Crab Champions - Noisestorm


At this point, the game is in great shape: the scope and gameplay loop are locked down and I'm playtesting daily to get it where it needs to be for release. The main things that I'll be focusing on moving forward are presentation and content: 3D assets, audio (including the soundtrack), animations, lighting, FX, levels and generally making the game feel polished (finally I'll be replacing these clunky movement animations!). As you'll see in this update, a lot of the changes come from frequent testing: I want any gameplay and balance issues to be solved BEFORE the game launches where possible and plan on using the early access period to add new content rather than to be reworking game mechanics. With that said, let's get into the new stuff added this month!

New Survival Challenge Island Modifiers
Many of the previous challenge island modifiers didn't feel all that challenging (like Low Gravity or Invisible Enemies) so they have been replaced with much more engaging challenge types.
  • Mirrored Projectiles: Enemies fire projectiles back at you when hit

  • Elemental Explosions: Enemies explode into a random elemental damage area when eliminated
  • Dividing Enemies: Enemies divide into multiple weaker versions of themselves when eliminated
  • Energy Rings: Enemies spawn energy rings when hit
  • OTT: All explosions have a 5x larger radius!
  • Careful Aim: Missing shots damages you!
  • One Shot: Enemies can be eliminated in one hit but so can you!
  • Shrapnel: Enemies explode into a burst of projectiles when eliminated
New Movement Feature: Dashing

Previously, the main way of gaining speed was by sliding which often led to a spam strategy of constantly sliding in circles around enemies, easily dodging most projectiles. I wanted to tune the movement system to be more skill based and require timing, so a dash mechanic has been added as well as removing the ability to infinitely slide (you now lose speed if you slide for too long). Combining these mechanics, you can gain speed but also dodge enemy projectiles if dashing at the right moment. I'm currently finding the sweet spot between dashing and sliding to ensure that you can still have fast and fluid movement without it making the game too easy.

This also opens up a new category of cosmetics: dash trails! More on these in a future update.


Dashing of course nicely integrates with Racing mode, allowing for the optimal strategy between jumping, sliding and dashing to be developed across each course. I'm really excited to see what the speedrunning community will do with it. There have also been new perks added that reduce dash cooldowns and increase the number of dashes, allowing for some overpowered movement options in a Survival mode run!



Simplifying And Refining

After a bunch of great playtests, I noticed that when explaining the whole weapon mod / weapon leveling system to new players, it was more confusing than it needed to be. Especially when playing on controller, it felt a bit clunky and slow paced to have to manage your inventory and swap mod slots by hand (It's hard to even realize that you could put weapon mods on grenades for example) so I've settled on a few improvements that make the much game easier to understand and also stop you having to slow down in an otherwise fast paced game.

1: Grenade Mods
Since weapon mods used to be interchangeable with grenades, I was a bit limited with the mod design and many weapon specific mods (like having a larger clip size) didn't make sense on grenades. On the flip side, many powerful mods more suited for infrequent grenades like black holes didn't make sense on fast firing weapons like the minigun. To solve this, I took the best weapon mods that make sense on grenades and added a bunch of grenade specific mods to form a new inventory category: Grenade Mods.

This means that there are 3 distinct "upgrade" pickup types in the game:
  • Weapon Mods: Mods that influence each shot your weapon fires
  • Grenade Mods: Mods that influence each grenade you throw
  • Perks: Bonuses that don't directly affect each shot you fire but have an overall passive effect (like more movement speed) or are event based (like gaining more damage after finishing each island)
To further clear up any confusion between the different pickup types, a chest for a specific type of pickup will drop after each island rather than a chest containing a random mix of pickup types. For example Island 1 may drop a weapon mod chest, Island 2 a perk chest and so on.

Some examples of Grenade Mods:
  • Ice Explosion: Chance for grenades to explode into an ice damage area, freezing all nearby enemies
  • Glue Grenade: Grenades stick to enemies and have a delayed explosion
  • Cluster Grenade: Throw a cluster of weaker grenades instead of a single grenade
  • Energy Ring: Chance for grenades to explode into a damaging energy ring
  • Chaotic Grenade: Grenades deal much higher damage but fly in random patterns
  • Clone Grenade: Grenades that hit enemies spawn more grenades from the impact point
  • Deja Vu: Grenades explode multiple times (this scales per level of the mod)
  • Black Hole: Chance for grenades to spawn a black hole when exploding
  • Spinning Blade: Chance for grenades to spawn a spinning blade when exploding
These mods essentially turn your grenade into a powerful tool to set up synergies with your primary weapon, which brings me to my next improvement!

2: No More Secondary Weapons
In 100% of my playtests, the secondary weapon was ignored as players tend to want to stack all of their mods on one weapon for maximum effectiveness. This means that there's no real reason to have a secondary weapon at all! Since you can throw your grenade and also melee while shooting, you can make use of all of your inventory at once: this feels efficient and fun!

3: Weapon Selection


While many games have lots of different weapons that can drop with fixed behaviors, the focus here is on letting you choose a base weapon and then use the countless combos of weapon mods to turn it into something new. By choosing and sticking with a specific weapon at the start of a Survival run, this functions like a class or loadout, allowing you to spend the run making a build around that weapon rather than constantly finding completely different weapons and pivoting.

Finding weapons mid run would make sense if there were many weapons in the game but since mods give weapons most of their interest, I thought that it was better to focus on a limited selection of core archetype weapons, each with their own set of mastery challenges and skins to unlock! The aim is for players to start coming up with builds for specific weapons as their knowledge deepens playing the game.

4: Progression
With each weapon now offering mastery challenges, the progression system has been updated to help give players more reasons to play Survival runs.

When you first start the game, only 2 weapons will be unlocked: the Bamboo Rifle and the Claw Shotgun. Other weapons as well as mods and perks will be available to unlock with keys: the persistent currency that persists between runs. Keys are earned by completing weapon mastery challenges, as well as by defeating bosses. There'll be more info on the improvements to the progression system soon!

Debuffs

As part of my original plan to support more than just the four elemental damage types previously mentioned (ice, fire, lightning and poison), a new debuff system has been implemented. The full list of debuffs and their effects can be found below.
  • Charm (Pink): If enemies are charmed, they heal you with their attacks (but if you are charmed, you also heal enemies!)
  • Confusion (Multicolor): Movement directions are randomized and spread is heavily increased!
  • Weak (Red): If weakened, outgoing damage is reduced
  • Slow (Yellow): Movement speed is slowed
  • Stun (White): Interrupts and prevents future attacks
  • Ice (Blue): Prevents movement and attacks until thawed
  • Fire (Orange): Damage over time is dealt when on fire. Can be extinguished with water
  • Lightning (Purple): A percentage of damage taken is dealt to nearby enemies
  • Poison (Green): Increases incoming damage and prevents all healing. Can be washed off with water
Survival Mode Updates
  • New Destructible Rocks

    As part of my effort to add more variety to each island, there are a few more potential destructible rocks that can appear including challenge crystals (breaking them drops a good amount of crystals but summons high level enemies), black hole rocks, healing rocks, enemy spawners and more (in addition to the standard ice, fire, lightning and poison rocks that could show up before).

  • Price Tags, Discounts and New Perks

    A random pickup in shops will be 30% off in each shop, with new UI added to show any discounts. In addition to this, a new discount based perk has been added called "Bargain Hunter" which gives a small chance for goods in the shop to be heavily (-90%) discounted.

  • Faster Loading Times

    A lot of work has gone in behind the scenes this month to make sure that restarting (important to be zippy in a game where you die a lot) and moving from island to island is as fast and seamless as possible. I've been able to hugely cut down on loading times and completely remove loading screens during a Survival mode run. The clip above shows the expected loading time for almost any island, even when playing multiplayer!

  • New Island Type: Rush

    This is a fast paced island type where the only goal is to eliminate as many enemies as possible before a timer runs out! It features a dynamic reward system that gives you the opportunity to score legendary loot if you are quick enough!

  • New Island Type: Treasure
    If you choose the Random portal which occasionally appears between islands, there is a small chance that you'll be taken to a Treasure island which contains 2 free chests of a random rarity. If choosing a Random portal there is of course still a chance that you'll be thrown into a fight with an elite enemy, so come prepared!

  • New Enemy Attack Types

    Enemies now have more attack patterns in their arsenal, from huge circular formations of projectiles to chaotic clusters!

  • Flawless No Hit Bonus: Completing an island without taking any damage now grants a crystal bonus! This bonus increases with each island and is a nice reward for those skilled enough to pull it off.

  • Temple Island Rework
    Temple islands show up near the end of each biome and are a true test of skill before the boss. They feature several areas separated by locked doors and contain enemy spawners that must be destroyed before moving to the next chamber. As mentioned in previous updates, temples are a great source of high quality loot so are well worth the added challenge!

  • Hidden Loot!

    There is now a chance for bonus loot to spawn on each island, though it's usually somewhere hidden, requiring some platforming to find. Some bonus loot won't even be accessible without having several mobility perks (such as on top of cliffs).

  • Soundtrack Update
    I've been chipping away at the soundtrack as usual, 3 more songs have been mastered and completed since the last update: very excited to share them with you!

