
We really wanted to love the delightful-looking Soulslike Another Crab's Treasure when it landed on Switch earlier this year, but pesky performance issues made the whole experience far from ship shape. Fortunately, developer Aggro Crab Games has now released a performance-enhancing update for the Nintendo hybrid, hopefully snipping away some of those problems.
This latest update brings the Switch edition of the game up to ver. 1.0.103.9, and it really seems to be all about the performance. In an accompanying BlueSky post, the developer stated that the "entire game has been significantly optimised", with frame rate improvements in "almost every circumstance".
There's also a boatload of bug fixes and balancing tweaks included in this one, so if the performance was enough to put you off initially, this might be the ideal time to dive back in.
The full patch notes were shared on the official Aggro Crab website, and we have gathered them together for you to check out below:
Another Crab's Treasure Ver. 1.0.103.9 (Released 3rd Dec 2024)
OPTIMIZATION
- IT'S FINALLY TIME! Every area in the entire game has been significantly optimized, improving framerate in almost every circumstance. This includes reductions in rendered geometry as well as shader and fog adjustments and optimized gameplay code. Special attention has been given to areas that were previously particularly low-performance and harmed players' enjoyment of the game. Thank you so so much for your patience, it's been a long time coming!!
BUGFIXES
- Re-added a BUNCH of missing NPCs that were supposed to be in the game!!! (especially in late game areas)
- Fixed an issue where killing a blue pufferfish would mysteriously crash the game for some users.
- Fixes to some niche situations where Umami crystals could be continuously increased by restarting the game.
- Fixed an issue where Shell UI wouldn't update language when the Language setting changes
- Fixed an exploit where a Decoy could be placed on Umami replenishers to infinitely restore Umami
- Fixed visual and physics issues related to the Felix Cube.
- Fixed an issue where smokescreen caused Pagurus to teleport.
- Fixed a rare issue where Kril could get stuck in Heikea's grab attack, forcing a reset.
- Fixed an issue where Kril would take damage from enemies hitting a Decoy.
- Fixed rare control lockups related to the Scrap Hammer.
- Fixed an issue where the Fortify effect could last forever even after the visual expired.
- Fixed an issue where the final boss could fall off of their arena.
- Fixed a small issue where killing a boss from long distance with The Gun could make their dead icon never show up on the Map.
- Fixed an issue where hammer dash would sometimes send you flying at high velocity.
- Prevented a soft lock at the end of the game related to a shell going out of bounds.
- Fixed Infinite loading bug caused by some shells in the player corpse.
- Fixed an issue where you could climb on the Consortium's back after it died.
- Fixed an issue where Topoda's fast movement during his sandstorm ability would cause the player to get flung into the air.
- Fixed an issue where certain costumes would appear completely black permanently after being gunked.
- Fixed an issue where Self-repair could heal Kril beyond his maximum HP.
- Fixed an issue where taking off the gun would remove it from the shell collection menu
- Fixed an issue where Kril could get stuck in a climbing animation when leaving a climbable surface in certain situations.
- Fixed an issue where getting your hammer destroyed would also cause your DEF stat to not respect your currently worn shell.
- Fixed an issue where being electrocuted while rolling did not stop the roll.
- Prevented "windbox" hitboxes such as the Frogfish vacuum attack from affecting the player while climbing
- Fixed an issue where getting grabbed while climbing would disrupt the grabber's physics
- Fixed an issue where Flotsam Vale's Inkerton could be interacted with prior to ambushing you.
- Fixed an issue where hitting an enemy would cause the game to get softlocked and spawn the hit vfx particle every frame in very rare cases.
- Mantis Punch teleport should behave more consistently.
- Fixed an issue where a certain colossal lategame enemy would not release you from a grab properly
- Fixed an issue where your hammer could attack as if it was the standard fork after a cutscene.
- Fixed multiple SFX and voice lines in Voltai's fight being played silently
- Fixed multiple instances of NPCs persisting in a spot after having moved on in the story
- Improvements to camera collision, especially when using Dispatch
- Fixed a mis-typed italics tag present in all languages except English • Improved a variety of Russian translations including a misgendered lobster in Slacktide
- You can no longer use Self Repair to restore Shell Health reduced from self-inflicted damage such as Munch and Twinkle.
- Removed access to Assist Settings from Title, as assist settings are saved specifically to individual save files.
- Fixed multiple progress blockers related to dying or resting right before the Boat Powered sequence could take place
- Fixed an issue where munch+kintsugi would cause Kril to do a mega jump.
- Fixed a bug where status buildup could be reduced below 0 by equipping Stowaways totaling greater than 100% status resistance.
- Fixed an issue where certain world-space text (such as Affliction triggers) could fail to display in languages besides English.
- Fixed an issue where Firth's bubble bullet claw model would stay active if you Wave Breaker him at the right moment.
