
- 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

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
Title IDsone per regional release, with its latest update
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Collections3 collections
Platform libraries
Description adapted from its source, CC BY-SA 4.0.
