report that the perk pool can withhold synergy-completing options for stretches, leaving certain runs feeling incomplete through no fault of their own choices. These are the kinds of issues active Early Access development can address, and Noisestorm's update cadence has been consistent, with major content drops like the Elemental Update adding the Ice Staff, Electro Globe ability, a Pickaxe melee weapon, and a new biome well into the game's life. This is the game for you if you like Risk of Rain 2 and want something that trades that game's vertical skill expression for a tighter, more focused loop with deeper build customization per weapon type. It is also the game for solo indie fans who want to support a developer who has clearly been building toward something specific for a long time. The meme was the invitation. The game is the reason to stay. Kai, Scout Team

Crab Champions

Crab Champions

Apr 1, 2023Noisestorm
GamerScout Says

A solo dev built a legitimate roguelike shooter out of a crab meme, and the result has 98% positive Steam reviews. That ratio is not an accident.

PC
Steam Deck PlayableProtonDB Platinum
Best Price Available
€9.99
at Steam
Lowest tracked: €8.30
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GamerScout Verdict

Best for Risk of Rain 2 fans who want deeper per-weapon build crafting and can tolerate a linear run structure still being shaped by Early Access updates.

Compare Prices(3 stores)

SteamBest price
StandardEurope (EU)Steam KeyKey
€9.99
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StandardGlobalSteam KeyKey
€10.17
Priced in EUR by the store
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StandardGlobalSteam KeyGift copy
€11.76
Priced in EUR by the store
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StandardEurope (EU)Steam KeyGift copy
€11.81-14%
Priced in EUR by the store
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Price History

Lowest tracked
€8.3029 Jun 2026
Current best
€9.99
Official storesKeyshops
€8.08€8.85€9.62€10.395 Jun28 Jun22 Jul14 Aug6 Sept
5 Jun — 6 Sept
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Screenshots & Media

About Crab Champions

I went into Crab Champions expecting a novelty act. What I found was one of the tightest movement-shooter roguelikes in Early Access, built by a single developer who clearly spent those five years between meme and launch getting the fundamentals right. The premise sells itself as a joke. The game does not. At its core, you pick a weapon and an ability before each run, commit to that loadout for the entire run, and then snowball through horde arenas across four distinct biomes, stacking perks and weapon mods until your build either coheres into something ludicrous or collapses under a bad RNG streak. The weapon roster is genuinely wide: miniguns, burst pistols, crossbows, orb launchers, blade launchers, sniper rifles, and more, each with its own rhythm and mod interactions. Stacking 89 weapon mods against 108 perks means two runs with the same starting weapon can end up feeling almost nothing alike. Elemental debuffs add another layer: arcane, fire, poison, ice, and lightning all interact with your build differently, and learning which weapon platforms best exploit each element is the kind of quiet depth that keeps sessions running longer than intended. The parry mechanic, where a well-timed dash grants a brief invincibility window, rewards players who internalize enemy timing rather than just building damage and hoping for the best. The movement is where this thing earns its reputation. Double jumps, slides, air dashes, and momentum retention combine into a system with a low skill floor and a genuinely high ceiling. Early runs feel sloppy. Twenty runs in, you are redirecting slides into jumps and using momentum to strafe horde clusters in ways the tutorial never spelled out. It feels handcrafted, not engineered. The soundtrack, Noisestorm's own electronic production, matches the kinetic tempo of a good run in a way that feels intentional rather than incidental. That specific quality, where the music seems to respond to the chaos on screen even though it technically does not, is something I associate with games made by one person who controlled every element of the experience. The fair criticisms are real, though. The run structure is more linear than genre peers like Risk of Rain 2 or Slay the Spire. Each biome offers a branching path choice between two island routes, but both paths funnel into the same shop events, horde waves, and boss gates. Players hungry for genuine route strategy will find the decision-making thin. The multiplayer co-op for up to four players carries Early Access roughness, including a spectator camera that struggles to track fast movement, and occasional connection friction. Some players also report that the perk pool can withhold synergy-completing options for stretches, leaving certain runs feeling incomplete through no fault of their own choices. These are the kinds of issues active Early Access development can address, and Noisestorm's update cadence has been consistent, with major content drops like the Elemental Update adding the Ice Staff, Electro Globe ability, a Pickaxe melee weapon, and a new biome well into the game's life. This is the game for you if you like Risk of Rain 2 and want something that trades that game's vertical skill expression for a tighter, more focused loop with deeper build customization per weapon type. It is also the game for solo indie fans who want to support a developer who has clearly been building toward something specific for a long time. The meme was the invitation. The game is the reason to stay.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayermultiplayercooponline-coopachievementscloud-savestier:indieMovement ShooterElemental BuildsPerk StackingSolo DeveloperHorde ArenaMelee-Ranged HybridParry MechanicLooter Roguelike4-Player Co-op

System Requirements

Minimum

OS
Windows 7/8/10 64-bit
Memory
4 GB RAM
Storage
6 GB available space
Graphics
Intel HD 4000
Processor
Core i3 3.3 GHz
Sound Card
Any

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Game Info

Developer
Noisestorm
Publisher
Noisestorm
Release Date
Apr 1, 2023

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Frequently asked questions about Crab Champions

How much does Crab Champions cost?

As of 6 September 2026, the cheapest in-stock offer for Crab Champions is €9.99 at Steam, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Crab Champions cheapest?

The lowest in-stock price we track for Crab Champions is €9.99 at Steam (6 September 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Crab Champions available on?

Crab Champions is available on PC.

When was Crab Champions released?

Crab Champions was released on 1 April 2023.

Who developed Crab Champions?

Crab Champions was developed by Noisestorm.