- Fixed an issue where bosses such as Topoda wouldnt play the peril symbol if attacking you from a distance
- Fixed an issue where Wave Breaker's text prompt wouldn't update its layout properly
- Fixed an issue where Pufferfish would never get up after being poise broken.
- Fixed an issue where Topoda's brain would break if Smokescreen was used on him during his sandstorm phase
- Fixed an issue where Topoda could send you under the map with his mantis punch.
- Fixed an issue where Magista could hit you with a ghost hitbox after she's done her spin attack.
BALANCE CHANGES
- Nerfed hammer slightly by adding an extra third of a second before the Hammer's first attack cancels.
- Rubber Band now only halves electric damage and entirely removes the electric stun.
- Stunpounder's chain lightning attack damage reduced from 90 → 75
- Stunpounder's chain lightning attack radius reduced by 25% to reduce the amount of doubled hits
- Stunpounder's big lightning attack replaced entirely with an electric ring that can be jumped over, but the windup time is faster.
- Stunpounder and Voltai: Electric ring damage buffed from 40 → 60
- Puffer Quill stowaway weight reduced from 3 → 2
- Rusty Nail+ stowaway changed to 6 ATK -5 MSG, Req. 8 RES
- Bobbit Trap lockdown time reduced on bosses and extra large enemies.
- Bobbit Trap extra lockdown time on Lv.3 upgrade is also reduced.
- Praya Dubia Health increased from 3000 → 7000
- Praya Dubia Reduced Damage from orbital laser from 95→ 70
- Mantis Punch Base Damage reduced from 250 → 220
- Puffer Quill stowaway -DEF reduced to -10
- Reduced the amount of time you are invincible after swapping shells by 0.5s.
- Puffer Quill Stowaway ATK buff reduced from +10 to +5
- Unique Broadsword Rangoon no longer respawns in Expired Grove.
- "Another Chance" now grants invincibility for a few moments.
- Stowaway Weight on Sea Cucumber Reduced from 6 to 5
- A certain late-game tentacled boss's HP increased by 14%
FEATURES
- You can now move and zoom the map on the Location menu. Look at all the pretty art, go nuts!!!
- Kril can now use Adaptations without a fork. Have fun, speedrunners!
LEVELS
- Many fixes across all levels to various soft locks, exploits, and level skips.
LOCALIZATION
- Updated translations for "Lv" across various languages.
- Updated description of Rubber Band to reflect that it doesn't make you fully immune to electricity damage anymore.
- Added missing dialogue to Topoda's upgrade shop.
- Updated credits.
The Another Crab's Treasure performance update is now available to download on Switch. You'll find our full review of the game at its launch state and an interview with the developer below.
Did you pick up Another Crab's Treasure at launch? Is today's update enough to make you consider diving in now? Swim down to the comments and let us know.
[source aggrocrab.com]
Comments 12
Nice, I was waiting for this to grab it! I'll definitely get it in one of the next sales.
And what about the people who played it in dysfunctional form for seven months? I suppose rush jobs are the norm these days.
The writing and NPC characters in this game are really well done. Both heartfelt and funny.
Love to hear it, fingers crossed that thanks to this patch Another Crab's Treasure will run better on Switch (and not just potentially on the successor) as I'm definitely interested in giving it a try in that case!
Their other game "Going under" is also great
I've been waiting for this patch for sooooooo long.
I really enjoyed the game but the boss fights were awful with the framerate issues and input lag. I think it was only the 2nd boss that made me quit the game (the lady crab).
I'll definitely dive back in following this update, and I look forward to the developers next project.
I initially bought this on Switch but the performance was so bad in handheld mode that I double-dipped and got it on PS5 as well. Happy to hear that Aggro Crab put in the time to fully optimize it, but it still stings that I spent $30 on a game that barely ran.
Hopefully someone who owns the game can comment on this article later and share if the game has been drastically improved with this patch. I would hate to only have "some of the issues" corrected instead of most, if not all of them.
I'll likely pick this game up now. No reason it shouldn't have been optimized on Switch day 1, even if it required a delay. People love blaming the hardware, but this is yet another case of poor optimization at launch.
I’m sorry, but Kate clearly established that crab news is reported on this website on Thursdays.
Actually did not enjoy this game, I think something about the save spots being so far away from some of the boss arenas annoyed the heck out of me. I get having hard games, but I can't stay walking through the swamp area to fight the same boss over and over. Also the town hub area is pretty bad, with the upper and lower areas. I understand thematically about the town, just seemed like a lot of unused space.
GregamanX wrote:
I haven't played it, but here is a sampling from Reddit:
"I have just tried it on handheld and it's definitely better, but still laggy and not good enough for a Soulslike"
"On Switch? Still abysmal. Started a fresh save and it starts out promising, then slowly devolves into a low fps fest."
Sounds like it's still: "Best played on other platforms."
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