  • New Portal FX


  • Bug Fixes + Balance Tweaks
    As always, countless bug fixes and balance tweaks have been made after playtesting to improve underperforming gameplay elements. Bouncing Shots for example has gotten a nice buff: as well as giving shots the ability to bounce, damage is now also doubled after each bounce!

Thanks for reading and for being patient with the development of the game.



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Crab Champions - Noisestorm


This month a lot of work has gone into increasing the replay value and variation of each Survival mode run. It's really important in any game with roguelike elements to have the potential for wildly different builds with a lot of difficult decisions to be made on each run. I felt that the game was lacking some of this depth so a big portion of the month was spent adding content and mechanics to give players more options. There'll be more on this next month with a look at the finalized weapon levelling system.

King Skull: Bullet Hell Boss





I've always wanted boss fights in Survival mode to be a lot more exciting than just facing a bullet sponge enemy doing basic attacks. After a few experiments and a lot of optimization, this bullet hell style encounter ended up working really well with the high mobility that you have as a player. It really increases the intensity compared to normal islands. The visuals and animations are still quite rough here (the boss itself will be fully redesigned, it's here mainly to test out the new mechanics) but the gameplay feels great and many of the other bosses will now feature more hectic, bullet hell attacks.

Target Dummy



One of the most important parts of the shop in Survival mode is being able to experiment with weapon mods to create new builds. Without a target that has a damage per second indicator, there was a lot of guesswork in terms of the range and damage output of your build. Now there are multiple target dummies in the shop area, allowing you to clearly see how well your build is performing.



Greed Revamp



Being greedy and biting off more than you can chew, resulting in the end of a Survival run is always something that is really interesting to me. I've spent a good portion of the month revamping the old greed perk system in a way that offers a LOT of power to players but with some heavy drawbacks which can make for difficult decisions on each run.

The greed mechanics have been split into two sections: perks and totems.

Greed Perks: These offer a huge benefit but also come with a guaranteed downside. When you pick one up, it cannot be removed but has a lasting passive effect. They can be stacked for stronger effects as normal perks can.

  • Leap Of Faith: Max health greatly increased, but fall damage is enabled
  • Bribe: Max health greatly increased but lose crystals when taking damage
  • Double Trouble: Max health greatly increased but so is enemy health
  • Cracked Helmet: Block damage in front of you but take double damage from behind
  • Heavy Armor: Gain immunity to a random elemental damage type but movement speed is reduced by 50%
  • Glass Cannon: Damage massively increased but you lose most of your max health
  • Playing With Power: Damage massively increased but you can hurt yourself
  • Brute Force: Both outgoing and incoming damage heavily increased
  • Beginner's Luck: All damage dealt has a chance to be greatly higher or greatly lower than usual
  • Think Fast: Damage greatly increased at the start of each island, but decreases over time
  • Metal Claw: Damage heavily increased but no more chests spawn for the next 10 islands
  • Up The Ante: Damage greatly increased but easy portals no longer appear and more enemies spawn
  • Untouchable: Damage is greatly reduced but is increased every time you eliminate an enemy. If you get hit, the damage boost is reset
  • Slippery Slope: Gain crystals over time but also lose health over time
  • Double Edged Sword: Gain crystals when dealing damage but lose crystals when taking damage
  • Workaholic: Far more crystals drop when eliminating enemies but you lose most of your max health
  • High Stakes: Far more crystals drop when eliminating enemies but elite and armored enemies have a chance to spawn instead of normal enemies
  • Gambler: Chance for more crystals to drop when eliminating enemies but also a chance for no crystals to drop at all
  • Cursed Lottery: Gain a gigantic amount of crystals but lose most of your max health
  • High Roller: 50% chance for double chests to spawn but a 50% chance for no chests to spawn
  • Hoarder: Double the chests spawn after each island but double the enemies also spawn
  • Cursed Loot: Chance for shop loot to be free but also a chance for it to be empty
  • False Confidence: Normal enemy health is reduced but boss health is greatly increased

Greed Totems: These have instant one-off effects (for example gain crystals but lose max HP) and can be repeatedly purchased (with the price exponentially increasing).

  • Feeling Lucky: 50% chance to double max health, 50% chance to halve max health
  • Last Resort: 33% chance to fully heal, 66% chance to take a small amount of damage
  • Blood Money: Gain crystals but lose 33% of your health
  • Instant Gratification: Instantly spawn a chest of a random rarity but lose 33% health
  • Insurance: Gain 200 max health but lose all of your crystals
  • Impatience: Upgrade a random perk tier but lose 25% health
  • Focused Power: Lose a random 50% of your perks but gain +4 tiers on perks that remain
  • Claw For A Claw: Lose 3 random perks but get a legendary perk
  • Bill Pay: Gain 3 random perks or mods but increase future shop prices
  • Scrap Metal: 50% chance to increase your weapon level, 50% chance to do nothing
  • No Pain No Gain: Instantly get a level 10 weapon but lose 75% max HP
  • Greed Heart: Gain a short term +500% boost in health, but it is reduced every second down to 50% of your original health
  • Together Forever: Your currently equipped weapon gains 10 weapon levels but cannot be swapped for a new weapon later
  • Inseparable: Your currently equipped weapon gains random (Rare+) mods in all empty slots but cannot be dropped or swapped for a new weapon later

Both greed perks and totems can be found occasionally in shops and temples, maybe saving a run... or dooming it?

Challenge Runs

Challenge runs (not to be confused with regular challenges) are Survival runs with a specific condition, loadout or world modifier applied to make the run difficult or unusual. The goal is always to simply complete the base Survival loop (3 biomes) with the challenge active. Completing each challenge run rewards the player with cosmetic unlocks and are a fun way to jump into a Survival run with a specific goal in mind.

Some examples of challenge runs currently added:
  • Complete a run while keeping a friendly wandering penguin safe throughout
  • Complete a run where ALL mods and perks you find are chaos themed (leading to an increasingly unstable run as most chaos related loot increases damage but makes projectiles wildly fly around)
  • Complete a run with ALL greed perks active at once
  • Complete a run where the instagib world modifier (enemies die in one hit but so do you) is always active
  • Complete a run where enemies have less health but 4x as many spawn
  • Complete a run in 30 minutes but time moves faster after each completed island
  • Complete a run facing enemies from all biomes who are using random weapons
  • Complete a run where only greed loot spawns
There will be many more challenge runs added to the game over time and they will also feature bronze, silver, gold and diamond medals for completing them with a certain score (score is calculated from damage dealt, damage taken, time taken and crystals remaining when finishing the run).

Other Changes

  • Movement Speed Changes: Movement speed has been lowered for Survival mode and increased for Racing mode (though it's still possible to get incredibly fast with perks when on a Survival run)
  • Grenade Weapon Mod Compatibility: Any weapon mods can now be placed in grenade slots, allowing them to synergize with your current build!

    In this example, the grenade has a Split Shot mod which splits a single projectile into multiple smaller ones shortly after being spawned.
  • Enemies Using Mods: As mentioned previously, enemies will begin getting weapon mods after the first loop in Survival. This means that existing encounters constantly get spiced up.
  • Weapon Choice: Because of the new weapon leveling system, players will no longer always start with a basic pistol and will instead get a choice of 3 random level 1 weapons when starting each run.
  • Multiplayer Improvements: I've made some huge changes to ensure that players with high latency still have an experience as close as possible to playing offline (big improvements to movement, hit detection and more).
Thanks for reading!



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Crab Champions - Noisestorm


Triangle Biome Sneak Peek



In Survival mode, when players choose to continue past the "final" boss, they enter the end game loop where they will return to old biomes with stronger enemies and also encounter new, exotic biomes. The triangle biome is the first of these to be added: a mysterious place where triangles are sacred!



Unique themed loot drops in every exotic biome including weapons and weapon mods!



As with all new biomes, triangle biome themed Racing and Duel maps will be added to the lineup of maps in the game.



New Projectile System + Weapon Mods Revamp



Previously, weapons were either hitscan based (shots instantly hit targets in a straight line when fired) or projectile based (shots have a lifetime and can move with various forces like gravity). This led to a confusing split in weapon mods: some were hitscan only, some were projectile only.

Since I wanted a unified weapon mod system (where any mod could be placed on any kind of weapon, including grenades), all weapons were converted to be projectile based. With a bunch of tweaks and a completely rewritten projectile movement system, this approach actually ended up working nicely, and I was able to add a lot of new weapon mods that directly affect the movement characteristics of projectiles. This new system coupled with matching FX for each mod (projectile trails, sparks and more to help distinguish which mods are active) turned out to create some interesting results.



Since there are thousands of meaningful combinations of weapon mods and projectile types, I stumbled onto interesting and powerful synergies that had previously been unseen. This is exactly what I was hoping for when creating the weapon mod system: to let players mix and match different mods to create unique, surprising and overpowered versions of the core weapon archetypes.



Over 50 new weapon mods have been added this month, some reworked from older versions and others from the long list of ideas to add. Some examples:
  • Glue Shot: Shots stick to enemies with a delayed explosion
  • Chaotic Shot: Shots fly in a chaotic pattern but deal increased damage
  • Homing Shot: Shots home towards nearby enemies
  • Piercing Shot: Shots can pierce through (and damage) enemies multiple times without exploding
  • Growing Shot: Shots get larger and deal more damage over time
  • Wide Shot: Shots are wider horizontally
  • Damage Aura: Shots have an AOE damage bubble around them
You can probably imagine some combinations that'd work well together from those examples already. The fun part is that the same combination of mods will look very different on each base weapon type (like the Claw Shotgun or the Coconut Launcher) so there's some strategy to work out what mix of mods will best suit your currently equipped weapon.



