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Crawl is the local multiplayer dungeon crawler where your friends control the monsters! Battle through dungeons and power up your hero - if a friend kills you they take your place and it’s your turn to inhabit the monsters. It's a race to gain enough XP and loot to take on the hulking final boss!
Release Date: Aug 6, 2014
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We've been getting together with friends to play Crawl since the first few days of development. It's a game designed to play again and again, and it's always been a blast showing off new content - watching strategies form, alliances rise and fall, and gaining invaluable feedback. Now it's time we opened it up to everyone, so you can all watch the game evolve and contribute your thoughts and ideas like our friends have been doing over the last year and a bit.”

How long will this game be in Early Access?

“We have enough planned for Crawl Early Access to take us through to at least Early 2015. Beyond then we'll see if we're still having new ideas for things to add!”

How is the full version planned to differ from the Early Access version?

“The full version of Crawl will have more monsters, deities, bosses, weapons, items, traps, environments, things to do, and secrets to discover. Online multiplayer is a possibility, but if your purchase depends on that feature we recommend you wait.”

What is the current state of the Early Access version?

“Crawl is fully playable for up to 4 players around the same PC using keyboard, mouse, or controllers. The core experience of a crawl match is complete and ready to play with your friends, or with the AI bots. There are 3 deities to choose from, 30+ monsters to inhabit, loads of weapons and items and one huge boss to battle.”

Will the game be priced differently during and after Early Access?

“Once early access is complete we intend to raise the price, so get in early and see how the game evolves!”

How are you planning on involving the Community in your development process?

“We're really keen to hear about everyone's experiences playing Crawl. The early feedback we've received from showing the game has already helped shape it for the better. So we'll be hanging out on the steam forums, grabbing your feedback and ideas for new monsters, mechanics and content, and using your collective experiences to perfect the game's balance.”
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Buy Crawl

$9.99

Recent updates View all (1)

Crawl Minor Update v0.01.02

August 25

Just a minor update to add some more controller support and fix a few issues. Gameplay features, new content and balancing are still to come in the first major update next month!

Here's the changelist -

Features:
  • Steam Cloud support: You no longer have to unlock everything again on each machine you play on!
    NB: The first machine you play on with the update will sync it's existing progress to steam cloud. After that other machines you play on will take the progress that's in the cloud. (So play on the machine with the most progress first!)
  • Added direction control calibration (up/down/left/right). You should be able calibrate and use "retro" controllers and arcade sticks now.
  • Keyboard can now be set up to have multiple players. Choose Keyboard Setup in the options menu to set your keys.
  • You can now use the mouse to navigate the front menus.
Fixes:
  • Mouse controls no longer break after finishing a game using the mouse.
  • Fixed single controller being able to join and control multiple players. (eg: DualShock4 on Linux)
  • Fixed discounted store items marked as "can't afford" incorrectly when player had exact amount of gold.
  • Safe zone values no longer load incorrectly and mess up the GUI on Linux.
  • Corrected spelling of vampiric ring.
  • Hero arrows no longer hit the wall behind when fired.
  • Bot ghosts no longer hover over pentagram without using it.
  • Bots no longer continuously try and shoot chests/crystals with bow when there's a wall in the way.
Next up I'll be working on some of the balance issues we've been discussing on the community forums. Barney's been working on some new monsters, and he's heading off to the US for PAX Prime this week. We're not showing Crawl off on the PAX show floor, but if you're in Seattle you can wander around the corner to the free Seattle Indies Expo and play there. Barney will be hanging around so try and hunt him down for a game!

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About the Game

Crawl is the local multiplayer dungeon crawler where your friends control the monsters! It’s bullet-hell beat-em-up meets old-school RPG, in an arcadey party-game for up to 4 players.

One player is the hero, exploring a randomly generated dungeon full of traps and monsters - all controlled by the other players. If you slay the hero you take their place and it’s your turn to crawl! Then it's a race to gain enough XP and loot to reach the final battle, where it's all on one as the other players collectively control the hulking final boss!

Current Features


Local Multiplayer Arcade Action for 2-4 Players
  • Play with Controllers, Keyboard or Mouse.
  • Hone your skills against bots, while you wait for your friends to arrive.

