Another Crab's Treasure - Controls

Another Crab's Treasure controls guide for PlayStation, Xbox, Nintendo Switch and PC

Another Crab's Treasure may look cheerful, but its controls belong to a full action soulslike. Kril must attack carefully, shelter inside disposable shells, dodge unblockable moves, manage healing and Umami, grapple across the seabed, switch Adaptations, and keep the camera focused on enemies considerably larger than he is.

The unusual part is that defense is tied to whatever piece of underwater trash Kril currently wears. Blocking protects Kril by transferring damage to the shell, while every shell also grants its own Umami-powered Shell Spell. Later abilities add parries, hammer attacks, grappling techniques, Adaptations, and more advanced evasive options.

The default controller layout keeps attacking and blocking on the shoulder buttons, leaving the face buttons free for jumping, dodging, interacting, and Shell Spells. Nearly every input can be reassigned from the Rebind Controls menu.

Another Crab's Treasure Controls

Action PlayStation Xbox Nintendo Switch PC Default
Move Left Stick Left Stick Left Stick W / A / S / D
Move Camera Right Stick Right Stick Right Stick Mouse
Interact / Pick Up Triangle Y X E
Attack R1 RB R Left Mouse Button
Charge Attack Hold R1 Hold RB Hold R Hold Left Mouse Button
Block / Hide in Shell Hold L1 Hold LB Hold L Right Mouse Button
Jump / Swim X A B Space
Dodge Roll Circle B A Left Shift
Sprint Press L3 Press LS Press Left Stick C
Heal with Heartkelp Pod D-Pad Up D-Pad Up D-Pad Up R
Grapple Hold L2 Hold LT Hold ZL F
Shell Spell Square X Y Left Ctrl
Use Adaptation R2 RT ZR Q
Swap Adaptation D-Pad Left D-Pad Left D-Pad Left Tab
Swap Hammer D-Pad Down D-Pad Down D-Pad Down V
Focus / Lock On Press R3 Press RS Press Right Stick Middle Mouse Button
Change Focus Target Move Right Stick while focused Move Right Stick while focused Move Right Stick while focused 1 / 2 or Mouse Movement
Pause Options Menu Plus Esc
Open Map / Menus Touch Pad / Menu Tabs View / Menu Tabs Minus / Menu Tabs Assigned Menu Keys

Control note: Some commands appear only after the related ability is unlocked. Another Crab's Treasure supports controller and keyboard remapping, so the inputs displayed in your game may differ from these defaults.


Movement and Camera Controls

Use the left stick or W, A, S, and D to move Kril. The right stick or mouse controls the camera independently. Although the game includes platforming, combat movement is deliberately weightier than a traditional 3D platformer because shell size and equipment can affect the feel of a dodge.

Keep the camera aimed toward the greatest threat rather than directly behind Kril at all times. Many enemies telegraph attacks through raised claws, weapon movements, glowing effects, or warning symbols. Those tells are difficult to read when the camera is buried against a wall.

Sprinting

Press the left stick or the assigned sprint key to begin moving faster. Sprinting is useful while exploring broad areas, returning to lost Microplastics, or creating distance before healing.

It is less dependable than dodging during close combat. Sprinting changes Kril's position, but it does not provide the protection associated with a correctly timed dodge.

Jumping and Swimming

Jump is used for platforming, avoiding low attacks, climbing environmental objects, and beginning Kril's short underwater swimming movement. Holding or pressing the input again where appropriate helps him remain airborne and cross wider gaps.

Jumping is useful against ground-level hazards, but it should not become a panic response. Many enemies have rising attacks or aerial follow-ups designed to catch Kril after an obvious jump.


How Attacking Works

Press Attack for a standard fork strike. Repeated presses create a basic attack sequence, while holding the button prepares a stronger charged attack after the appropriate ability becomes available.

Normal attacks are quick enough to test an enemy's reaction without committing to a lengthy animation. Against an unfamiliar opponent, begin with one or two strikes and watch what it does rather than completing the entire sequence automatically.

Charged Attacks

Hold Attack to prepare a charged strike. Charged attacks deal stronger Balance damage and can be excellent against an enemy that has missed, been stunned, or become trapped by another ability.

Charging in front of an active enemy is risky. Create the opening first by blocking, parrying, dodging, using an Adaptation, or waiting for a long recovery animation.

Balance, Capsize and Critical Attacks

Enemies have a Balance meter in addition to ordinary health. Applying enough pressure fills that meter and causes the enemy to Capsize, leaving it helpless for a short period.

Approach a Capsized enemy and use the prompted attack to deliver a powerful punish. Strong attacks, well-timed defensive skills, certain Shell Spells, and Adaptations can all help build Balance damage.

Combat Rhythm

Attack only long enough to provoke a response, defend against that response, then punish the enemy's recovery. Building Balance safely is usually more effective than trading health for one longer combo.