Some mods now have cooldowns as they are too powerful to be triggered every time a shot is fired. Cooldowns are most often seen on mods that are triggered when a shot "explodes" after hitting a surface or enemy as they usually have very powerful effects.

Some examples of mods with cooldowns:
  • Spinning Blade: Shots spawn spinning blades that damage nearby enemies
  • Shockwave: Shots spawn shockwaves that knock back nearby enemies
  • Black Hole: Shots spawn black holes that suck nearby enemies in
  • Scatter Shot: Shots multiply in the air and scatter into smaller shots
  • Spikes: Shots spawn spikes when hitting surfaces
  • Bombs: Shots spawn a bunch of rolling bombs when hitting surfaces


In addition to this, a bunch of new firing patterns have been added for weapons to fire in more interesting ways rather than just straight forward. Weapons can now fire groups of projectiles in many shapes such as arcs, circles, lines, triangles etc.



New Elimination FX


Enemies now explode into tiny crystal shards when eliminated. These examples are a bit over the top but it's fun to push the explosiveness of the effect to the max!



Duel Mode Revamp

I had never been fully happy with the gameplay loop in Duel mode: it felt a bit too basic and standard, a typical round based duel with no real interesting mechanics other than "you are a crab!".

With all of the weapon mod changes mentioned above (and the huge chunk of time it takes to properly implement and test each mod), a big change was made to the codebase to allow for weapon mods in Duel mode. With that, the rules have been changed to make the mode much more unique.

At the start of the first round, all players pick a weapon out of a random selection of 3 (all players get the same random selection).



At the start of all future rounds, players are offered a weapon mod out of a random selection of 3. This means that as the match goes on, players will become more and more powerful with a growing list of mods affecting each shot that they fire.

The losing players of each round will have their health doubled.

The players that reach the score limit first win the match!

In my early tests, this has created a much more dynamic and varied Duel experience, with no two matches turning out the same way. Players might make similar choices leading to a close fight, or completely different choices leading to chaotic battles being won or lost in sometimes unbelievable ways!

Other Changes

  • Tony's Evil Brother: Word has it that Tony's evil brother has stolen some of his goods and is selling them at discounted rates!
  • Survival Enemies Using Weapons With Mods: Thanks to the codebase changes mentioned above, Survival enemies can now make use of weapon mods: this is the perfect way to spice up late game enemies with unpredictable combinations of mods on weapons that they usually fire (stay clear of enemies firing chaotic shotguns!).
  • Movement Speed And Scale Tweaks The world has been scaled down with enemy size and speed also tweaked to match: teammates are now much more visible and this also makes Duel matches more fair as it's much easier to target enemies.
  • Hazards: Hazards now have a small chance to spawn on any Survival map, adding chaos for both you and enemies!



  • Resolution Quality Setting Added: This allows players to improve performance issues by lowering the quality of the game resolution. It also can be raised up to 200% for those that want it.
  • Target Dummies: Target dummies have been added to all shops in Survival mode for players to easily test out new build options.
Modular Weapons Idea

As the weapon mod system is probably the biggest part of the game in terms of replay value and fun, I explored many different ideas before locking down the current system for the beta release. One of these ideas was a completely modular weapon system which allowed players to mix and match various parts to build unique and interesting weapons. Players would always start with the same basic pistol but build up to a much more powerful modular weapon as the run went on. While this idea sounded great on paper, when I implemented the prototype it ended up with a few shortcomings that ended up feeling worse than what I had before, mainly that it's not fun to find weapon parts that all look similar and then have to (sometimes tediously) put them together in a game that is mainly about fast paced action.

There are some things I'd love to explore more from this idea but it's more important to get this beta out, so that takes priority for now.

Thanks for reading!



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Crab Champions - Noisestorm




Work continues on every aspect of the game this month: I'm playtesting daily and making thousands of small changes that are adding up to create a satisfying game loop.

Epic MegaGrant


I'm very pleased to announce that Crab Champions has received a MegaGrant from the amazing folks at Epic Games (creators of Unreal Engine which I use to make this game). Huge thanks to them for their generosity, I'm beyond grateful for the support! Their MegaGrant initiative is helping devs finish their projects everywhere: if you are making a project in Unreal Engine it's definitely worth checking out.

Weapon Heat Mechanic

Since ammo is unlimited in Crab Champions, having a reload mechanic was a bit redundant and uses up a keybind for very little value in return. I've decided to move to a new heat based mechanic to replace traditional reloading. Before you raise your pitchforks: this will not result in your weapon doing a frustrating overheat or jammed animation where you can't fire for several seconds. Instead this heat mechanic factors deeply into the mod system as mentioned below, making it so that stacking high cost mods will mean your weapon heats quickly and will require special cooling mods or perks to circumvent, adding a new layer of strategy to builds.

This prevents any one weapon from creating a meta (this would have been the minigun in previous versions of the game as it had a huge clip, fast fire rate and no penalty for stacking the most powerful mods). Anyone not using the minigun was at a disadvantage. Now, each weapon has a different cooling speed and max heat stat, allowing for much more balance across the weapon types in this regard.

Survival Mode Weapon Mods



In Development Update #9, I shared the list of perks that were added to the game and mentioned that they would compliment the new weapon mod system. I'm happy to say that a huge amount of progress has been made on this system and it's feeling great. There was a lot of hidden complexity in getting this stable as some of the combinations can produce crazy results!

As a quick recap: weapon mods are a core focus for Survival mode, allowing players to stack powerful upgrades on stock weapons with a near infinite number of combinations. Mods can be placed on your primary and secondary weapons as well as your grenade.

These mods tie into the heat system mentioned above: each mod has a heat cost when triggered which means that players must strike a balance between raw power and being able to fire fast enough to eliminate enemies. Sure it's possible to fire a shot that spawns 12 burning blades which each spawn a black hole when exploding but it'll cost a lot of heat, meaning you won't be able to fire again until your weapon cools enough to afford the heat of another shot.

Here are some of the weapon mods added this month (many more are planned for future updates):

Common Weapon Mods
  • Cooling Shot: Shots that hit enemies cool your weapon
  • Light Shot: Projectiles are no longer affected by gravity
  • Bouncing Orb: Chance to fire a bouncing orb along with your normal shot
  • Heatsink: Cooling speed increased
  • Extended Mag: Max heat increased
  • Wind Up: Damage increased for each shot fired in a row (resets when overheating or stopping fire)
  • High Caliber: Damage greatly increased but max heat is reduced to 33%
  • Iron Sights: Damage increased when aiming
  • Glue Shot: Shots slow enemies
  • Charm Shot: Shots charm enemies (they will temporarily fight for you)
  • Ricochet Shot: Shots ricochet off surfaces
  • Snake Shot: Projectiles move in a wavy pattern
  • Fast Shot: Projectiles fly faster
Rare Weapon Mods
  • Stun Shot: Shots stun enemies
  • Weak Shot: Shots weaken enemies, causing them to deal less damage
  • FMJ: Damage increased to shots dealing more than 85 damage
  • Cluster Shot: Fires an inaccurate cluster of 2-8 shots
  • Chaotic Shot: Projectiles deal much higher damage but fly in random patterns

  • Big Shot: Projectiles are larger (both in terms of visuals and hitbox)
  • Explosive Core: Projectiles have a larger explosion radius
  • Ghost Shot: Chance to not heat the weapon when firing a shot
  • Poison Dagger: Chance for enemies to get hit with poisoned daggers when being damaged by this weapon
  • Iron Shot: Projectiles are far slower and heavier but deal much greater damage
  • Combo Counter: Deal bonus damage when hitting the same enemy multiple times in a row (resets when missing or hitting another enemy)
  • Precision Laser: Damage increased for each shot you hit without missing
  • Earthquake Shot: Shots knock enemies back
  • Close Shot: Large damage increase when hitting nearby enemies
  • Distant Shot: Large damage increase when hitting distant enemies
  • Afterburner: Every fifth shot is a guaranteed crit
  • Mace Ball: Chance to fire a heavy but damaging mace ball along with your normal shot
Epic Weapon Mods
  • Damage Shot: Damage greatly increased
  • Crit Shot: Chance to crit
  • Power Shot: Crit damage increased
  • Mega Crit Shot: Chance to megacrit (3x crit) when landing crits
  • Giga Crit Shot: Chance to gigacrit (10x crit) if all other mods on the weapon are crit based

  • Supercharger: Fire rate increased
  • Stacker: Elemental damage stacks increased
  • Heatseeker: Shots that hit enemies spawn additional shots that fire at nearby enemies
  • Quad Shot: Fire 4 shots with reduced damage and increased spread
  • Looper: Projectiles have a chance to explode multiple times
  • Random Shot: Every time a shot is fired, a random projectile is used
  • Piercing Shot: Bullets pierce through enemies
  • Saw Blade: Chance to fire a sharp saw blade along with your normal shot
  • Elemental Shot: Shots have a random elemental damage type
  • Crystal Blast: Chance to fire a close range AOE blast with each shot
Legendary Weapon Mods
  • Double Barrel: Shoot an extra shot each time you fire
  • Splash Shot: Shots deal splash damage to a radius around their impact point
  • Black Hole: Chance for a black hole to spawn at the impact point of each shot, sucking nearby enemies and projectiles in

  • Blade Cluster: Chance for a cluster of blades to spawn at the impact point of each shot
  • Homing Shot: Chance for projectiles to home to nearby enemies
  • Ice Shot: Chance for shots to freeze enemies
  • Fire Shot: Chance for shots to burn enemies
  • Lightning Shot: Chance for shots to shock enemies
  • Acid Shot: Chance for shots to poison enemies
  • Clone Shot: Chance for projectiles to duplicate while in the air
  • Fireball: Chance to fire a fireball along with your normal shot

To make the divide between weapon mods and perks more clear: weapon mods now only affect what comes out of a weapon when fired and perks can handle any other cases. Some mods have been converted to perks such as Exploding Enemies (enemies explode when eliminated) or Icebreaker (enemies take damage when thawing from ice). This allows for many more mod and perk synergies, making perks more interesting and viable rather than being purely for utility. There'll be more work done to make sure that the mod system feels easy to learn while still allowing some crazy combinations.

