Major Update: New game modes are here!
Author: Margoaw,
published 4 months ago,
Hey Guardians!
First, we wanted to thank you all for your support, feedback, and the love you showed to your crablings during this first week of release! So many great things happened in the last few days:
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[*] The Wholesome Games team reposted our trailer
[*] We had [url=https://www.nytimes.com/2024/06/24/arts/crab-god-riven-rabbids.html]an article in the New York Times[/url]
[*] 915 likes on our [url=https://x.com/crabgodgame/status/1803789967342043439]release trailer post on X[/url]
[*] We are Very Positive on Steam
[*] We had so much love and support from our indiedev/indiegame community like AggroCrabs, Which Way Up: Galaxy Games, Noble Steed Games, Weyrdlets, Week of Rain, Trese Brothers Games, CaveBear Games, Purring Campfire… and so many of our dear friends! (go check all of their amazing games)
[*] And of course you, our amazing community who made us laugh with your crab jokes, smile with your feedback and cry with your crablings being sacrificed in the name of the Crab God!
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[img]https://clan.cloudflare.steamstatic.com/images//43801058/8de324e02b7b3308ab3d86b044f30afe60fa9ba3.gif[/img]
We know you wanted more challenges in the game so, here's the most important part of this update: the arrival of [b]the new game modes: the Tide Trials[/b].
Tide Trials are gameplay modifiers that add extra challenge or silliness to a migration. They can be activated after completing your first migration, and added to each migration from then on! Completing a Tide Trial will earn you shiny new badges and achievements. There are 6 new trials, with more to come over time:
[list]
[*] Permanent Roles Trial: Once a Crabling’s role is selected, it cannot be changed. Adapt or perish!
[*] Fast Trial: Everything is faster - movement, attacks, favor generation, and food drops.
[*] Deadly Trial: Crablings' health is halved, while threats become twice as tough.
[*] Chaos Trial: Traits and blessings are random. Embrace the unpredictability!
[*] No Eggs Trial: No new Crabling eggs. You start with just 4 Crablings. Role swapping is free.
[*] Timed Trial: Complete each level in a set number of days or face automatic migration and tough sacrifices.
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Will your crablings survive these new hardships? Let us know how your colony fared in the Trials and if you have suggestions for new ones to be added later! To celebrate this amazing post-launch, [b]the 10% discount sale is still happening for one more week![/b]
[img]https://clan.cloudflare.steamstatic.com/images//43801058/2cc04752514c18ad8e6a8939c0dbfef958f3ea07.png[/img]
We have a lot of plans for the future, and the Tide Trials game modes are just the beginning of new additions to the game! You can read the full patch note details at the end of this Steam News!
May the Claw be with you for the trials to come!
- The Crab God Team -
[h2]Patch Note v.1.1.8:[/h2]
[h3][b]Added:[/b][/h3]
[list]
[*] Tide Trials modifiers
[*] The Crabling icons in the Colony HUD have different eye shapes and colours to match the hatched Crablings.
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[h3][b]Improved:[/b][/h3]
[list]
[*] The name of what you’re hovering over appears after a short delay. Makes it easier to tell which Crabling is which!
[*] The name of your Crablings appears when you hover over their icon in the Colony HUD.
[*] You can now rename your Crablings at the beginning of a run, instead of just after a level.
[*] Reduced the amount of attack range debuffs, and capped the minimum attack range so that you can’t break Hunters by reducing their attack range too much.
[*] Crablings will now move to attack any threats that are near plants, corals, or walls, regardless of how far away they are.
[*] Added a ‘fast forward’ button to the intro and outro animations sequence after you’ve seen it for the first time.
[*] Increased the speed increase from using the “Speed Up” button when feeding Crablings in the shelter.
[*] In the tutorial, the food stockpile has a lower limit so you can’t sit there and farm food!
[*] Creatures that eat a plant or coral are shown on that plant or coral’s tooltip.
[*] What a creature eats is shown on that creature’s tooltip.
[*] Crabling traits are now shown in the role assignment screen, so it’s easier to tell what they are good at.
[*] Improved loading of the level select map from the main menu.
[*] The smaller background corals now also bleach when the foreground coral dies.
[*] Updated the lighting on the level select map.
[*] Improved a few levels where walls were rotated strangely.
[*] Improved a few levels where Lairs would spawn too close to the temple.
[*] Some creatures will spawn favour in addition to food when they eat.
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[h3][b]Fixed:[/b][/h3]
[list]
[*] Fixed an issue with “Ritual Master” and “Crab Commando” achievements triggering when they shouldn’t.
[*] Fixed an issue with end-of-run high scores not always showing the “BEST” label.
[*] Fixed an issue where assets in the encyclopaedia were not lit correctly if the encyclopaedia was opened from level select.
[*] Fixed an issue where some creatures in the encyclopedia did not display the correct list of organisms they “Eat” or are “Eaten By”
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