Turbo Charged Dungeon Crawling
  • Level up, increase your stats, amass powerful weapons and magic items, all in the course of one 30 minute game.
  • Evolve your monsters from spiders and rats to powerful demons, dragons and undead warriors.

Every Battle is Unique
  • Explore and inhabit randomly generated dungeons.
  • Loads of unique weapons, spells and artifacts.
  • Dozens of unique monsters to unlock and master.

Planned Updates

  • More weapons, spells, and items to collect.
  • More monsters, traps, and bosses to master.
  • More environments to explore and secrets to discover.
  • More polish - Continuing improvements to gameplay, menus, music, sound, and balance.
  • What about Online Multiplayer? It's a possibility, but if you can't get around a PC with some friends we recommend waiting until we have more news.

PC System Requirements

    Minimum:
    • OS: Windows XP (sp2) or later
    • Processor: 1.66 GHz Dual Core Processor or equivalent
    • Memory: 1 GB RAM
    • Graphics: Intel HD Graphics or equivalent, capable of Shader Model 2.0
    • DirectX: Version 9.0c
    • Hard Drive: 300 MB available space
    • Additional Notes: Gamepad highly recommended

Mac System Requirements

    Minimum:
    • OS: Mac OS X 10.6 or later
    • Processor: 2.8 GHz Intel Core 2 Duo or equivalent
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
    • Hard Drive: 300 MB available space
    • Additional Notes: Gamepad highly recommended

Linux System Requirements

    Minimum:
    • OS: Ubuntu - glibc 2.15+, 32/64-bit
    • Processor: 2.8 GHz Intel Core 2 Duo or equivalent
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
    • Hard Drive: 300 MB available space
    • Additional Notes: Gamepad highly recommended
Helpful customer reviews
170 of 194 people (88%) found this review helpful
1,209 products in account
38 reviews
19.3 hrs on record
Early Access Review
I've never been much of an online multiplayer kind of guy, in my household we couch co-op and that's just always been our tradition. Playing side by side with friends and family, bulky plastic controllers in hand is a lost art and one that deserves a lot more attention. We've seen many titles try and bring back this passion for a more human gaming experience in the living room recently with successful titles like Nidhogg and TowerFall Ascension reminding us of that feeling of intense person-to-person competition and friendly rivalry we were able to get with console games in the past. With the rising popularity of online PC gaming where does this close and personal human interaction go, is there still room for the local multiplayer experience?

Crawl thinks so, and it answers the call by pitting man against monster, friend against friend, in the darkest and nethermost of dungeons of the most replayable player on player brawler to date. You will die many times by the hands of your most trusted acquaintances but as Bram Stoker once wrote, "We learn from failure, not from success!”

The heavy, ominous chip melody evokes a feeling of terror and haste as the monsters swarm about the mortal player for their own chance at sweet humanity, and must tear it from the cold dead hands of their cohort before losing the chance to turn the tables. All sound direction is incredibly fitting, with voice samples sounding as if straight out of an authentic 80's pinball machine or arcade cabinet. Suspenseful horror aesthetics and the doom-impending tone of the music compliment the tension, chaos and madness of the multiplayer struggle for supremacy all too well.

You begin by choosing one of the Gods of unspeakable horrors, determining which set of ghastly familiars you will be taking control of and leveling up throughout your mad grab for humanity. Blood is gained as you spill it from your human target to be exchanged for gold and used at merchants to buy an array of varied equipment and skills, ranging anywhere from double-daggers with fast speed but short reach to floating glyphs that fire lasers on your command. This puts a lot of motivation on the monster players to bleed the human as much as possible, in order to better prepare themselves with loot once stealing back humanity.

Monsters themselves add one of the deepest layers of the game, each with branching sets of evolution trees to play around with. Evolving your monsters is dependent on Vitae which is acquired through enemy humans leveling up, and keeps the playing field between the two more or less balanced. Honestly, though, I don't think anyone is capable of explaining the mechanics as well as the trailer does.

Before even getting a chance to sink my teeth into Crawls' gritty and visceral gameplay I couldn't stop watching the trailer, it sent chills down the spine. It's really the most captivating I'd seen in awhile and the narration nails the urgency of your doom-ridden quest. I had to know how such an effective voice actor was acquired.