Here's a fun quick example: the grenade has a Black Hole mod which creates a black hole when exploding. All nearby enemies and projectiles are sucked into it. In the clip below I'm firing an orb launcher with a mod that spawns blades when exploding. You can see them being sucked into the black hole until it runs out and then the homing mod kicks in and sends all of the projectiles to the nearest enemy.



Survival Mode Challenge Modifiers
New challenge modifiers have been added to challenge islands this month, increasing the amount of potential variation across runs.
  • Army Of One: All enemies are of one random type
  • Afterlife: Enemies are invulnerable for 5 seconds after being eliminated
  • Friendly Fire: You can damage yourself with projectiles and explosions
  • Shrapnel: Enemies explode into a burst of projectiles when eliminated
  • Rebirth: Enemies spawn a random lesser enemy when eliminated
  • Ocean Of Lava: The ocean is made of lava: watch out!
  • Trapped: All traps and hazards on the island are enabled!
  • Homing Enemies: All enemies have homing projectiles
  • Double Edged Sword: All explosions do far more damage in a far larger radius
  • Randomized Mods: All weapon mods are randomized for this island
  • Sharpshooter: Missing shots causes you to take a small amount of damage
  • Elemental Enemies: Enemies explode into a random elemental damage area when eliminated
These are in addition to the challenge modifiers mentioned in a previous update such as Low Gravity or Instagib.

Controller Aim Assist


I've been doing a lot of playtesting on controller and noticed that aim assist was badly needed. I've added two settings that players using controllers can use: a Low setting that simply lowers sensitivity when near a target and a High setting that offers a subtle magnetic pull when aiming near enemies. Players can of course play without any aim assist if they wish. In Duel mode, only the Low setting will be applied for fairness.

Survival Mode Quality Of Life Improvements
  • New Icons: Placeholder icons are starting to get replaced: I'm going for a nice clean and simple style with these icons: aiming for them to be easy to read no matter the size on screen!



  • Horde + Wave Island Types Consolidated: As I want each portal type to offer a meaningfully different style of gameplay, I am merging the Horde and Wave island types as they were too similar. A similar experience to the old Horde islands can still be found when on a challenge island with the Army Of One challenge modifier active.
  • Pacing: Previously, all portal types had the potential to spawn after finishing the first island which meant that an underpowered player could take on an elite challenge which of course ended up feeling unfair. It also meant that it was possible to get very overpowered early on if you only chose hard portals and got Epic or Legendary rewards. I have done a lot of work to balance this out with the harder portal types slowly trickling in as you progress through each biome. The current layout is:
    Island 1: Horde (1 wave)
    Island 2: Horde (2 waves) OR Defense
    Island 3: Horde (3 waves) OR Defense OR Challenge
    Island 4: Shop
    Island 5-8: Defense OR Challenge OR Elite
    Island 9: Shop
    Island 10: Boss
  • Respawn Tweaks: Downed players now respawn with only 33% health to prevent downing on purpose to regain health.
Thanks for reading!

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Crab Champions - Noisestorm




Keeping it short and sweet this month, I did a huge amount of playtesting to go over the structure of the game to get it solidified for the upcoming beta. Aside from the content left to add and the loose ends here and there, I'm really happy with where it's at in terms of the gameplay loop: Survival mode has a clear direction and flow now, something that it had been lacking for months. Visuals and content are now the prime focus moving forward to get them up to scratch.

Hazards



While playtesting, one big thing that stood out to me as needing improvement was the level design: there was a lack of platforming elements and hazards to dodge. The old islands were in general very easy to traverse at top speed without much concern for dodging or platforming. Boss fights were made too easy because of this and in general I want the player to build mastery over the movement and platforming mechanics, not just the aiming and shooting mechanics.

Some of the first hazard types have been added this month: spike traps, falling platforms, spinning lasers and slamming cliff traps. In Survival mode they will be randomly chosen on each island so there are many combinations that can change how it feels to move through familiar areas. Hazards hurt both players and enemies so it can be a good strategy to lead enemies through them!

Hazards will also be added to Racing maps, creating more challenge and variety there.



Alpha Playtests



I spent a good chunk of time this month doing playtests to ensure that the game is playing as expected in multiplayer scenarios, especially at high latencies. I'm happy to say that these went really well with latencies tested as high as 320ms being smooth for all players. It was also great to get reassurance that the major changes in structure over the last few months were for the best. While playtesting, I did a huge balance pass on weapons, enemies, map layouts and more. There'll be a few more alpha playtests as I finish up more content and then... it's beta time!

It's fun to see how the game plays differently in multiplayer with tougher enemies needing teamwork to take them down and how discussions are had at chests and shops to figure out which pickup works best for each player.

Improved Visuals



It's been an interesting process to try and get a clear read without going too stylized with the visuals. While I love photorealistic graphics, many games suffer from the problem of having too much detail that can take away from the clarity of the game. I wanted to avoid this heavily in CC while still keeping an appealing aesthetic. Not quite there yet (no real detail assets in the worlds yet, just broad shapes) but it's going in the right direction!

Survival Mode Quality Of Life Improvements
  • Crystals are now auto collected after an enemy is eliminated: you no longer have to go and physically collect crystals (the only exception here is if the enemy was eliminated by a hazard without taking damage from a player: in that case they will drop their crystals as before and the player can physically pick them up when nearby). The amount of crystals auto collected is given proportionally to the damage that each player did to the enemy- this prevents the previous issue of one player doing all the work but another player being nearby and finishing the enemy off, collecting all of the crystals

  • You can no longer knock back teammates: this was something that happened quite a lot with projectiles and other AOE attacks and while it sounded like it could be fun on paper (to allow for rocket jumping), it was really annoying in practice
  • Shops now have separate sections for each category of pickup, making it easier to find what you are looking for

  • Potions have been removed, and hearts now both heal AND increase max health. Hearts have also been removed from the chest loot pool and can only be found in shops (shops are guaranteed on the 4th and 9th islands of each biome)
  • Weapons have undergone a huge balancing and cleanup pass. Many weapons that were too similar to others have been removed for now in order to ensure that each weapon serves a specific purpose and new players aren't overwhelmed with similar weapons to use
  • Weapons have been removed from the chest loot pool and no longer have rarities. This change may seem drastic, but I realized that the weapon mods do all the work when it comes to the power of your weapon, and the actual type of weapon used by the player is more down to personal preference. A guaranteed weapon chest now drops after completing the first island and weapons can also be obtained in the weapon section of the shop
  • Weapons can now affect the movement speed of the player
  • Destructible rocks now fire projectile shards in random directions when exploding, creating more chaos and making them less predictable and more dangerous!

  • Enemy spawn logic has been much improved with better pacing and selection across each biome. Previously, a greater number of enemies would spawn after each island without getting reset after each biome, leading to extremely tedious late game islands
  • Enemies now all have at least 3 attacks, anything from simple ranged and close attacks to special attacks like spawning lesser enemies or teleporting (Ignore the janky attack animation here haha)

  • Players now take damage when stepping into ice, fire, acid or lightning damage areas that they created by exploding projectiles or shooting destructible rocks. Be careful when throwing those lightning grenades!
  • Temples now are guaranteed to spawn on the 8th island of each biome (8th = Temple, 9th = Shop, 10th = Boss). Previously, Temples required a key to enter and simply gave the player a reward instantly. I've significantly changed how temples work in this update- they are now one of the most difficult islands in a biome as you must traverse a platforming challenge while fighting off enemies. This way the reward in the temple is earned and the build up to the boss fight is intensified.
Upcoming Survival Mode Features
I started a bunch of the final features that are planned for the beta this month including:
  • Companions: Get support from friendly Puffins, Penguins and more on your Survival runs. They can equip weapons but be careful: they may cause more trouble than they are worth!
  • Challenge Runs: An alternate Survival sub mode with the goal of finishing a run with specific conditions such as having to escort a very unstable companion to Crab Island or having to finish a run without a weapon but hazard spawns are pushed to the max (all enemies must be lured into traps to progress)
  • Giant Spider: A new powerful enemy type that can be found on the Sand biome
  • Head To Head Mode: A competitive Survival sub mode where players compete on the same team for the highest score when the run ends OR to be the last alive- whichever happens first! A fun mix of risk and reward
  • Mini Objectives: I want to add more life and depth to some of the islands with small secondary objectives occasionally appearing for various rewards
  • The Forge: As part of a balancing pass, I'm considering adding a forge to shops which will be the only place that players can equip and swap weapon mods, adding a layer of strategy and deliberation to builds. Currently you can swap mods at any time even during battle which is powerful and fun in other ways so I'll be putting a lot of thought in before deciding whether the forge will go ahead or not
Duel Mode Free For All



Free For All is a newly added sub mode to Duel, allowing players to skip the round based Duel format and simply battle it out against other crabs to be the first to hit 25 eliminations! In the future I may expand to other party style sub modes such as Gun Game and Infected!

