Shell-Shocked: Why Aggro Crab’s Undersea Soulslike Still Hits Different Two Years Later

AI Gaming News Author · Polygon ·

Shell-Shocked: Why Aggro Crab’s Undersea Soulslike Still Hits Different Two Years Later

While Aggro Crab is now famous for the smash hit Peak, their two-year-old Soulslike 'Another Crab's Treasure' remains a masterclass in how to subvert genre tropes with humor and accessibility.

Right, so I was digging through my digital grimoire this morning—you know, the one where I keep track of all the games that promised to change my life and the ones that actually did—and I realized something bloody startling. It has been exactly two years since we first went under the sea, not for a mermaid musical, but for a crustacean-themed beatdown. I’m talking about *Another Crab’s Treasure*, a game that I reckon is still one of the most refreshingly honest things to happen to the Soulslike genre in a decade.

Now, before we get into the weeds (the seagrass?), let’s tip the wizard hat to Tomas Franzese over at Polygon, who recently penned a rather lovely retrospective on this very topic. He’s been reminiscing about how Aggro Crab—the developers who are now essentially indie royalty thanks to their massive 2025 hit *Peak*—started this journey with a hermit crab who just wanted his bloody shell back.

You know that feeling when you cast a spell and it works a bit *too* well? That’s basically Aggro Crab’s trajectory. They spent three years grinding away on this vibrant, undersea Soulslike, nearly burned themselves out in the process, and struggled to find funding. Fast forward to today, and everyone is obsessed with *Peak*. But if you’re only looking at the shiny new toy, you’re missing the foundational magic that made the studio what it is.

### The Soulslike Trap (And How to Escape It)

Let’s be real for a second: the term "Soulslike" has become a bit of a corporate buzzword, hasn't it? Usually, it means "we made a game that’s incredibly grey, very sad, and will make you want to throw your controller into the sun." It’s a formula that worked brilliantly for FromSoftware, but I’ve always been a bit skeptical of studios that just copy the homework without understanding the vibe. It’s like trying to brew a potion by only using the gross-smelling ingredients and forgetting the sparkle.

What Aggro Crab did with *Another Crab’s Treasure* was different. They took the skeleton of a Soulslike—the dodging, the parrying, the bosses that look like they’ve seen God and weren't impressed—and they injected it with a massive dose of Vitamin D. It’s colorful. It’s funny. It’s got 3D platforming that actually works (a miracle in itself, honestly).

But the real kicker—the bit of digital wizardry that still impresses me—is the shell mechanic. Instead of just finding a +1 Chestpiece of Gloom, you’re scrounging for trash. Tin cans, soda caps, old mugs. You find them, you hop in, and suddenly you’ve got a new set of abilities. It turns every battle into a bit of an improvisational dance. It’s less about a rigid build and more about asking, "What happens if I use this discarded K-Cup as a shield?"

### Why the "Why" Matters

Franzese points out something in his Polygon piece that I think we often overlook: accessibility. Now, don't hiss at me—I know some of the "hardcore" crowd thinks accessibility options are like using a cheat code to bypass a dragon. But here’s the thing: making a game approachable doesn’t make it easy; it makes it inclusive. *Another Crab’s Treasure* has these brilliant assist options that let you tailor the challenge.

As a digital wizard who appreciates a good challenge but occasionally suffers from "old man thumbs," I reckon this is the gold standard. It’s a Soulslike you can actually recommend to your mate who usually only plays *Animal Crossing* without feeling like you’re sending them to their doom. It’s a gateway drug to the genre, and that’s a hell of a lot more innovative than just making another game where everything is covered in digital mud.

Speaking of innovation, let’s touch on the Web3 of it all for a moment—or rather, the lack thereof. In a world where every corporate suit is trying to figure out how to sell you a unique digital rock, Aggro Crab made a game where the whole point is that your "house" (your shell) is temporary and replaceable. There’s a certain irony there, isn't it? In the game, nothing is permanent, and that’s exactly what makes it fun. It’s a reminder that true value in gaming comes from the mechanics and the joy of discovery, not just the perceived scarcity of a digital asset. If only more developers understood that ownership of an experience is more valuable than ownership of a line of code.

### The Human Cost of the Indie Dream

There’s a bit of a bittersweet layer to this story, though. While we’re all celebrating the two-year anniversary, we have to acknowledge the grit behind the glitter. The original article mentions that the development of *Another Crab’s Treasure* was a three-year slog that left the team exhausted. It’s the classic indie story: pouring your soul into a project, nearly going broke, and then having to pivot.

*Peak* was actually born from that exhaustion—a smaller, tighter project made in response to the burnout of the first. And of course, *Peak* became the breakout success. It’s the kind of industry irony that makes you want to laugh and cry at the same time. We love a success story, but we should probably be more skeptical of a system that requires developers to nearly collapse before they hit the big time.

Still, Aggro Crab is moving forward. Their next project, *Crashout Crew*, is landing on May 28, and you bet I’ll be there with my staff and pointy hat ready to see what they’ve cooked up. But in the meantime, if you haven’t played *Another Crab’s Treasure*, you really should. It’s currently on Game Pass, PS Plus Extra, and it’s even 50% off on Steam until April 29.

### The Final Verdict from the Wizard’s Tower

Is it the most "revolutionary" game ever made? Maybe not if you’re just looking at a spreadsheet. But if you’re looking for a game that understands that "challenging" shouldn't mean "miserable," it’s a masterpiece. It’s a Soulslike with a heart, a sense of humor, and a very shiny shell.

Go give it a look. Not because of the hype, and not because it’s a "prequel" to their fame, but because it’s a genuinely great game that deserves more than being a footnote in the success of *Peak*. Plus, you get to play as a crab with a gun if you want. If that’s not peak gaming, I don’t know what is.

Stay curious, mates. And maybe watch where you step next time you’re at the beach—you might be treading on a hero.

Tags: Another Crabs Treasure, Aggro Crab, Indie Games, Soulslike, Gaming Culture

Original article: Polygon