Everything is Crab planner

Everything is Crab Build Planner

Choose evolutions, arrange a route, compare card composition and preview body parts and scenery; share a link or export an image.

Final form

Predator
Character background

Body Parts

9 slots

Loadout composition

Click evolutions on the right to start.

Affinity radar

Plan your pick order, compare card categories and preview appearance. Card counts are not character attributes, and the body preview does not simulate combat. Prerequisite cards must appear earlier in the route and meet the required level. Imported routes keep their order; warnings also appear in exported images.

Plan around the offers, not a locked recipe

In an October 12 player discussion, Gen1Swirlix describes waiting for about three upgrades, then choosing a direction from what those offers already support. OddDreamsDigital replied on October 13 that this is the intended approach.

The three-upgrade checkpoint is the player's example, not an official threshold or a promise that a named card will appear. Use the planner as a route you can revise when the run gives you different options.

An October 21 Pressure 20 write-up adds two practical failure checks: trying to patch every weakness late in a run, and choosing an evolution only because a missing combo piece might appear later. OddDreamsDigital agreed that the write-up matches the intended adaptive approach. That endorsement supports the decision process; it does not prove that every route clears Pressure 20.

In an October 26 Steam reply, Odd Dreams Digital says that some speed is usually a favorable choice at higher Pressures, while speed gains have diminishing returns from Pressure 5 onward and heavy investment is not cost-effective for most builds. This is guidance for comparing the next investment, not a universal minimum: the developer also notes that some builds can work without a speed boost.

  1. Before the run, choose the goal and the problems the route must solve instead of treating all 12 slots as guaranteed picks.
  2. After the first few choices, add the cards in their real order and choose one strength that the current categories, slots and affinities already support.
  3. Before a later pick, ask whether it helps now or only after a missing card appears. The planner can flag listed prerequisites; it does not predict the draft.
  4. If later offers justify a real pivot, remove the abandoned pieces and rebuild from the current route instead of spending late picks trying to patch every weakness.
  5. When movement is the failure point, compare one useful speed source with the attack, defense or food option you would give up. Recheck after it solves the escape problem instead of treating speed as an unlimited investment.

Starting Genetic and Splicing limit

This planner saves one starting Genetic. It does not simulate the two-Genetic start created by Genetic Splicing, so shared links and exported images include only the Genetic selected above.

  1. After the first Pressure 1 win, regular Pressure runs can offer Genetic Splicing: choose one Genetic from each of two random groups.
  2. Declining the splice lets you choose one unlocked Genetic instead. Challenge runs do not use the Splicing flow.
  3. For a spliced start, compare both in-game tooltips and treat the planner selection as a reference, not a complete record of the pair.

Plan these evolutions: Tracker / Lick Wounds

Card levels are saved in your share link and shown in exported routes. They control level prerequisites, including More Eyes level 2 for Tracker; they do not calculate combat attributes. The 1.1 announcement does not specify their rarity or body slots.

  • Tracker: Unlock it with your first Pressure 6 victory. The listed pool prerequisites are Nomadic, Snout or More Eyes at level 2.
  • Lick Wounds: Unlock it with your first Pressure 3 victory. Saliva or Whining adds it to the evolution pool.

Hibernation: unlock and requirements

Version 1.1 made Hibernation an account reward for your first Pressure 2 victory. Official 1.1 patch notes

Within a run, Hibernation requires Fur. Its affinity and maximum card level are not confirmed here; check the current game card when planning your route.

Version 1.2: unlocks and prerequisites

The planner checks the evolutions in your selection. It cannot read your game account or confirm which Pressure rewards you have unlocked.

  • Projectile Tongue: Attack · first Pressure 3 clear
  • Pedal Glands: Passive · first Pressure 5 clear; requires Slithery in the run
  • Spinnerets: Ultimate · first Pressure 10 clear
  • Jet: Dash · first Pressure 12 clear; requires Tentacles and either Pedal Glands or Spinnerets in the run

Official 1.2 patch notes

Continue the route from the planner

Check real evolution effects, genetics, and complete builds; use documented runs to compare route limits.

Evolutions: compare traits and find a guide

Icon-first evolution database with rarity, type, affinity, practical use, and related builds.

Read guide

Genetics: effects, unlock evidence and starting choices

Unlock-oriented starting modifiers and how they route into builds.

Read guide

Everything is Crab Builds: Choose a Route by Goal

Detailed archetypes with core evolutions, genetics, phases, risks, and related route links.

Read guide

Community Runs

Browse documented Everything is Crab runs by build or evolution. Compare recorded outcomes and available stats, then open the original player sources.

Read guide