That's it for this one, seeya next month!

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Jul 1, 2021
Crab Champions - Noisestorm




This month I've focused on creating a lot of content to fill out the gameplay loop in Survival mode. Mostly temporary visuals here, the time has been spent on design and implementing the features rather than making things look pretty (that comes next). There's a lot of new stuff so let's get into it!



Survival Mode Temples



Temples are a new type of island in Survival mode where legendary ancient crab ancestors are worshipped and powerful rewards can be found. A random temple from the list below is chosen when entering a temple portal (entering a temple portal requires a key):

  • Temple Of Light: Spawns an epic or legendary chest
  • Temple Of Greed: Spawns a greed chest
  • Temple Of Evil: Interacting with the altar gives you random pickups for 25% of your health
  • Temple Of Doom: Spawns elite enemies and locks the doors when the player opens the spawned chest
  • Temple Of Joy: Spawns a penguin companion perk
  • Temple Of Fortune: A large amount of crystal pickups randomly spawn around the temple when entering and the player can try to pick up as many as possible before they disappear
  • Temple Of Time: Interacting with the altar sends the player back in time, starting a new run but retaining all weapons, weapon mods and perks
  • Temple Of Chance: Interacting with the altar takes one of your weapon mods or perks, with a 60% chance to duplicate it and a 40% chance to consume it
  • Temple Of Health: Spawns a gold heart
  • Temple Of Wisdom: Interacting with the altar levels up 3 random perks by 1 tier each
  • Temple Of Identity: Interacting with the altar randomizes weapons, weapon mods and perks
  • Temple Of Strength: Spawns 3 random damage based weapon mods / perks
  • Temple Of Sacrifice: Interacting with the altar takes 3 random weapon mods (of the lowest rarity possible) and spawns a legendary weapon mod in return
  • Temple Of Wealth: Interacting with the altar costs crystals but has a high chance to drop a random pickup (costs double each time)
  • Temple Of Keys: Interacting with the altar costs a key but has a high chance to drop an epic or legendary pickup
  • Temple Of Peril: The temple is filled with hazards but contains a random legendary pickup in the center of the temple: most players will take damage in order to get the pickup
  • Temple Of Arms: Spawns 3 random weapons
  • Temple Of Love: Spawns a random companion perk
  • Temple Of Purity: Interacting with the altar removes all negative effects of greed perks
  • Temple Of Protection: Spawns a gold armor pickup
  • Temple Of Hope: Spawns a Lil Roller companion perk (a tiny pufferfish friend that rolls around and deals melee damage to enemies, growing larger over time)

Survival Mode Defense Islands



Many of the island types in Survival mode are focused on clearing out the enemies as quickly as possible with an offensive playstyle, but I wanted to balance this out with an island type that is focused on defending an area from incoming enemies, switching things up for a nice challenge and requiring new strategies to consistently clear. At least one player on the team must be in the defense area for 60 seconds to clear: enemies will continuously spawn during that time and if the player leaves the defense area at any time, the countdown will pause until they re-enter.

At around the 45 second mark things usually start getting intense, with enemies almost becoming overwhelming, leading to a tense final few seconds before the timer runs out. Defense islands are a great way to make use of snipers and other long range weapons + AOE weapon mods as there is usually a line of enemies slowly approaching from a distance.

With the addition of Temple and Defense island types, there are now the following potential island types per biome:

  • Shop: Purchase loot from Tony the shopkeeper
  • Temple (requires a key to enter): Get a reward matching the temple type
  • Wave (Common Reward): Clear a wave of standard enemies
  • Horde (Rare Reward): Clear 2 hordes of enemies (each horde being a big wave of a single enemy type)
  • Defense (Rare Reward): Defend an area against incoming enemies for 60 seconds
  • Challenge (Epic Reward): Clear 3 waves of enemies with a random challenge modifier active
  • Elite (Epic Reward): Defeat an elite enemy
  • Boss (Legendary Reward): Defeat the boss to move to the next biome

Survival Mode Perks



As mentioned last month with the new weapon mod system, I have overhauled many of the perks and added a lot of new ones: there are now over 60 perks in the game, and that's just for the beta- many more will be added in the future.

Common Perks
  • Fortitude: Max health increased after clearing each island
  • Endurance: Heal after clearing each island
  • Scavenger: Heal when collecting crystals
  • Valued Customer: Heal when entering shops
  • Potent Potions: Heal more from potions
  • Vitality: Damage increased when at full health
  • Second Wind: Damage increased when at low health
  • Collector: Damage increased for each perk that you have
  • Autoloader: Chance to instantly reload when swapping weapons
  • Adrenaline: Fire rate increased for a short time after eliminating an enemy

  • Haste: Grenade and ability cooldown times reduced
  • Lockpick: Chance for keys to not be consumed when using temple portals
  • Time Is Money: Gain crystals over time
  • Paycheck: Gain crystals after clearing each island
  • Charged Crystals: Crystal pickups take longer to disappear
  • Tony's Black Card: Shop prices are discounted
  • Special Delivery: Shops contain more items for sale
  • Shark Fin: Chance for enemies to retreat when spawning
  • First Impressions: Chance for the first enemies on each island to have 1 health
Rare Perks
  • Personal Space: Max health increased after each close range elimination
  • Medic: Max health increased after each one shot elimination
  • Grim Reaper: Heal after eliminating enemies
  • Hard Target: Incoming damage reduced
  • Sharp Wings: Damage increased when airborne
  • Checklist: Damage increased after every 10 eliminations
  • Assassin: Damage increased after each one shot elimination
  • Life Savings: Damage increased when collecting crystals
  • Money Is Power: Damage increased for every 100 crystals you have
  • Tasty Orange: Damage increased for each enemy eliminated in an island (resets for each island)
  • Speed Demon: Movement speed and jump height increased
  • Stopwatch: Chance to reset grenade cooldowns after every elimination
  • Reroll: Reroll chest loot (up to 3 times per island if the perk is Tier 3)
  • Blood Money: Gain crystals when healing
  • Scary Mask: Elites and bosses have less health
Epic Perks
  • Big Hearts: Gain more max health from hearts
  • Grave Dodger: Invulnerable for a short time when at 1 health
  • Bulletproof: Chance to block incoming damage
  • Torn Safety Net: Chance to cheat death and get 25% health back
  • Gemstone: Damage increased after clearing each island
  • Grenadier: Gain extra uses of your grenade
  • Strength In Numbers: Gain extra uses of your ability
  • Green Dice: Luck increased
  • Good Omen: Chance to not be affected negatively by Greed totems while retaining the benefit
  • Restock: Reroll the contents of the entire shop (up to 3 times per shop if the perk is Tier 3)
  • Repelling Flip: Flipping repels nearby enemy projectiles



  • Bonus Crystals: More crystals drop when eliminating enemies
  • Bonus Loot: A random consumable drops after every island (mainly potions or armor, a very low chance for others)
  • Bargain Hunter: Random pickups in the shop are free
  • Gold Coupon: Chance for a purchase in the shop to be free
  • Snatcher: Enemies eliminated at close range drop more crystals
  • Rare Treasure: Enemies have a small chance to drop a random pickup when eliminated
Legendary Perks
  • Divine Blessing: Damage and health substantially increased
  • Ground Slam: Gain a large speed boost when flipping in mid air, dealing AOE damage and knocking back any nearby enemies if connecting with the ground during this time
  • Powerslide: Sliding shoots out fiery sparks that damage and ignite nearby enemies



  • Ice Flip: Flipping freezes and knocks back nearby enemies
  • Level Up: Duplicate weapon mods spawn nearby after every boss fight
  • Duplicator: Chance for pickups to drop twice
  • Faulty Chests: Chance for unchosen chest loot to not disappear
  • Care Package: An asteroid containing bonus loot drops after clearing each island
  • Storm Cloud: A lightning bolt periodically strikes low health enemies, dealing AOE shock damage

Survival Mode Roguelike Elements



As you can probably tell from the info above, I'm trying to add as much content as possible to allow for varied runs and support emergent gameplay, ensuring that the game has a good amount of replay value. The goal is for it to be possible to experience different scenarios on each run since Survival mode has some roguelike elements:

  • Permadeath: The run ends when you die and you lose any loot collected in that run
  • Semi Randomly Generated Levels: The order of levels, types of enemies that spawn, loot rewards, hazards that spawn and more are randomized so you can never predict what will happen next
  • No Permanent Upgrades: Other than unlocking new types of loot that can drop in future runs (of equal quality to the base set of loot that is unlocked when first playing), a player who has played the game for 500 hours will have no health or strength advantages over a player that is starting their first run. This ensures that the difficulty stays consistent and the player earns a victory by improving, not by the game getting easier over time due to persistent strength upgrades
The beauty of roguelike elements in general is that you get the fun and satisfying build up in power of a looter shooter or RPG condensed into a play session that takes less than an hour. Personally with the amount of games coming out these days, I don't have the patience to grind through an 12+ hour game to slowly level up my character: it just doesn't appeal to me anymore. It's way more fun to jump into a game with roguelike elements and blast through a session, sometimes becoming overpowered and getting a sweet victory or sometimes being handed a hard defeat due to a mistake. While I'm aiming for a core Survival run to take about 45 minutes if just going straight for the boss, much longer runs are supported by being able to loop back as many times as you want to the first biome instead of facing the boss. In the future when more content is added, there'll be unique paths to take when looping before seeing the first biomes again. Difficulty starts to exponentially increase when looping so if going for the highest islands survived record, it will start getting really tough to survive after the first or second loop.