Blocking with a Shell

Hold Block to make Kril retreat inside his equipped shell. Most ordinary incoming damage is transferred to the shell's durability instead of Kril's health.

This makes blocking a central mechanic rather than an emergency option. Shells are common, replaceable, and intended to absorb punishment. Losing part of a disposable shell is often preferable to losing health and consuming a limited Heartkelp Pod.

Shell Durability

Every shell has its own durability value. Blocking attacks, receiving direct shell damage, and using certain shell-related effects can reduce it. The shell shatters once durability reaches zero, leaving Kril exposed until another one is found or equipped.

Watch both Kril's health and shell durability. A block is technically successful even when it destroys the shell, but the next attack may hit Kril before you have time to replace it.

Shell Weight

Shells come in different weight classes. Lighter shells generally support quicker, longer dodge rolls, while heavier shells make evasive movement slower but often provide stronger defense or greater durability.

Choose weight according to the encounter. A heavy shell may be excellent against deliberate melee attacks, while a lighter shell can be more comfortable against fast bosses and projectile-heavy arenas.

Attacks That Should Not Be Blocked

Grab attacks and other specially telegraphed moves can bypass or defeat ordinary shell defense. When an enemy displays an urgent warning and begins a grabbing motion, dodge away instead of remaining tucked inside the shell.

Learning which attacks demand movement is one of the most important parts of combat. Blocking everything without reading the enemy eventually results in Kril being grabbed, knocked away, or left with a shattered shell.


Dodging

Press Dodge while moving to roll in the selected direction. A well-timed roll carries Kril through the active part of many attacks.

Roll through narrow attacks when doing so places Kril beside or behind the enemy. Rolling directly backward is safer against some wide swings, but it may keep Kril inside the range of a long-reaching follow-up.

Shell Weight and Dodge Distance

Do not expect every shell to produce the same roll. Changing from a small shell to a large object can significantly alter the animation, distance, and recovery.

Take a few practice rolls whenever you equip an unfamiliar shell. Discovering that it is unusually heavy during a boss's fastest attack is too late.

Backstep and Advanced Evasion

Skills unlocked through the Moon Snail expand Kril's defensive options. One such technique allows a quick evasive movement when Dodge is pressed without a directional input, creating another way to avoid a strike while remaining near the enemy.

Advanced follow-up skills can reward precise evasions with stronger counterattacks or temporary slow-motion effects. These abilities are most useful when you react to an enemy's real attack rather than dodging continuously.


Parrying

Parrying is unlocked through the skill tree rather than being available from the opening moments. It uses Kril's shell defense but requires much tighter timing than an ordinary block.

Instead of holding Block long before impact, activate the defensive action near the moment the enemy's attack connects. A successful parry creates an opening and can inflict strong Balance pressure.

Practice against a familiar, slow enemy before depending on parries during a boss fight. Blocking remains a valid choice whenever you are uncertain about the timing.

Block, Parry or Dodge?

  • Block predictable ordinary attacks when shell durability is plentiful.
  • Parry readable strikes when you want to create a strong counter opportunity.
  • Dodge grabs, unblockable threats, dangerous multi-hit sequences, or attacks likely to shatter the shell.

The strongest defense is not choosing one method permanently. It is recognizing which response costs the least in the current situation.


Shell Spells

Press Shell Spell to activate the special ability granted by Kril's current shell. Shell Spells consume Umami charges, and each type of trash produces a different effect.

Some Shell Spells deal damage, while others improve defense, create movement, heal, fire projectiles, distract enemies, apply status effects, or temporarily change how Kril fights.

A shell is therefore more than a durability bar. Two shells with similar defensive values can support completely different builds because their spells solve different problems.

Choosing a Shell Spell

Before committing to a shell, consider three separate qualities:

  • Durability: How much punishment the shell can absorb.
  • Weight: How it changes Kril's dodge movement.
  • Spell: What tactical ability it provides.

The shell with the highest defense is not automatically best. A lighter option with a strong control or healing spell may preserve more health over an entire encounter.

Managing Umami

Shell Spells and Adaptations draw from Kril's Umami supply. Avoid emptying every charge on minor enemies unless a nearby Moon Snail Shell or replenishment source makes the cost irrelevant.

Use ordinary attacks for routine threats and spend Umami when magic prevents damage, secures a Capsize, or shortens a dangerous encounter.


Adaptations

Adaptations are powerful Umami abilities learned from significant encounters and creatures. Press Use Adaptation to activate the currently selected ability, then use Swap Adaptation to rotate through the equipped choices.

Adaptations may deliver direct damage, stagger enemies, protect Kril, control space, create decoys, or provide traversal utility. Their value often comes from solving a specific problem rather than simply producing the highest damage number.