After questioning the developers on the subject, it turns out that the narration wasn't hired or professional help at all, but the contributions of a close friend they had previously worked with and this fact just fortified in my mind the strong bonds behind the creation of the game and it's origin of a personal and human nature. According to Dave, "The voice actor from the trailer is a friend of ours, Adrian Vaughan. He’s a 3d artist who we met at the first game studio that Barney and I worked at together. He’s one of those guy’s who’s always putting on funny accents and I got him to do some voices for an adventure game I made for a competition (called The Unicated)."

Apparently they weren't expecting the trailer to gain as much attention and praise as it did for the game, as Dave goes on, "We were incredibly pleased with how the trailer went, we had no idea if it would be received well or not while we were working on it. We thought it might be too long, or wordy, and it was difficult getting a balance of the tone and the explanation of the game. We’re so glad we did it that way now though."

Crawl clearly has some heavy retro arcade influences, and upon discussing the game with the developers the sources of inspiration were confirmed. "For Barney, two big inspirations were Bomberman and Gauntlet, and they shine through in the gameplay most of all." and with it's blend of the dungeon delving hack'n'slash action of Gauntlet and the rage-inducing competitive aspect of Bomberman, I'm inclined to agree that both of these examples shine through. He continues to explain, "We’ve grabbed inspiration from tonnes of games though really, old RPGs like Legend of Zelda, the gothic tone of the first Diablo, and a bit of Dark Souls’ brutality to name a few." All being perfect representations of where Crawl takes its grim and savage direction.

This is a game that will bring together the most unsuspecting of players, serious-minded people who don't even game will forget themselves and get caught up in the blood-boiling clash for mortality. Not only does it bring friends together but it tests the limits of your friendship, edging you closer to feelings of vengeance on your once trusted peer. Similar to the feeling of having the excitement of 1st place in Mario Kart swiftly crushed and ripped from you by a friend lucky enough to get that one Blue Shell and take your place of glory, leaving you with nothing but the desire to track them down and kick their ♥♥♥.

Crawl is a game made by friends, for friends. A multiplayer experience unlike anything seen since the 90's. A game made by two close compatriots who wanted to rediscover and reinvent what gathered them around the tube so many years ago. The kind of entertainment we've lost sight of after so many years of growing into adults, getting jobs and families, and in general forgetting what made us really have fun as kids.

Despite being its best around warm-bodied experiences I can still wholeheartedly recommend the game even for those who might be too busy or too far from friends to partake in the multi-person mayhem. With bots and their adjustable difficulty, I was still kept on the edge of my seat during every attempt to steal the victory from the intelligent computer opponents. With even more balancing on the horizon as well as constant updates to content, and a serious community involvement from the developers on forums there is pure determination shown in shaping the game how players want and proves that Crawl is already one of the shining examples of Early Access done right.
Posted: August 6
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100 of 123 people (81%) found this review helpful
385 products in account
23 reviews
11.4 hrs on record
Early Access Review
For the longest time now publishers and devs have decided that gamers no longer have friends in real life... our social gaming lives exist solely online. This has lead to the downfall of “couch co-op,” with many multiplayer games being released completely lacking any local multiplayer feature. It's time we say enough is enough! I still have buds over to play video games, real ones that stay too late and often drink too much (Hey Will! Sure, what kind of party would it be if you didn't vomit everywhere?).

The devs of “Crawl” remember the yesteryear of “couch co-op” and they hear our cries. Like silent, brooding Batman-y types they're the heroes local multiplayer deserves; and they're paying an homage to classic, “Gauntlet” type dungeon crawlers. The concept is simple: you and up to three friends select a god to represent (you can also use bots that are HIGHLY competent). Each god represents different creatures you'll take the form of during battle so choose wisely. Then you're dropped into the first level of the dungeon. One player is the hero, the rest of you are ♥♥♥♥♥♥bag specters of death who's sole purpose is to thwart the crawler with traps and dark symbols through which you become corporeal monsters. First player to kill the crawler becomes one themselves, and the cycle continues. Be warned: “Crawl” has friendship killing potential the likes of which haven't been seen since “Mario Party,” “Mario Kart,” and the little-known “Mario ♥♥♥♥s Your Friend's Mother.”

