The intricate world of "Everything is Crab" offers players a deep and engaging system of character progression, centered around the concept of "Evolutions" for the player-controlled creature, Darwin. With a staggering 121 distinct Evolutions available to unlock and activate, each providing unique buffs and altering Darwin’s capabilities during gameplay, mastering this system is crucial for success. This comprehensive guide aims to demystify these transformative modifiers, providing players with the knowledge to navigate the vast evolutionary landscape of the game. While some Evolutions remain hidden until acquired, this resource aims to eliminate that uncertainty, offering a detailed breakdown of every known Evolution in the current build of "Everything is Crab."
Understanding the Evolutionary Framework
Evolutions in "Everything is Crab" function as modifiers that fundamentally change how Darwin behaves during a run. These aren’t merely cosmetic changes; they are active buffs and alterations that can significantly impact a player’s strategy, from combat effectiveness to survival rates. The game categorizes these Evolutions by rarity—Common, Rare, Epic, and Legendary—with higher rarities generally offering more potent or unique effects. Furthermore, each Evolution is associated with specific "Affinities," such as Predator, Prey, Trickster, Imposing, and Gregarious, which can synergize with other game mechanics and Darwin’s overall build. The "Levels" associated with each Evolution indicate its upgrade potential, with higher levels often amplifying the bestowed benefits. Finally, Evolutions are classified by their "Type," including Passive, Attack, Movement, and Ultimate abilities, each serving a distinct role in gameplay.
A Detailed Compendium of Evolutions
To provide clarity and aid players in strategic decision-making, a comprehensive catalog of all identified Evolutions has been compiled. This table includes their in-game effects, associated Affinities, maximum upgrade Levels, and Type. It is important to note that the rarity of these Evolutions can dynamically shift as players unlock higher tiers of upgrades, adding another layer of complexity to their acquisition and utilization.

Common Evolutions
The foundational layer of Darwin’s evolutionary potential lies within the Common tier. These Evolutions, while perhaps less flashy than their rarer counterparts, provide essential foundational buffs that are crucial for early-game survival and progression.
| Name | Effects | Affinities | Levels | Type |
|---|---|---|---|---|
| Agile | Increases Dodge; Reduces Attack Penalty | Trickster | 5 | Passive |
| Antlers | Causes self-damage but deals high Physical damage | Imposing | 5 | Attack |
| Beak | Raises Feeding Speed; Deals Ability Damage at range | Prey, Trickster | 5 | Attack |
| Carapace | Raises Damage Resistance; Grants Plating | Imposing, Prey | 3 | Passive |
| Chonky | Raises Size and Physical | Imposing | 3 | Passive |
| Claws | Deals quick Physical Damage | Predator | 5 | Attack |
| Cortex | Increases Ability | Trickster | 5 | Passive |
| Dexterous | Reduces cooldowns; Raises Ability | Predator, Trickster | 5 | Passive |
| Elusive | Reduces size; Increases dodge | Prey | 3 | Passive |
| Fur | Raises Damage Resistance and Cold Adaptation | N/A | 3 | Passive |
| Jaws | Deals Physical Damage; Increased Physical Damage to stunned enemies | Predator | 5 | Attack |
| More Eyes | Increases dodge and Senses | Gregarious, Prey | 5 | Passive |
| More Mass | Increases Max HP, Physical, and Size | Imposing | 3 | Passive |
| Muscular Tissue | Increases Physical | Predator | 5 | Passive |
| Pincer | Deals Ability Damage | Carcinisation, Trickster | 5 | Attack |
| Plated | Raises Plating | Imposing | 5 | Passive |
| Reach | Raises the range of attacks | Trickster | 3 | Passive |
| Regenerative Tissue | Raises regeneration | Imposing | 5 | Passive |
| Saliva | Raises feeding speed and regeneration | Predator, Prey | 5 | Passive |
| Scales | Raises Damage Resistance and Heat Adaptation | N/A | 3 | Passive |
| Slide | Dash over a long distance | Prey, Trickster | 3 | Movement |
| Spit | Deals low Ability Damage at range | Trickster | 5 | Attack |
| Stomach | Raises feeding speed | Imposing, Prey | 5 | Passive |
| Tail | Increases Ability and Social | Gregarious | 5 | Passive |
Rare Evolutions
As players progress, they will encounter the Rare tier of Evolutions, which offer more specialized and impactful enhancements. These can significantly alter a Darwin’s role in combat or survival scenarios.
