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CrabmeatNewsDevelopment Update: 3
Community

Development Update: 3

Crabmeat · published 30 Sep 2025, 06:04 UTC

All newsPlayers around this dateRead on Steam

Hello fellow Penal Colony Workers,

It's been another month since I last updated ya'll on development progress so here it is. Dev has been pretty full on as I've been working towards a hard deadline to wrap the MVP (minimum viable product) of the game by the 3rd of October. Whilst this is not the release it marks a shippable build that if i got hit by a bus tomorrow my ghost wouldn't be sad got released into the world. Now there's a ton of still I'd still love to improve and work on in the game but this officially puts the game in the final stages of polish and improvements only.

Finally life gets in the way, MIGW is happening next week and from the 12th of October till the 30th I'll be on holiday oversea so development will be paused till i return. This break should give me a good chance to reflect on what I still want to work on for the final release and lock down a release date.


Regardless there's plenty of cool stuff to show off, below is a video where i just jump through stuff in a chaotic manner or you can read below and avoid hearing my voice.

Store Update
I've done a nearly fully overhaul of the store assets. This includes replacing all the screenshots and gifs to match the current quality of the game. I've also tuned the text copy to focus on the games key pillars and removed superfluous stuff like my game release history. Go check out the changes if you're interested.

Ship Controls and Map

The ship controls have finally been polished off, I have baked everything down to a nice model with a unique texture, made the map a lot smaller and organised everything to give much better visibility out of the window.
The controls for the rudder and throttle are now much juicier using a drag to interact rather than click to interact

Misc

I've added a bunch of stuff and polished more, some of this includes but is not limited to

  • actually adding achievements

  • key rebinding

  • optimising da crabs using the same technique I used for the bird

  • Polishing REDACTED

  • more unique death animations

  • Gore Pass

  • new ways for threats to board the ship

Anyway here's a bunch of the tank full of crabs which now doesn't totally chug the game now they're using the vertex shader animation rather than skeletal anims.


Want more frequent updates?
Watch development live at twitch or join the discord to chat with me and the community about the game.

More from Crabmeat

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In-game event31 Aug 2026Patch 0.4.04Hello Fellow Penal Colony Workers, I was recently exhibiting Crabmet over in Busan, Korea at BIC and noticed a few issues while I was there. Also shoutout to our buddies at Bada Games (the games Korean translators) for helping me out during the event. Fixes / Improvements · Fixed Credits not supporting skip after recently input code changes broke it · Updated Crab Hopper Text in Korean · Fixed…Game update3 Aug 20260.4.03 Hotfix 1This is just a quick one to fix up two mistakes in the english version of the contract. These probably regressed when the contract was converted from a graphic to localised text. Fixes · Fixed spelling of Heinous · Fixed capitalisation of Feudostate · Fxed LOD blending missing on small icebergs -NickIn-game event23 Jul 2026Patch 0.4.03Hello Fellow Penal Colony Workers, Thanks to those of you who reported save corruption issues and to those of you who sent me logs I was finally able to track down and fix two of these. These fixes will not allow recovery of broken saves but SHOULD prevent future corruption, assuming there aren't other edge cases I've missed. Fixes · Fixed case where keys in the hopper would corrupt saves of an…