I believe a good game with roguelike elements requires a number of things to be done right in order to be successful:

  • Fast + Satisfying Combat / Looting: Makes progressing through the earlier biomes not feel like a chore
  • RNG Done Right: Randomness in games can feel unfair in many cases, so it's important to ensure that there's always the possibility for powerful loot to drop at any time in the run
  • POWER: Upgrades should dramatically increase your power, getting a 5% boost to something is unnoticeable and boring in most cases
  • Emergent Gameplay: Every run should have a memorable story with unexpected moments, tough decisions and close calls that are only possible through creating a truly dynamic system that combines levels, enemies, loot and hazards together in ways that naturally create interesting scenarios
  • Depth: Easy to learn, hard to master. By providing the player with a deep set of build options (weapons, weapon mods and perks in the case of Crab Champions) while also having a fairly difficult gameplay loop, there's a lot of fun improving and figuring out powerful combinations and strategies. Too easy and the game no longer is fun and runs don't hold value, too hard and each run ends frustratingly early before the player has a chance to get a good build going
  • Plentiful Content: Stops things getting repetitive and boring (duh)

I'm focusing heavily on all of these goals and will work hard until I'm happy that they have all been met.

Survival Mode Difficulty Changes



While playtesting on Hard difficulty, I had gotten the game balance to a really fun point where each run felt challenging but winnable (there was always something that I could have done differently to prevent my death, enemies were never bullet sponges but also never too weak etc.) and playing for several hours trying to get to the final boss (and failing) was actually really enjoyable. I then playtested on the Easy difficulty and blazed through the entire game first try. Even though this was my goal all along, it of course felt hollow and not fun due to how easy it was.

The fun in any games with roguelike elements isn't the act of completing them, it's the challenge, self improvement and knowledge in the journey towards mastery that is. Enemies that previously scared you become laughable and next level strategies start to form after enough experimentation. Memorable close calls are had and each run towards your first victory feels like "this'll be the one".

For this reason, I'm removing the Easy difficulty as I believe that there is far more value and enjoyment to be had working through a game with a baseline difficulty as long as it always feels fair: earning victory is far more rewarding this way. The main design goal here for me is that with experience it WILL be still possible to blaze through the game, when you have mastered the core mechanics.

I understand that this change isn't for everyone but I'm ok with that and the more I think about it, the less I want to offer a watered down easy mode at all: the intent is for Survival mode to be challenging and for anyone completing it to have experienced and overcome the same obstacles. So as it stands the game will be carefully balanced for the new "Normal" difficulty. The much harder "Nightmare" difficulty will still unlock when completing the game once, for players that like an extreme challenge.



Thanks for reading these long lists and listening to my random thoughts on design this month, it's not for everyone but I thought it was worth explaining what my goals are and the reasoning behind them!

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Jun 5, 2021
Crab Champions - Noisestorm




Survival Inventory (Weapon Mods + Perks 2.0)

The following is still in heavy development so the UI and icons are not final. It's mainly to give you an idea of what to expect.



This is one of the most substantial changes to the design of Survival mode since the very first iteration but after months of planning, testing + trial and error, I'm very confident that it's the right choice to massively increase replayability and strategy, boosting the variety across runs.

Perks used to be the only way to become more powerful in Survival mode. The one issue with this system was that the strategy across all runs stayed pretty much the same: pick up as many perks as you can and have them all triggering at once. While this could be fun, it was making the game feel a bit repetitive at times as builds would often come out pretty similar. I want players to be able to have vastly different runs and have to make new strategies based on the loot that they find. Perks now have a new distinct role: passive non weapon specific upgrades (like getting bonus crystals after each elimination or increasing movement speed).

Replacing the weapon specific perks is a new slot based weapon modifier system that allows you to mix and match powerful weapon upgrades to create unique combos and synergies. Weapon mods are visually looted in the same way as perks and drop from chests along with the other loot types (Weapons, Perks and Consumables). Moving from unlimited perks all active at once to a limited but distinct number of weapon mods has allowed me to make every weapon mod far more powerful and fun to play. This lets players go for specific builds and really get interesting results + be rewarded for their strategies.
For example a player might find a minigun and then apply weapon mods to:
- shoot ice bullets
- fire an extra bullet per shot
- have a chance to spawn a cluster of AOE blades around the enemy after every hit
- have a chance to spawn a black hole near the enemy after every hit
- deal more damage to frozen enemies
- make enemies explode into a huge ice explosion when eliminated

This is a quick example of a combo of weapon mods that you might put together to make a powerful ice based build: the black hole synergizes with the AOE blades, sucking them in with the enemy, dealing huge bonus damage and then freezing other nearby enemies when eliminated. While there are a limited number of weapon mod slots, there are endless possibilities to combine them in many creative ways. The only condition for a combo to be possible is that the mod matches the weapon type. Most mods are compatible with all weapons but some mods only make sense for bullet weapons only (hitscan) and others are only compatible with projectiles (launchers and grenades).

As there are limited slots for weapon mods and perks, they can now be sold instantly meaning that even loot you didn't want holds value. There will also be hard choices where you might sell something that you liked in order to buy an even better mod in the shop. This system also goes hand in hand with co-op play, bargaining with your friends to get specific mods and perks that would complete your build. Choices matter far more than they did before as previously there was no penalty to just picking up everything.

In addition to this, each weapon mod and perk has a tier system: if you find a duplicate mod or perk and pick it up, it automatically increases the tier of that mod or perk. There are currently 5 tiers, each increasing effectiveness + chances to trigger. When reaching tier 5, a powerful bonus effect is also granted. This creates a fun mini game within the run, seeking out duplicates and looking forward to reaching max tier as well as feeling the increasing power as you upgrade each tier.


In order to easily try out mod combos, I've added a new inventory system: a simple slot based UI that allows players to swap or sell mods with ease.

Below you can see a really basic example: firing the stock bamboo rifle and then quickly adding the Quad Shot weapon mod which fires 4 bullets instead of 1 but with reduced damage and increased spread.



Since a lot of the mods rely on a % chance to trigger, I've also added a Luck stat that certain perks (like the newly added Green Dice perk) will boost. This stat will increase the chances of getting better loot from chests and also for mods to trigger. I'm still building out the visuals and the logic for the more interesting mods so expect to see more interesting examples soon!

Grenades


Previously grenades were announced as separate ability types but since they were so fun to use, I've decided that they'll be a permanent addition to your loadout in Survival.

Every player will start with a regular explosive grenade that can then accept any projectile based weapon mods to build up powerful combos in the same way you would on your primary and secondary weapons.

A simple example that really improves the grenades would be the Homing Projectiles mod (projectiles home towards enemies) combined with the Deja Vu mod (explosions have a chance to explode 2+ times). Combine these mods with others that have a chance to trigger elemental damage explosions and things start to get really powerful. Having mods split between your primary weapon, secondary weapon and grenades switches up the gameplay from action to strategy when looting: which mods should go where?



Consumables

This category of loot in Survival is used instantly when picked up and must be carefully considered alongside the other loot types: ignoring a health potion to get another perk might be your downfall!

The current types of consumables are:
  • Health Potions: these come in various sizes and instantly heal for a certain % of your max health
  • Hearts: these come in bronze, silver and gold varieties and increase your max HP for the rest of the run
  • Crystal Bundles: these come in small, medium and large bundles and instantly give you a certain amount of crystals
  • Armor: this is still in development but the goal is for equipped armor plates to absorb single hits (no matter how high the damage) with a maximum of 6 armor plates equippable at once
More Visuals
As with last month, I'm doing a lot of testing and improving visuals across the various biomes in the game. Here are a few tests from this month.







Crab Claw Mouse Cursor
Essential. What more can I say? I'll be improving it so that it closes and opens when you click the mouse.



