Ludography
66/100
Players44 ratings
60/100
Critics1 review
More scores
Metacritic8 critic reviews
76/100
Metacritic usersuser score
68/100
GameFAQsJust Right-Tough
3.88/5
Player reviews
95% positive5,629 reviews
Steam Deck
Verified
Runs on
Windows, Mac, Linux
Price
US$14.99

Where to get it

Crawl cover

2014 · Powerhoof · Arcade · Beat 'em up

Crawl

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!

Released
6 August 2014
Platforms
LinuxNintendo SwitchPlayStation 4WindowsXbox OnemacOS
Genres
ArcadeBeat 'em upIndieRoguelikeRole-playing
Developers
Powerhoof
Publishers
Powerhoof
Modes
MultiplayerSingle-player
Perspective
Bird view / Isometric
Themes
ActionFantasyHorrorParty
Country
Australia
Age ratings
ESRB TACB MPEGI 16
Languages
English
Time to beat
1hmain story14hcompletionist

About

Crawl is a brawler video game by Australian developer Powerhoof. Up to four players and bots in local multiplayer advance through randomly generated dungeons with one player as the hero and the others as spirits who possess traps and monsters in the environment to kill and thus replace the hero. The game received a Steam Early Access release for Microsoft Windows, OS X, and Linux platforms in August 2014, and a full release for those three as well as PlayStation 4 and Xbox One in April 2017 and a release for Nintendo Switch on December 19, 2017.

Players say

Media

The articlegameplay, story, development, reception

Gameplay

Crawl is a cross-genre game with roguelike, bullet hell, and brawler elements for up to four offline players and bots. The main player advances through randomly generated dungeons as a human hero while up to three other spirit players control the dungeon's enemies and traps to kill the main player. The spirit player who kills the human hero swaps roles to become the next main player. Players earn experience as they progress through the dungeon in both the human hero and the non-human spirit roles.

Hero experience unlocks new attacks and spells, and spirit experience unlocks stronger enemies to possess. Each player's human hero experience level, weapon, and stats progress is preserved between turns. Crawl was designed to be more fast-paced and arcade-like than strategic, and includes genre-standard activities like collecting loot and upgradable weapons and magic items. Once player spirits possess "monster spawners" and traps in the active room, they cannot leave the form until they die or kill the main character.

Development

Crawl was developed by Powerhoof, a two-person indie studio based in Melbourne. They described the game as their version of four-player Gauntlet combined with the Japanese bullet hell genre, or a combination of Super Bomberman and The Legend of Zelda. The game was made on the Unity game engine, and the developers designed a pixelated version of Gabe Newell as an in-game boss.

The game was "greenlit" on Steam within twenty-four hours. There is no online multiplayer. The game was expected for release on Steam Early Access in July 2014, but was delayed due to an issue pertaining to Powerhoof's taxes and formation as a company. The game was released on Steam Early Access on August 6, 2014 for Microsoft Windows, OS X, and Linux platforms.

Reception

Critics placed Crawl in a trend of local multiplayer functionality amongst indie games. Pete Davison of USgamer wrote that the game bridged multiple genres and was an example of the resurgence of couch co-op's fashionability. Rock, Paper, Shotgun's Nathan Grayson compared the game's premise with Dungeonland. Hardcore Gamer's Marcus Estrada called the game's concept "ingenious" and praised its capacity as a party game. In reviewing a prerelease version, Estrada wrote that the game had issues with gameplay pacing, lackluster artificial intelligence, and opportunities for players to hold up the game.

The game sold over 10,000 copies in its first 12 days on sale on early access.

Releases by platformdates and regions as published

PlatformReleasedRegions
Linux11 April 2017Worldwide
macOS11 April 2017Worldwide
Xbox One11 April 2017North America
PlayStation 411 April 2017North America
Windows11 April 2017Worldwide
Nintendo Switch19 December 2017North America · Worldwide 19 December 2017

Title IDsone per regional release, with its latest update

PlatformTitle IDRegionLatest update
Nintendo Switch0100BF7006BCA000——
PlayStation 4CUSA07441Europe—
CUSA07876North America—

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Description adapted from its source, CC BY-SA 4.0.