| Name | Effects | Affinities | Levels | Type |
|---|---|---|---|---|
| Antennae | Raises Senses and Social | Carcinisation, Gregarious | 5 | Passive |
| Body Slam | Deals Physical Damage at close range; Damage scales with Max HP | Imposing | 5 | Attack |
| Carnivore | Raises the progress gained from eating meat; Reduces Prey affinity | Predator | 5 | Passive |
| Cheek Pouch | Stores Food, which can be eaten passively | Gregarious, Trickster | 3 | Passive |
| Constriction | Temporarily stuns nearby enemies and deals Physical Damage over time | Trickster | 5 | Ultimate |
| Detachable Tail | Leave a fake trail when damaged by an enemy | Prey, Trickster | 3 | Passive |
| Exoskeleton | Raises Damage Resistance and Social | Carcinisation, Gregarious | 3 | Passive |
| Forager | Raises the frequency of Food drops being turned into Health Food; Raises Poison Resistance | Prey | 3 | Passive |
| Fungoid | Generates Mushrooms around you | Prey | 5 | Passive |
| Herbivore | Raises Vegetation Progress; Reduces Predator Affinity | Prey | 5 | Passive |
| Horns | Lands a Headbutt that does Physical Damage and bypasses Plating | Imposing | 5 | Attack |
| Leap | Jump over enemies and obstacles and avoid all damage in the process. | Predator | 3 | Movement |
| Leech | Deals short-range attacks that deal Ability Damage and drain HP | Trickster | 5 | Attack |
| Nomadic | Gain Progress when you discover a Place of Interest | Prey | 3 | Passive |
| Omnivore | Raises Food Progress | N/A | 5 | Passive |
| Pack | Raises attack based on the number of charmed animals | Gregarious | 3 | Passive |
| Piscivore | Raises Fish Food Progress | NA | 5 | Passive |
| Poisonous Saliva | Apply poison to the Beak, Jaws, and Spit Attack | Trickster | 1 | Passive |
| Poisonous Spores | Inflict Poison on nearby enemies upon hit | Trickster | 3 | Passive |
| Prehensile Tail | Raises Feeding Distance | Prey | 3 | Passive |
| Revenge | Raises Physical and Ability temporarily when damaged | Imposing, Predator | 3 | Passive |
| Scavenger | Grant extra progress on food from animals that you haven’t killed | Gregarious, Prey | 5 | Passive |
| Shell | Raises Damage Resistance | Carcinisation, Imposing | 3 | Passive |
| Smol | Raises Speed; Reduces Size and Imposing Affinity | Prey | 5 | Rare |
| Spines | Reflects back a percentage of the damage upon contact | Imposing | 5 | Passive |
| Sprint | Raises Speed | Predator | 3 | Movement |
| Spur | Deals low Physical Damage that’s triggered automatically after a basic attack | Predator | 5 | Attack |
| Stoner | Performs a ranged attack that uses Stone Ammo and deals a lot of damage | Trickster | 5 | Attack |
| Subcutaneous Fat | Raises Cold and Heat Adaptation; Raises Max HP | Imposing | 3 | Passive |
| Synapse | Reduces all cooldowns | Trickster | 3 | Passive |
| Tail Wag | Make attempts to charm nearby animals once every five seconds | Gregarious | 5 | Passive |
| Toe Beans | Social attack with a chance to charm a nearby animal | Gregarious | 5 | Attack |
| Turtle Down | Gain a temporary shield | Imposing | 3 | Movement |
| Whining | Tries to charm nearby animals after taking damage | Gregarious | 3 | Passive |
Epic Evolutions
The Epic tier represents a significant leap in evolutionary power, offering game-changing abilities that can define a Darwin’s build and strategy.