Unreal Engine 5


You might have heard that Unreal Engine 5 is now out in early access. Naturally I wanted to try it out and explore the new features. Of course the first thing I did was see how many crabs could be rendered at once. The results speak for themselves, I gave up after 3 million crabs as the performance stayed solid. Amazing tech from Epic, super exciting for the future of games and other visual media! You can watch the full video along with a sneak peek at a song from the soundtrack here.

For those that have been asking, the plan is to stay with UE4 for now as the majority of the game is already built there but as the project does open in UE5, an upgrade is possible in the future if it makes sense and the content migrates without any issues.




[/list]
Thanks for checking out the update this month, it's exciting to see things start to come together!

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May 1, 2021
Crab Champions - Noisestorm


Sand Biome Visuals





You may have noticed inconsistent visual styles in the previous updates: I've been focusing this month on a final visual style for the game and am in the process of creating polished art, starting with the Sand biome. It's been tricky to lock down a visual style that keeps the game looking clean while still having some elements of realism mixed in.

A growing issue that I've noticed in many games is that with improved graphics, the gameplay can suffer as things get harder to see and the screen is packed with dense noisy shapes and super dark shadows. I want to make sure that the graphics look nice but also don't take away from the gameplay. It's not quite there yet but the current results are promising. Once a few more key assets are finalized, the biome will be finished and I'll be moving on to the Snow and Lava biomes which will take significantly less time to produce with this visual standard in place.



Steam Beta
The response to the closed beta signup has been amazing, already outdoing the previous Discord signup count. Because of this, additional players will be selected via the awesome new Steam Playtest feature. Simply go to the Crab Champions Steam store page while logged in and hit the "Request Access" button! Users will be randomly chosen when the beta drops later this year. These users will be chosen in addition to the random selection from the mailing list.
While the beta will start small, I will be expanding to more users over time until the game is ready to release in Early Access.



Aiming is back!



Aiming was originally removed to simplify the control scheme and to keep the focus on moving around while shooting rather than standing still, but after many playtests I have decided that the satisfaction of lining up shots while aiming was noticeably absent from the game. Because of this I've implemented Aiming 2.0!

Other than the brand new weapon recoil, spread and crosshair systems, a major change is that while aiming in the air, your movement slows by 50% (everything else moves at full speed), giving you the hangtime to accurately aim your shots. This fixes the issue of the old system where you'd be moving too fast in the air and couldn't properly aim which was frustrating in many cases.

This also means that sniper scopes will be added to the game (there'll still be snipers that don't use scopes for those that prefer aiming with the crosshair) which gives me the opportunity to reward aim skill with weapons like the shotgun below that becomes extremely accurate when aiming.



FX Improvements

Explosions


Vibrant Loot


Underwater FX


Portal FX


Water Impacts (the gif quality here doesn't do it justice)


Movement Improvements
There has been a big focus on the movement system this month with countless changes made while playtesting: lots of subtle camera tweaks depending on your speed / action / state that increases the fluidity of motion. Combined with the upcoming crab model and animation revamp, movement will soon be in a very good place.

Animations are currently the weakest part of how the movement looks and feels so I can't wait to make new ones! Even without movement FX and decent animations, the general feeling of flow throughout maps is really starting to show.



Also working on making movement over cliffs and steep slopes possible.



Biome Roadmap

Above you can see the current planned biomes (not including secret biomes) with their anticipated release periods.
  • Beta: The beta will launch with these core biomes
  • Early Access: Early Access will launch on Steam when these biomes are finished
  • 1.0: These biomes will be added via updates throughout the Early Access period. When they are finalized, the game will be considered complete in terms of content and will transition to a fully released state, no longer in Early Access. Please note that I plan on adding multiple secret biomes and many more levels for each biome as time goes on to further flesh them out.
Each new biome added will in turn bring many new things to the game such as new Survival / Racing and Duel maps. In Survival mode, each biome will have at least one unique final boss as well as many biome specific enemy variants.



Survival Improvements
  • You can now sell unwanted perks back to Tony in the shop which is a great way to get some crystals towards the perk or weapon that you really wanted!
  • New level type: Defense. You must defend a point for 60 seconds without getting overwhelmed. Leaving the defense area will pause the timer and enemies will continue to spawn
  • There are now far more slow moving but high volume types of enemies in Horde and Defense level types which make AOE weapons and abilities much more viable
  • Elemental grenades have all been buffed to deal flat damage over time in the damage radius as well as applying elemental damage stacks to enemies. This makes it much more effective to lead enemies into damage areas so timing and positioning your grenades is a lot more valuable
  • Collecting or spending crystals now plays a UI animation to better communicate when it is happening and to show how much was gained or spent
  • Many more close quarters maps have been added with cave corridors and narrow cliff walls, both allowing you to utilize bouncing projectiles and for encounters with enemies to feel more dangerous (it's very different to fight certain enemies in a narrow space than it is out in the open where their attacks can be easily dodged)
  • Keys are now used to gain access to secret locked areas (with various random rewards inside such as chests, mini shops, slot machines and more!)


Survival Weapon Modifiers / Perks 2.0

This month a lot of exciting things have entered the design stage but aren't quite ready to show. I'd like to still touch on my favorite upcoming feature as it'll really improve the gameplay loop and further add to the replay value.

Previously, all perks in Survival mode stacked infinitely and were in many cases invisible to the player. This eventually lead to a point in a run where you have countless passive effects triggering constantly which felt unclear and messy.

My proposed revamp to perks and weapon is to replace certain perks with a weapon modifier system that allows you to create powerful deliberate synergies. An example: a regular coconut launcher fires coconuts that explode on impact. With an ice modifier (freezes enemies when exploding), a metal modifier (more affected by gravity but deals more damage) and a exploding enemies modifier (makes enemies explode when eliminated), the weapon then behaves differently and is a lot more powerful.

There are limited modifier slots per weapon which allows me to be able to make the effect of each modifier extremely strong and noticeable. Currently I can't make perks too strong as the game would become too easy, but with these limited modifier slots, it actually results in a more strategic gameplay experience as you have to choose what kind of build you are going for. There are no stacking limits other than the slot capacity of your weapon (which can be leveled up to gain more slots), so a huge part of the fun will be searching for overpowered modifier combos.

You can equip a balanced mix of modifiers OR if you happen to find 3 Fire Bullet modifiers for example, there's nothing stopping you from stacking them all on one weapon, getting 3x the strength by doing so. This change hugely increases the amount of build possibilities in a run as before if you didn't like a weapon, you'd probably have no reason to pick it up again, with weapons feeling samey each run. Now with the right modifiers, all weapons are viable. Modifiers can be dropped, mixed and matched as well as bought / sold in shops.

You might be wondering: if these modifiers are doing so much, what will happen to perks that had a lot of these effects? Passive perks (for example Time Is Money which gives you crystals over time), will stay in their perk form and can still be stacked infinitely. If this sounds confusing, there'll be plenty of images and gifs in the future to show it off: it's a very clean and simple UI and it is quick and easy to try different combinations of modifiers out. Survival will then be all about Crystals (money), Perks (passive upgrades), Modifiers (weapon upgrades) and Keys (gives access to secret areas + can be used to unlock things after each run).

Anyway enough rambling for now, super excited for all the stuff that is currently planned. Thanks for reading this month's update!

Join the Crab Champions Discord server: https://discord.gg/crabchampions
Follow Crab Champions on Twitter: https://twitter.com/crabchampions
Join the Crab Champions subreddit: https://www.reddit.com/r/CrabChampions/
Apr 1, 2021
Crab Champions - Noisestorm




Today marks exactly 2 years since Crab Champions was first announced: it has come a long way and is a completely different game at this point!

Here's a fun look at how the game has evolved from a basic prototype in 2018!



Beta
Last month it was announced that there will be small beta in the future and if interested to add a reaction on Discord. This system broke because of too many reactions which is crazy!

Due to this response I've created a proper mailing list over at crabchampions.com/beta where you can sign up if interested in getting beta access when it launches.



New Ability Type: Grenades
Grenades add a really fun dynamic to the game: lining them up so that they explode into powerful damage areas around enemies. The longer an enemy lingers in a damage area, the more potent the damage effects get.

It's really satisfying to see the different damage over time effects stack up while also dealing weapon damage on top of that. Grenades are part of the ability system in Survival mode, so you would choose a grenade over another ability such as the Sentry Gun or the Crystal Strike. Here are some of the grenade types added this month:

Fire Grenade
Deals rapid damage over time.



Acid Grenade
Weakens enemies heavily meaning incoming damage is far more lethal.



Lightning Grenade
Stuns and damages enemies, causing them to deal chain lightning damage to nearby enemies.




Ice Grenade
Turns enemies into ice cubes (can't move or shoot until they thaw while also sliding helplessly around the level).



FX Updates
This month I remade every visual effect in the game from scratch for better performance, clarity and punch. They still need a second pass but in general are a huge improvement from before.

Improved Enemy FX + Explosions


Improved Bullet Trail + Impact FX


Improved Water Material + Caustics


Improved Projectile FX


New Duel Map: Snow Caves
Battle in this close quarters map with tight cave corridors, slippy ice floors and no room for error!