Throughout each dungeon you'll gather gold to spend on upgrades and weapons. As you clear each section you'll use vitae gathered to “evolve” your monsters, branching off into more powerful ranged, magic, and warrior types. Each level also features an ominous Stonehenge-like monument pulsating with blue magicka that unlocks the final boss once you or one of your former pals reach level 10. At that point you can choose to face the big baddie. You'll get a cool battle strategy hint in the boss fountain room before entering the arena. Each of your friends (and bots) will possess the boss, working in tandem to stop you from winning by using a variety of attacks. Assuming you win it's game over, you won! Assuming you lose another friend gets a shot. But each time you face the boss you do damage to the monument and if no one wins you will all game over.

“Crawl” is beautiful, stylish, and a blast to play. The monsters are really cool, the music is most excellently retro, and when playing against three friends (or AI bots with the difficulty increased) it is a challenge. The devs (now famously) sent out a cool apology gif when they had to delay “Crawl” briefly – which to me is a good indicator that they will work with the community to continue expanding and polishing an already excellent core game.

ALAS, I have one major gripe. It isn't a deal breaker, not for me anyway. But at the moment there is no ONLINE multiplayer. Now I know what I said earlier. I miss the bygone days of local mutliplayer and I'm happy to see it as an option. But I still have lots of friends I want to play this with online, ones that live far away in mythical places like California and Canada. I want to live in a world where I don't have to choose. I want both, perhaps greedily. Hopefully we'll see it implemented. Otherwise keep in mind this is Early Access. At the moment there appears to be one final boss and only three deities to choose from. But what is there is highly polished and very fun. They'll be adding more end bosses and deities throughout development. I also hope to see more variety in the dungeon layouts and color schemes. But as it is this is an excellent title. For ten bucks I easily, heartily recommend this.

Reviewer's Note: “Mario ♥♥♥♥s Your Friend's Mother” probably doesn't exist. Probably.
Posted: July 29
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36 of 37 people (97%) found this review helpful
38 products in account
3 reviews
9.2 hrs on record
Early Access Review
This game by far is the most original game that I have seen ever since before games became re-hashed and ruined by franchise! I saw this game on greenlight awhile ago (love at first sight), and I instantly wanted it. this game totally packs a new kind of competitive gameplay into dungeon crawlers. What is this game? it's multiplayer 1vs3 dungeon crawl, where 3 people can be the dungeon masters and one person will be the player; Here is the twist though: Once you kill the player you "steal" the players humanity and become the player yourself (the killed player becomes a dungeon master); which is totally new compared to the typical co-op experience you get in rogue-like games. The goal of the game is to level up and gear up untill you can face the final boss. Whoever kills the final boss or has the most xp will win. Another cool feature is that you can level up the enemies you can spawn as a dungeon master with a currency called vitae, which is gained by other players leveling up (Very good balancing technique, people who cant kill the player and remain at level 1 will gain more vitae than the others, so they can make their monsters super OP and finally kill the player). You can also collect small brown blobs that charge up the dungeon master's skill, and be able to summon slimes. However this game is not complete, and is still in early access; It also only supports local co-op at the moment (Not LAN co-op, its couch co-op), so For people expecting the multiplayer to be online should wait a little untill the developers can add it. My score for this game is a definite 10/10, and it is completely worth spending $10 on.

How can this game improve?