| Name | Effects | Affinities | Levels | Type |
|---|---|---|---|---|
| Courting | Charms nearest enemy | Gregarious | 3 | Ultimate |
| Diurnal | Raises all damage dealt during the day; Reduces all damage dealt during the night | N/A | 3 | Passive |
| Hollow Bones | Raises Speed; Reduces Damage Resistance | Prey | 5 | Passive |
| Impervious | Take half of the damage immediately, and the other half after a second; Raises Max HP | Imposing | 3 | Passive |
| More Legs | Raises Speed | Carcinisation | 3 | Passive |
| Nocturnal | Deal more damage during the night; Raises Senses | N/A | 3 | Passive |
| Outlier | Get a random Legendary Evolution; Raises the chance of Legendary-only Evolutions | N/A | 1 | Passive |
| Overwhelm | Deal additional damage based on active Plating | Imposing | 3 | Passive |
| Pistol Pincer | Deal massive damage based on the higher Physical/Ability Damage value; Push the target | Carcinisation, Trickster | 3 | Ultimate |
| Sharpen | Raises the damage of attacks based on Predator Affinity levels | Predator | 3 | Ultimate |
| Slow Metabolism | Reduces Speed; Reduces the progress requirement to evolve | Prey | 3 | Passive |
| Stinger | Deal Physical Damage and Poison that deals Ability Damage over five seconds | Trickster | 5 | Attack |
| Vegan | Raises Vegetation Progress, but you can’t have meat or fish; Reduces Predator Affinity | N/A | 3 | Passive |
Legendary and Branching Evolutions
At the pinnacle of "Everything is Crab’s" evolutionary system are the Legendary and Branching Evolutions. These are often the most powerful and game-defining, with some offering unique branching pathways for further specialization.
| Name | Effects | Affinities | Levels | Type |
|---|---|---|---|---|
| Alpha | Raises Gregarious Affinity; Raises Max HP, Size, and Social | Gregarious, Imposing | 3 | Passive |
| Arms | Raises Ability, Physical, and Feeding distance | Trickster | 3 | Passive |
| Legs | Raises your Speed | Predator, Prey | 3 | Passive |
| Pollinator | Raises the Vegetation Rate when you find a Point of Interest; Gain a random bonus after you discover four Points of Interest | Gregarious | 3 | Passive |
| Robust | Max HP scales with Size | Imposing | 1 | Passive |
| Ruminant | Gain Progress based on Prey Affinity | Prey | 3 | Passive |
| Shifty | Negative size modifiers raise Dodge | Prey, Trickster | 3 | Movement |
| Slithery | Raises Terrain Adaptation and Speed | Trickster | 3 | Passive |
| Tentacles | Raises your speed and ability; Unlocks arm-based Evolutions at Level 3 | Trickster | 3 | Passive |
| Wings | Raises Terrain Adaptation and Speed | Predator, Prey | 3 | Passive |
Acquiring and Developing Evolutions
The process of obtaining Evolutions in "Everything is Crab" is intrinsically linked to Darwin’s growth and consumption. As Darwin consumes food, he progresses through leveling intervals. Upon reaching these intervals, players are presented with a choice of three potential Evolutions. The first time an Evolution is acquired, it becomes permanently unlocked in the game’s roster. Certain Evolutions may have specific prerequisites that must be met before they can be discovered or offered as a choice.

Once an Evolution is unlocked, players have the opportunity to further develop it during subsequent runs. Unlocked Evolutions will appear with a higher probability during gameplay, allowing players to level them up. Each level gained enhances the Evolution’s effectiveness, making it a more potent asset for Darwin. This system encourages repeated play and strategic choices, as players aim to unlock and maximize the benefits of their preferred Evolutions.
The Interplay of Genetics and Evolutions
Beyond the immediate impact of Evolutions, "Everything is Crab" also features a "Genetics" system. These genetics provide pre-run boosts to Darwin, offering a foundational advantage before a player even begins a session. The synergy between chosen Genetics and active Evolutions is paramount for creating a truly optimized Darwin. Players are advised to pay close attention to both systems, as the right combination can lead to significantly improved performance and a greater chance of success in the game’s challenging environments.
Analysis of Implications
The sheer volume and diversity of Evolutions in "Everything is Crab" suggest a design philosophy centered on player agency and emergent gameplay. The ability to customize Darwin’s abilities through a deep evolutionary tree allows for a highly personalized experience, catering to various playstyles, whether they favor aggressive combat, stealthy evasion, or resource management. The interconnectedness of Affinities, Levels, and Types indicates a complex meta-game where strategic combinations are rewarded.
The tiered rarity system, coupled with the progression-based unlock mechanic, creates a compelling long-term engagement loop. Players are incentivized to explore different evolutionary paths and experiment with various builds to discover the most effective strategies. Furthermore, the existence of branching Evolutions hints at even deeper customization options, potentially allowing for unique character archetypes to emerge within the game’s ecosystem. The development team’s ongoing work, as indicated by the "work in progress" disclaimer, suggests that the evolutionary landscape may continue to expand, offering new challenges and opportunities for players to discover and master. This dedication to evolving content ensures that "Everything is Crab" remains a dynamic and engaging experience for its player base.
