1v3 dungeon crawler Crawl crawls out in April

Ace local multiplayer dungeon crawler Crawl [official site] will leave early access after two-and-a-half years to properly launch on April 11th, developers Powerhoof have announced. Crawl is a roguelikelike dungeon-crawling action-RPG, see, with one player as an adventurer and three player controlling the monsters and traps. It’s cooperative/competitive local multiplayer, or compoerative as we definitely do say in The Business. I’ve not played it in yonks but it was fun even way back when, so a full and fancy release sounds grand.

Powerhoof say that version 1.0 will bring “achievements, trading cards, a new boss, new monsters, new items, bugfixes etc.” That won’t be the final update, mind. Future plans aren’t finalised but apparently Powerhoof have a forest environment mostly finished and would like to add more bosses too.

Crawl’s crawls are tidy little affairs, taking maybe half an hour tops. Along the way, the hero levels up, collects items, and murders monsters. Monster players also gets to power up their nasties. But! If a monsterman kills an adventurer, they can take their place. It leads up to a fight with all three monstermen controlling parts of a huge boss.

Local multiplayer is the best way to play Crawl but it does have AI bots too, for Nigel Nae-Pals.

Crawl is out April 11th on Windows, Mac, and Linux. It’s already on Steam in early access and will hit GOG too when it launches. It’s £10.99/14,99€/$14.99.

From this site

10 Comments

  1. Agnosticus says:

    Maybe THE best couch (semi-)coop game out there! Excellent and tense fun! Me and my friends clocked ~40h of gameplay since the start of the EA.

  2. Enkidum says:

    Yup, this is a truly excellent game. I play it with my kids at least once a week. Just buy it, it’s cheap.

  3. ColonelFlanders says:

    Brilliant game. If you have friends, a couch, or a projector, then buy it. Actually, if you haven’t bought it, buy it.

  4. Zanchito says:

    I must be the only human on Earth who doesn’t find this game enjoyable. :( Played with friends a couple of times, everybody found it confusing and button-mashy. Also, a lot of downtime when you die.

    • clearb says:

      Hm. Not trying to start a fight here, but you guys were using the traps, grabbing the ectoplasm globules and summoning slimes right?

      • Zanchito says:

        An immediate question following the downtime comment, surely. Yes, we did all of those, but ectoplasm gathering isn’t all that fast with 4 players, and traps are easy to avoid too. Dunno, we bounced very hard off it, obviously not everybody is going to like the same things.

  5. theapeofnaples says:

    Feeling a bit sorry for Nigel Nae-Pals here.

  6. stringerdell says:

    Great co op fun and great idea but desperately needs more than 3 bosses to have any real staying power.

  7. sdfex says:

    This game tweaks all of my knobs.

    Instead of confusion, it has only given my group diabolical clarity in the best ways to torture each other. There are few games that can generate the laughter and salt that this game can at the pace it can. And now that dead players can inhabit so much the pressure is on and every room should be flying with angry poltergeist who rage jealously.

    I love the dynamic interplay between going in and holding back as a ghost, so that competitive and cooperative is always in question. Get too excited as a ghost and you may find that you have gone in with no backup, play purely support and you won’t be getting gold but you may steal a last hit, and never let your eye off the slime who has decided to wait in the corner.

    I love those moments when you know you are a marked man because you have spent a lifetime in the shop and you know there is a fatal gauntlet somewhere between you and the stairs. The double organ gun poison dart blower room with fireball trap right in the center took more than one life before someone could escape the painfully timed slime spawns.

    I love that moment when you escape the trap room on your last leg only to be pegged by a marksman launched possessed chair or the ricocheting runaway mine cart.

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