Compare Crawl prices across 50+ stores and find the best deal. Developed by Powerhoof. Published by Powerhoof. Released on 4/11/2017. Available on PC, Mac, Linux, Xbox. Genres: Action, Indie, RPG.

Three controllers, one couch, and someone is about to get backstabbed, Crawl is the rare local multiplayer game where everyone is having fun even when they're losing.

I pulled Crawl out at a game night expecting a quick filler round before we moved on to something else. Two hours later nobody had left the couch. That says most of what you need to know. This is a four-player local dungeon brawler built around a single devious rule: the player who kills the hero takes the hero's place. One person fights through randomly generated rooms, levels up, grabs weapons and spells from the in-dungeon shop, and pushes toward a final boss showdown. Everyone else plays as spirits, possessing traps, hurling furniture, and spawning from over 60 unique monsters that evolve in power as they earn wrath. The role-swap loop is the whole game, and it holds up for as long as you want to run it. The mechanical side is simple on purpose. Two attack buttons, a basic strike and a special, keep the hero side readable for anyone who has touched a controller before. Monster controls follow the same logic but route through whatever creature you have currently possessed, ranging from fire-spewing salamanders to undead knights to a giant turkey. Each monster gets two moves, and learning which ones work in which rooms is the real skill ceiling. The ghost phase, where you're possessing traps or launching chairs at the running hero, is genuinely tactical when your team coordinates, and chaotic in the best way when everyone decides to rush at once. The boss finale, where the three spirits share control of a single multi-limbed monstrosity, is the kind of ending that makes people immediately want to restart. There are real weaknesses. The dungeon environments are flat and samey, room layouts shuffle but the visual language barely changes between early floors and late ones. A slight snowball problem exists too: a hero who gets an early kill run and shops efficiently can build a gear lead that ghosts struggle to overcome, though the wrath scaling system (ghosts receive wrath when the hero levels up, unlocking stronger monster tiers) does blunt this somewhat. The bigger problem is one Powerhoof never solved: there is no online multiplayer, full stop. The developers have been transparent that rebuilding the netcode would essentially mean making a new game. Parsec is the community workaround, and it functions, but asking three friends to set up streaming software before game night has a friction cost most groups won't bother with. Solo play exists and the AI is serviceable, it will actually pressure you as the hero, but the game drops several notches in energy without human opponents reading your movements and trash-talking from the same couch. The arcade DNA runs deep: faux ROM-check boot screens, a narrator who sells every death with cartoonish weight, a chiptune soundtrack that fits the gothy B-movie theme without overstaying its welcome. Visually the low-res pixel work is a deliberate aesthetic call, and it animates well enough that readability in hectic moments is mostly fine, even if some reviewers find it too muddy at peak chaos. The Steam reception sits at overwhelmingly positive across thousands of reviews, and that tracks. For a two-person studio, Crawl is a remarkably tight concept with years of early access polish baked in. The session length lands around 30 minutes per match, which is a near-perfect number for keeping a game night moving. If you have three other people in the room, it punches well above its price. If you're buying it to play solo or with online friends only, you are buying a substantially worse version of the same game. Fred, Scout Team

Crawl
ActionIndieRPG

Crawl

Apr 11, 2017Powerhoof
GamerScout Says

Three controllers, one couch, and someone is about to get backstabbed, Crawl is the rare local multiplayer game where everyone is having fun even when they're losing.

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Screenshots & Media

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About Crawl

I pulled Crawl out at a game night expecting a quick filler round before we moved on to something else. Two hours later nobody had left the couch. That says most of what you need to know. This is a four-player local dungeon brawler built around a single devious rule: the player who kills the hero takes the hero's place. One person fights through randomly generated rooms, levels up, grabs weapons and spells from the in-dungeon shop, and pushes toward a final boss showdown. Everyone else plays as spirits, possessing traps, hurling furniture, and spawning from over 60 unique monsters that evolve in power as they earn wrath. The role-swap loop is the whole game, and it holds up for as long as you want to run it. The mechanical side is simple on purpose. Two attack buttons, a basic strike and a special, keep the hero side readable for anyone who has touched a controller before. Monster controls follow the same logic but route through whatever creature you have currently possessed, ranging from fire-spewing salamanders to undead knights to a giant turkey. Each monster gets two moves, and learning which ones work in which rooms is the real skill ceiling. The ghost phase, where you're possessing traps or launching chairs at the running hero, is genuinely tactical when your team coordinates, and chaotic in the best way when everyone decides to rush at once. The boss finale, where the three spirits share control of a single multi-limbed monstrosity, is the kind of ending that makes people immediately want to restart. There are real weaknesses. The dungeon environments are flat and samey, room layouts shuffle but the visual language barely changes between early floors and late ones. A slight snowball problem exists too: a hero who gets an early kill run and shops efficiently can build a gear lead that ghosts struggle to overcome, though the wrath scaling system (ghosts receive wrath when the hero levels up, unlocking stronger monster tiers) does blunt this somewhat. The bigger problem is one Powerhoof never solved: there is no online multiplayer, full stop. The developers have been transparent that rebuilding the netcode would essentially mean making a new game. Parsec is the community workaround, and it functions, but asking three friends to set up streaming software before game night has a friction cost most groups won't bother with. Solo play exists and the AI is serviceable, it will actually pressure you as the hero, but the game drops several notches in energy without human opponents reading your movements and trash-talking from the same couch. The arcade DNA runs deep: faux ROM-check boot screens, a narrator who sells every death with cartoonish weight, a chiptune soundtrack that fits the gothy B-movie theme without overstaying its welcome. Visually the low-res pixel work is a deliberate aesthetic call, and it animates well enough that readability in hectic moments is mostly fine, even if some reviewers find it too muddy at peak chaos. The Steam reception sits at overwhelmingly positive across thousands of reviews, and that tracks. For a two-person studio, Crawl is a remarkably tight concept with years of early access polish baked in. The session length lands around 30 minutes per match, which is a near-perfect number for keeping a game night moving. If you have three other people in the room, it punches well above its price. If you're buying it to play solo or with online friends only, you are buying a substantially worse version of the same game. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayerlocal-coopachievementscontroller-supporttrading-cardscloud-savestier:indieCouch MultiplayerAsymmetric PvPMonster PossessionRole-Swap MechanicArcade BrawlerGhost PhaseBoss Shared ControlWrath Scaling

System Requirements

Minimum

OS
Windows XP (sp2) or later
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
400 MB available space
Graphics
NVIDIA since 2006 (GeForce 8), AMD since 2006 (Radeon HD 2000), Intel since 2012 (HD 4000 / IvyBridge)
Processor
1.66 GHz Dual Core Processor or equivalent
Additional Notes
Gamepad highly recommended

Reviews & Ratings

No ratings available

Game Info

Developer
Powerhoof
Publisher
Powerhoof
Release Date
Apr 11, 2017

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