-ONLINE MULTIPLAYER: in my opinion online multiplayer is this game's key to becoming even better. Even if it is peer-to-peer/Direct IP entry multiplayer, it will still be a major step for this game's future. I know Powerhoof said that multiplayer MAY be added later, but I do not feel comfortable with "may". From what I've seen from powerhoof's website this is their first major release, and pretty much all the other games they released were point and click adventures. It's likely they are unexperienced with networking a game, and I dont blame them (I dont know how to add multiplayer to a game). I wish for the best they can get the help they need to eventually break through this barrier and add the feature this game would be perfected with.
-MORE SPAWNABLE MONSTERS: (maybe make several more monsters with different upgrade trees and have them randomly chosen when you choose which deity you worship).
-MORE SKILLS FOR THE GHOSTS: The dungeon masters/ghosts skill could be different for each deity (current skill just spawns slimes after you gather enough brown orb things). Some examples: Choosing Murkan gives you the ability to summon red crystals and traps, also blocks all the doors in the room, Choosing S'hrim gives you the ability to summon zombies/skeletons that do poison damage, and Choosing Teok gives you the ability to summon slimes/or maybe dwarfs with red cone hats :P .
-MORE BOSSES: (could have them choosen randomly once you enter the boss portal).
Ideas include: Hydra: it lurks in a cave inside of a pool of water. maybe a plant boss of some sort who can roots come out of the ground and stab the player, (it would be in a forest-like cave). Another boss could simulate games where you keep running right (the boss tails right behind you as you run) untill the boss is dead (similiar to the wall of flesh in terraria).
-CAMPAIGN MODE: let the player set the number of floors (10,20,30) before starting. after every 5 to 10 floors a portal will appear that lets you teleport to the boss which will be randomly chosen; after beating a boss in their respective lair a staircase will appear allowing you to continue,at the final floor there will be a giant red door which will lead to the final boss; the final boss will not appear in arcade mode (arcade mode is the original gameplay that you guys can play right now). There would only be 3 tries for each boss (boss is still controlled by the ghosts (dungeon masters). The bosses difficulty scales as you continue going down the floors (more health/damage).
-A POINT SYSTEM: this would be shown on the screen (for campaign mode and arcade mode), to be honest I do not like that the points are completly based on gathering XP which pretty much makes everything you did as a dungeon master pointless (pun-intended). Points Should be added once you get xp and kills. Each XP orb gives (1) points, every time the human player hits a monster he gets (1) point, points should also be given for damaging the human player in any room; this system would be similiar to how the blood currency is distributed - Example: 1st - most damage dealt (75)points, 2nd (50)points, 3rd (25) points, 4th - least damage dealt (0)points), killing a monster gives (25)points.
killing a player gives(100) points, killing a player with a trap gives (150) points, and lastly
killing a boss gives (400) points. This makes it so that even if you didnt kill the boss you can still win first place. The point counter would be shown at the top of the screen, but would be small enough so that it doesn't block any view of the game.
[optional] A message could be displayed under the players point interface, announcing why they got the points.
-DIFFERENT PORTAL MECHANICS: Don't have the portal generate on every floor, and make it so portals dont appear untill floor 5. It's kinda annoying when BOT's fail the boss, and just end up fighting him again on the next floor. Also If a player fights the boss already and loses he should have to wait a certain amount of floors before being able to fight it again (lets say 3) this way it gives the other players a chance to fight it if they are not level 10.
-MORE TYPES OF TRAPS: (Poison darts, mine launcher, spike floor where spikes pop out of the floor when the ghost activates it, and a trap that shoots out acid that remains on the floor for a bit.
-DIFFERENT RED CRYSTAL MECHANICS: A higher chance for red crystals to spawn in a room with traps, and a chance for red crystals to Re-appear in rooms if the player were to enter a room he has been in more than one time. (sometimes BOT's tend to run around FOREVER, and traps don't work well if the player can just run through the room which leads to this situation: The second you posses a trap the player has already left the room).
-MORE ARTISTIC VARIETY: as you go deeper into the depths the floors theme should change. As for what you could do I have a few Ideas. A floor everything is slightly dark and is illuminated by candles (the player and enemies will have a dim glow around them so the players can see where there characters are) The pentograms will also have a red glow. Different themed floors will change the look of the enemies slightly (different colors that match the floors theme).
-MORE DECORATIONS: Pictures, procedurally generated furniture, knight statues, sword racks, etc.
-HERO CUSTOMIZATION: this game could have 3 different hero classes. The customization options (vanity) are unlocked after completing challenges (ie: kill 50 enemies to unlock the beholder mask). You will also be able to choose your class and how your hero will look before choosing which deity to worship (which monsters you will have).

Well This is about everything I can think of that can be added or improved, I hope you can take my review to heart and add these features in the future even if not all of them.
Posted: August 9
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25 of 27 people (93%) found this review helpful
88 products in account
4 reviews
5.8 hrs on record
Early Access Review
Amazing gameplay for 4 players, not nearly as fun when playing against only bots so it would be nice to see online multiplayer in the future but for an early-access game this is fantastic and after just 1 match against bots and 1 with friends I have already fallen in love with this game.
Posted: August 6
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27 of 36 people (75%) found this review helpful
335 products in account
14 reviews
0.9 hrs on record
Early Access Review
A fun, competitive dungeon-crawler that you can play with friends. I look forward to seeing if online multiplayer is being added in the future.

Full First Impressions here:

https://www.youtube.com/watch?v=i36N2h4yr9w
Posted: August 3
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