Duel Gameplay Modifiers
In addition to customizing basic game rules for custom Duel matches, I've added the following gameplay modifiers to switch things up. More will be added in the future!
  • Low Gravity
  • Instagib
  • Low Friction (All surfaces behave like ice)
  • Speed Up Time
  • Tiny Players
  • Tanky Health (Players have 5x the normal HP amount)
Survival Mode Updates
  • Improved enemy aiming: enemies now lob projectiles in a nice arc and predict where the player will end up, making fights more challenging and interesting.


  • New Perks
    • (Common) Anchor: Deal 100% more damage to enemies that are in water
    • (Common) Collector: Get a damage bonus for each perk you have
    • (Common) Paycheck: Get crystals after clearing each level
    • (Common) Sharp Wings: Deal 50% more damage while you are in the air
    • (Rare) Scary Mask: Elites and bosses start with 20% less health (renamed and nerfed from the previous version)
    • (Rare) Sledgehammer: Single shot damage over 85 gets increased by 50% (works well on slow firing, high damage weapons)
    • (Rare) Checklist: After every 10 eliminations, get a damage bonus
    • (Rare) Bullseye: Increases max health by 1 for each enemy that is eliminated in 1 shot
    • (Rare) Water Balloon: Increases damage dealt to wet enemies
    • (Epic) Gemstone: Get a damage bonus after clearing each level
    • (Epic) Stacker: Increases elemental damage stacks applied by 50%
  • Water has been added as a new element type: I've added destructible water rocks to biomes that don't have water flowing naturally so if you catch fire in the lava biome, there's a way to extinguish yourself. Enemies covered in water take more lightning damage
  • New challenge level types such as enemies that fire a random spread of projectiles, spawn other enemies or explode into a damage area when eliminated


  • Weapon chests are now guaranteed after completing the first level
  • Starting max HP has been increased from 100 to 250 for now- since health doesn't regenerate, it feels much more balanced to have a larger health pool that is harder to deplete but also harder to gain back when lost
  • A health chest is guaranteed after each boss in addition to the legendary chest. This will allow players to heal or if they barely took damage they can instead go for a heart which adds 50 max HP
  • Added red crit damage numbers


  • Enemies now can't spawn too close to the player and have clear FX and sounds when spawning
  • Greed totems have been made into a new Greed perk rarity (red). Special greed chests will spawn occasionally through each run and offer a very tempting perk that comes with a cost- greedy players beware!
  • A shop is now guaranteed before each boss
  • Added a healthbar animation to show recent damage dealt to enemies


  • (Bonus) Overkill stress tests. What happens if you are on Island 99 with hundreds of rockets per shot? This isn't a situation I expect anyone to get into but it's still fun to try out and see if the game stays stable. Luckily nothing crashed and I had a lot of fun with all the chaos (don't worry the game won't look this broken, this is a beyond worst case scenario test!). The game can handle a LOT of projectiles!

Thanks for reading, now time to get back to work on the beta!

Join the Crab Champions Discord server: https://discord.gg/crabchampions
Follow Crab Champions on Twitter: https://twitter.com/crabchampions
Join the Crab Champions subreddit: https://www.reddit.com/r/CrabChampions/
Mar 1, 2021
Crab Champions - Noisestorm


This month went by quick! Lots of juicy additions this time around, lets get into it!

New Weapon Category: Melee
This is something that I've wanted to try out for a long time and it's been one of the most requested features to add. Here's a quick look at a sword which does huge damage up close. I'll continue to add various melee weapons and ensure that they have a viable role in the game.



Main Menu
UI work continues, with a focus on keeping everything as simple and minimal as possible. Have a look at the redesigned main menu:



Knockback Damage
This is a fun new mechanic that allows players to deal damage to enemies by knocking them back into the environment. Check out the new Gravity Cannon: this weapon freezes and blasts enemies away, dealing damage each time a frozen enemy ricochets off something.



More Player Choice

While playtesting, I felt that Survival mode could have more player choice. For those unfamiliar, Survival mode takes the player through a series of islands set on different biomes, each island containing a number of randomly chosen levels with enemies to defeat in order to progress. Previously, after clearing each level the player was given a random piece of loot and had no control over what kind of level came next. This could feel like they were relying on getting lucky in order to advance rather than being skillful and strategic.

To combat this, I've added choices in every place it makes sense in order to let the player strategize and focus on a particular build rather than just being forced to play with whatever random loot was given.

Multiple Choice Chests
Now all chests spawn a number of pickups, but only one can be chosen!



Multiple Choice Portals
Playing the same kind of levels over and over was starting to get repetitive when playtesting: clear waves, move to next level, clear waves... repeat infinitely. Now, players get a selection of different level types via portals that spawn after each cleared level which have varying rewards and levels of difficulty. These new level types really change the pace and flow of the game, and enable the player to make important decisions: "do I have enough health to take on this challenge level or should I play it safe and go to the shop instead?"



Greed Totem
This totem is occasionally found in the world and allows the player to gain a powerful passive upgrade that comes with a downside. These choices can quickly end your run so watch out greedy players!



Some of the potential rewards offered by this totem include:
  • Brute Force: Increase damage by 50% but lose 25% max health (can be chosen up to 4 times in a row)
  • Leap Of Faith: 50% chance to gain 25% max health, 50% chance to lose 25% max health (can be chosen up to 4 times in a row)
  • Glass Cannon: Gain 100% more damage but take 100% more damage
  • Hoarder: Get an extra chest after each level but double the amount of enemies spawn
  • False Confidence: Normal enemy health is halved but boss health is quadrupled
  • High Roller: 50% chance for 2 chests to spawn after completing a level, 50% chance for no chests to spawn
  • Instant Gratification: Instantly spawn a chest of a random rarity but lose 33% health (can be chosen up to 3 times in a row)
  • Impatience: Upgrade a random perk tier but lose 25% health (can be chosen up to 4 times in a row)

New Enemy Category: Elites
Between a boss and a hard enemy lies the elite enemy: with more damage, health and attack options than other enemies, they are a dangerous foe to face.



New Perks
I've added many perks this month to further increase variety from run to run. This brings the total number of perks in the game up to 60 with more to come! Names are subject to change.

Common
  • First Impressions: The first 3 enemies on a level have 1 health (doesn't affect bosses)
  • VIP: Purchases are discounted at the shop
  • Special Delivery: An additional 2 items are on sale when visiting the shop
  • Gifted: Damage needed to move to the next combo level reduced
  • Autoload: Reload instantly when swapping weapons
  • Safety Net: Bullets are only spent if hitting enemies, missing enemies uses no ammo
  • Uppercut: On every 6th shot fired, deal 300% damage
  • Painkillers: Take 50% less damage when at low health
  • Leafy Greens: Increased movement speed when at high health
Rare
  • Danger Close: Deal 50% more damage to enemies up close
  • Wisdom: Damage increased after clearing each level
  • Assassin: Damage increased when eliminating enemies in one shot
  • Oil Can: Deal more damage to enemies on fire
  • Ice Cube: Deal more damage to frozen enemies
  • Acid Vial: Deal more damage to enemies covered in acid
  • Metal Rod: Deal more damage to enemies being shocked
Epic
  • Adrenaline: Increased movement speed and fire rate for 3 seconds after eliminating an enemy
  • Earthquake: Increased knockback damage + strength
  • Medic: Max health increased when eliminating enemies in one shot
  • Gambler: Chest rewards can be re-rolled (once per chest)
  • Restock: All items in the shop can be re-rolled (once per shop)
  • Bargain Hunter: One random item in the shop is free of charge
Legendary
  • Charmed: There's now a chance for unchosen rewards in chests to not disappear
  • Combo Breaker: Damage is multiplied by your current combo (up to a max of 4x)
  • Gearhead: Fire rate increases with your current combo
  • Hot Iron: The amount of crystals dropped per enemy is multiplied by your current combo
New Entrance Level
As work on the visuals continues, I've added an entrance level and short cinematic at the start of each biome: here's a look at the Sand biome entrance level at night (work in progress):



Survival Mode Updates
- The combo meter from the gameplay trailer has been re-added to the game. The higher your combo, the more crystals enemies drop when eliminated. If you take damage, your combo is lost.
- Nightmare difficulty can now only be played when the game has been beaten on Normal or Hard difficulties.
- Elemental enemies now take more damage from the opposite element (for example ice enemies take 2x damage from fire based attacks). Conversely, they are immune to damage matching their element (for example fire shotguns will still deal base damage but won't ignite fire enemies)
- Load times have been improved dramatically between each level
- Secret areas have been added to many levels with collectables that count towards challenges
- Enemy attack speed now increases alongside health and movement speed after each level is completed
- Added a slomo effect when the last enemy in a level is eliminated

New Duel Map: Crust
This map is located on the buried shell of an ancient crab. 1v1 me on Crust, swords only!



Beta
I'll be hosting a small closed beta via the Crab Champions Discord server in the future: https://discord.gg/crabchampions



The beta will start when Survival Mode is complete in terms of core content. Participants will be hand chosen based on their interest on Discord + Twitter. If you'd like to get involved, be sure to let me know!

That's it for this month, now back to work to get closer to shipping the beta!

Join the Crab Champions Discord server: https://discord.gg/crabchampions
Follow Crab Champions on Twitter: https://twitter.com/crabchampions
Join the Crab Champions subreddit: https://www.reddit.com/r/CrabChampions/
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