Compare Creatures Inc prices across 50+ stores and find the best deal. Developed by Little Beavers Games. Published by Little Beavers Games. Released on 3/22/2019. Available on PC. Genres: Action, Adventure, Indie, Simulation, Early Access.

A survival-taming sandbox with real co-op ambitions and a creature-ally system that looks better on paper than it plays right now - Early Access honesty required before you click purchase.

I spend a lot of time evaluating games by their decision architecture - how many meaningful choices per hour, how much each one compounds downstream. Creatures Inc puts a creature-taming loop at the center of a third-person open-world survival game, and on paper the decision stack is genuinely interesting: hunt wildlife, trap and tame them, bond with your captures, upgrade your character stats, and use your growing stable of allies to push deeper into a hostile open world. That framework has real legs. The problem is how shallow the implementation is at this stage of Early Access. The taming system, which should be the game's signature mechanic, currently offers only a handful of creature types. The alpha launched with four capturable species, and while the bestiary has grown with patches, it remains thin compared to genre peers. Trapping works on a basic encirclement-and-capture model - you circle a creature to wear down its resistance, then lock it in. Once tamed, creatures function as combat companions that fight alongside you. There is no visible stat depth to their development, no visible breeding or mutation system, and the bonding progression lacks the granularity that strategy-minded players will want. The firearm selection and character stat upgrades give the game a light action-RPG feel, but the upgrade trees are short. Late-game content, the thing I always check first, is essentially absent in the current build. The 2-player online co-op is the game's strongest selling point for the right audience. Surviving and taming alongside a friend gives the otherwise thin moment-to-moment survival loop some social texture. Base building is present - you can construct shelter, scavenge abandoned structures, and rescue survivors scattered across the map - which adds a secondary management layer that at least gestures at depth. Community feedback from the Steam forums suggests the game improved meaningfully since its roughest launch window, but also that the developer has communicated an Early Access timeline of roughly five years, and active update cadence appears to have slowed, raising legitimate questions about whether a 1.0 will materialize. For strategy and sim players who want tight systems and a satisfying late-game loop, Creatures Inc in its current state will feel undercooked. The management mode the developer has described - running a creature-hunting company and fulfilling client contracts - sounds like exactly the kind of structured decision-making I want in this genre, but it remains partly on the roadmap rather than fully realized in the build. The tutorial respects newcomers in the sense that the game is simple enough that you can figure it out without much guidance, though that simplicity is also the core criticism. If you are a patient co-op player who wants to watch a rough survival sandbox develop, the foundation is there. If you need systemic depth now, the genre offers more complete options. Diego, Scout Team

Creatures Inc
ActionAdventureIndieSimulationEarly Access

Creatures Inc

Mar 22, 2019Little Beavers Games
GamerScout Says

A survival-taming sandbox with real co-op ambitions and a creature-ally system that looks better on paper than it plays right now - Early Access honesty required before you click purchase.

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About Creatures Inc

I spend a lot of time evaluating games by their decision architecture - how many meaningful choices per hour, how much each one compounds downstream. Creatures Inc puts a creature-taming loop at the center of a third-person open-world survival game, and on paper the decision stack is genuinely interesting: hunt wildlife, trap and tame them, bond with your captures, upgrade your character stats, and use your growing stable of allies to push deeper into a hostile open world. That framework has real legs. The problem is how shallow the implementation is at this stage of Early Access. The taming system, which should be the game's signature mechanic, currently offers only a handful of creature types. The alpha launched with four capturable species, and while the bestiary has grown with patches, it remains thin compared to genre peers. Trapping works on a basic encirclement-and-capture model - you circle a creature to wear down its resistance, then lock it in. Once tamed, creatures function as combat companions that fight alongside you. There is no visible stat depth to their development, no visible breeding or mutation system, and the bonding progression lacks the granularity that strategy-minded players will want. The firearm selection and character stat upgrades give the game a light action-RPG feel, but the upgrade trees are short. Late-game content, the thing I always check first, is essentially absent in the current build. The 2-player online co-op is the game's strongest selling point for the right audience. Surviving and taming alongside a friend gives the otherwise thin moment-to-moment survival loop some social texture. Base building is present - you can construct shelter, scavenge abandoned structures, and rescue survivors scattered across the map - which adds a secondary management layer that at least gestures at depth. Community feedback from the Steam forums suggests the game improved meaningfully since its roughest launch window, but also that the developer has communicated an Early Access timeline of roughly five years, and active update cadence appears to have slowed, raising legitimate questions about whether a 1.0 will materialize. For strategy and sim players who want tight systems and a satisfying late-game loop, Creatures Inc in its current state will feel undercooked. The management mode the developer has described - running a creature-hunting company and fulfilling client contracts - sounds like exactly the kind of structured decision-making I want in this genre, but it remains partly on the roadmap rather than fully realized in the build. The tutorial respects newcomers in the sense that the game is simple enough that you can figure it out without much guidance, though that simplicity is also the core criticism. If you are a patient co-op player who wants to watch a rough survival sandbox develop, the foundation is there. If you need systemic depth now, the genre offers more complete options. Diego, Scout Team

Tags

singleplayermultiplayercooponline-coopcloud-savestier:indieCreature TamingBase BuildingOpen World Survival2-Player Co-opContract SystemThird-Person ActionAlpha-StateCompanion CombatCharacter Stat Upgrades

System Requirements

Minimum

OS
64-bit Windows 7, Windows 8.1, Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
20 GB available space
Graphics
NVIDIA GeForce GTX 660 / Radeon HD 7870
Processor
Intel Core i5-4430 / AMD FX-6300

Recommended

OS
64-bit Windows 7, Windows 8.1, Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
20 GB available space
Graphics
NVIDIA GeForce GTX 1060 3GB / AMD Radeon RX 580 4GB
Processor
Intel Core i5-6600K / AMD Ryzen 5 1600

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Game Info

Developer
Little Beavers Games
Publisher
Little Beavers Games
Release Date
Mar 22, 2019

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Creatures Inc is available on PC.

When was Creatures Inc released?

Creatures Inc was released on 22 March 2019.

Who developed Creatures Inc?

Creatures Inc was developed by Little Beavers Games.