Everything is Crab, the evolutionary roguelite from Odd Dreams Digital and Secret Mode, is expanding well beyond its existing PC home. Android and iOS versions are scheduled for November 24, 2026, while Nintendo Switch 2, Nintendo Switch, PlayStation 5, Xbox Series X|S, Microsoft Store and Mac editions follow on January 26, 2027.

It is a broad platform rollout for a game that has already established a sizable PC audience. Everything is Crab is currently available through Steam, Epic Games Store and Stove, where it has sold more than 650,000 copies on PC. Its Steam user rating is listed as Very Positive from more than 3,500 reviews.

Two release dates, with mobile arriving first

The first new versions are for Android and iOS. Those editions are not described as reduced-content ports: they will contain the same material as the original PC release, while receiving an interface and control revision designed around smaller screens and touch input.

That distinction matters for a roguelite, a genre built around repeated attempts in which players gradually learn systems, test strategies and adapt to changing circumstances. A touchscreen version needs to make frequent decisions and movement feel workable without physical buttons, but content parity means mobile players should be entering the same core game rather than a separate, simplified spin-off.

The second wave arrives roughly two months later across consoles and additional computer storefronts. The January release list includes current PlayStation and Xbox hardware, both Switch generations, Microsoft Store on PC, and Mac. No pricing, cross-save plans or other platform-specific purchase details have been confirmed.

Everything is Crab’s launch schedule

  • November 24, 2026: Android and iOS
  • January 26, 2027: Nintendo Switch 2, Nintendo Switch, PlayStation 5, Xbox Series X|S, Microsoft Store and Mac

Switch owners get an upgrade route

For players who own the original Nintendo Switch version, the Switch 2 edition will have a free upgrade path. The newer version is set to offer improved performance and support Joy-Con 2 mouse controls.

“Improved performance” is the stated promise, although no frame-rate, resolution or other technical targets have been specified. The useful practical takeaway is simply that existing Switch buyers will not need to buy the game again to access the Switch 2 release.

Joy-Con 2 mouse controls are a more unusual addition. Mouse-style input can provide more direct cursor movement than sticks alone, potentially offering a different way to navigate menus or control gameplay where precision is helpful. The announcement does not say exactly which actions will use the feature, so players should avoid assuming it will transform every part of the game’s control scheme.

Switch 2 support also puts the game in a busy cross-platform Nintendo space. Players keeping an eye on Nintendo’s wider catalogue can also see how another island-based revival approaches its setting in our look at Nintendo Switch Sports Resort and Wuhu Island, though the two games have very different goals.

What kind of roguelite is Everything is Crab?

Everything is Crab casts players as Darwin, whose central activity is evolution through eating. Food grants new body parts, turning each run into a process of assembling a creature suited to the threats and opportunities ahead.

The game advertises more than 160 evolutions and specialisations. In this context, an evolution is a gameplay-altering body-part change earned as Darwin grows, while a specialisation suggests a more focused direction for a build. The important idea is player choice: instead of selecting one fixed character class before beginning, the player’s capabilities develop over the course of a run.

That structure is a natural fit for the roguelite label. Roguelites generally ask players to begin repeated sessions with changing options and variable outcomes, rather than offering one unchanging route through a campaign. Everything is Crab’s evolutionary system means that food choices can shape the creature players become, and therefore influence the approach available during that attempt.

The announced feature set also includes 20 difficulty levels, distinct biomes, challenge modes and Endless runs. Difficulty levels give players a way to seek a less punishing or more demanding version of the core loop. Challenge modes generally indicate more bounded rule sets or goals, though the exact rules for these modes have not been detailed. Endless runs, meanwhile, are designed around continuing beyond a conventional endpoint for as long as the player can sustain a successful build.

A living ecosystem, not just a list of enemies

The game’s world is described as a living ecosystem spanning distinct biomes. A biome is an area with its own environmental identity, and in game design it often signals different conditions, opponents, resources or tactical concerns. The announcement does not spell out how each biome differs, but the phrasing suggests that evolution is meant to happen within a changing ecological setting rather than against an identical backdrop every time.

Likewise, “living ecosystem” is a description worth keeping precise. It signals that the game presents its creatures and environment as interconnected, but no further specifics have been provided about simulation systems, creature behaviours or interactions. It would be premature to read it as confirmation of a particular depth of ecology. What is confirmed is the game’s core premise: Darwin eats, gains parts and evolves while navigating those environments.

The large count of evolutions and specialisations points to replayability through combinations. More choices do not automatically guarantee that every option is equally useful, but they do create room for experimentation. A player may discover a combination that helps them survive a difficult biome, handle a particular challenge format or simply push farther into an Endless run. With 20 difficulty levels available, the same build system can also be explored under more forgiving or stricter conditions.

Parity is the key promise across platforms

Secret Mode and Odd Dreams Digital say the incoming versions will remain in parity with PC, including future updates. In plain terms, that means the mobile, console, Microsoft Store and Mac releases are intended to stay aligned with the PC version’s content as updates arrive.

For players deciding where to play, that is more meaningful than a launch-day feature checklist. A multiplatform game can initially release with matching content and then diverge as patches, systems or modes arrive elsewhere first. The stated commitment is that this will not be the long-term plan for Everything is Crab. It does not establish exact update timing or describe technical differences between each platform, but it does set an expectation that one platform should not become a permanently lesser version.

The new Mac and Microsoft Store editions also give PC players more storefront and operating-system choice. Storage planning may still matter for people who keep many games installed at once; readers building out a large PC library can compare the broader issue in this look at a 2TB portable SSD aimed at big game libraries. No install size for Everything is Crab has been announced.

What has and has not been confirmed

The platform dates, free Switch-to-Switch 2 upgrade path, touch-focused mobile control changes, Switch 2 performance improvements and Joy-Con 2 mouse controls are all part of the announced plans. The game’s main systems—eating to evolve, body-part growth, 20 difficulty levels, more than 160 evolutions and specialisations, biomes, ecosystem framing, challenges and Endless runs—are also confirmed.

There are still important open questions. The announcement does not provide prices for any new platform, technical performance figures, footage of the revised touch interface, an explanation of how Joy-Con 2 mouse controls work in practice, or details on cross-platform progression. It also does not state whether every release will arrive at the same hour in every region.

For now, the clearest picture is of a PC roguelite making a notably comprehensive move to new devices while keeping its central build-crafting loop intact. Mobile players get first crack at evolving Darwin with touch controls in November; console, Mac and Microsoft Store players get their turn in January, with Switch 2 owners receiving a particular upgrade incentive.

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