Equipping and Swapping Adaptations

Assign complementary abilities rather than several variations of the same attack. A practical set may include one strong single-target option, one crowd-control tool, and one defensive or utility ability.

Memorize their order before beginning a boss encounter. Repeatedly looking at the interface to determine which Adaptation is active can distract from enemy telegraphs.

Upgrading Adaptations

Adaptations can become substantially stronger after their upgrade system is unlocked. Improvements may raise damage, enhance an existing property, or add a new effect.

Prioritize the abilities you genuinely use. Spreading resources across every Adaptation can leave your preferred options weaker than necessary.


Grappling

Hold Grapple to enter the grappling stance after the ability has been unlocked. Valid grapple points and targets become available depending on Kril's position and progression.

The grapple is used for exploration, closing distance, interacting with marked objects, and performing combat techniques unlocked through the skill tree.

Using Grapple During Exploration

Look for visible hooks, lines, nets, elevated objects, and other marked points. Jump before grappling when additional height or distance is needed, then release or redirect at the correct moment.

When a route appears unreachable, inspect it from another angle. The intended grapple point may sit above Kril or behind nearby scenery rather than directly along the obvious path.

Using Grapple in Combat

Combat upgrades allow Kril to use the grapple more aggressively. Depending on the learned skill and target, it can help close distance or transition into an attack.

Do not remain in the grappling stance while an enemy is already swinging. Dodge to safety, re-establish the stance, and then attempt the technique again.


Healing

Press Heal to consume a Heartkelp Pod and restore Kril's health. Healing takes time, so it should begin only after creating a genuine opening.

Move behind terrain, sprint away, wait for a boss's long recovery animation, or use a control effect before healing. Trying to recover health directly in front of an active enemy often results in losing the restored health immediately.

When to Heal

Do not wait until one ordinary hit will defeat Kril. Heal when health is low enough that the next mistake becomes dangerous and the battlefield provides a safe window.

At the same time, avoid wasting a full pod to restore a tiny amount of health unless a difficult encounter is clearly approaching.


Focus and Target Switching

Press R3 or the PC focus input to lock the camera onto a nearby enemy. While focused, move the right stick or use the assigned target-switch controls to select another threat.

Focus works best in one-on-one fights and against bosses. In a crowded area, an unlocked camera may provide a better view of projectiles and enemies approaching from behind.

When to Release Focus

  • When multiple enemies surround Kril.
  • When the target moves behind a wall or large object.
  • During platforming or grappling sequences.
  • When retreating through a narrow route.
  • When a boss summons several additional enemies.

Lock-on is a tool, not a rule. Release it whenever camera movement begins working against you.


The Scrap Hammer

After the appropriate skill is unlocked, Kril can attach a compatible shell to his fork and use it as a hammer. Press Swap Hammer to change between the standard fork state and the equipped hammer arrangement.

Hammer attacks are slower and more committed but can deal considerable damage and Balance pressure. The attached shell becomes part of the offensive setup, so consider whether you can afford to lose access to it as ordinary protection.

When to Use the Hammer

  • Against slow enemies with long recovery animations.
  • When trying to Capsize an elite opponent quickly.
  • During a boss's reliable stagger window.
  • When a spare shell is available nearby.
  • When the heavier attack complements your current build.

Switch back when fast movement and safer recovery become more important than raw impact.


How to Rebind Controls

  • Open the pause or title menu.
  • Select Settings.
  • Open Controls.
  • Select Rebind Controls.
  • Highlight the action you want to change.
  • Press the replacement controller button or keyboard key.
  • Select Confirm to save the layout.
  • Use Restore Defaults to recover the original assignments.

The current Rebind Controls screen separates combined analog movement from individual keyboard directions. It also provides dedicated entries for combat, grappling, healing, Adaptations, the hammer, focusing, target selection, and camera movement.

Recommended Control Changes

Keep Attack and Block on Shoulder Buttons

The default layout allows attacking, blocking, moving, and controlling the camera simultaneously. Moving either command to a face button may make camera adjustments harder during close combat.

Move Sprint if Clicking the Stick Feels Uncomfortable

Sprint is used frequently while exploring. Players who dislike repeated stick clicks may prefer a rear button or another easy-to-hold input.

Keep Heal Away from Focus

Healing is a limited action and should not share a button combination that is easy to trigger accidentally while locking onto an enemy.

Place Adaptation Swap Somewhere Memorable

Adaptation switching often happens during combat. Use a button that is easy to distinguish from Heal and Swap Hammer under pressure.

Do Not Overload the Dodge Button

Dodge timing is too important to risk a conflicting input. Keep it on a responsive, easily reached button with no awkward modifier.


Assist Mode and Difficulty Options

Another Crab's Treasure includes granular Assist Mode options intended to let players shape the experience without abandoning its core systems. These settings can make combat more forgiving, reduce the consequences of mistakes, or remove a specific source of frustration.

Available assistance can include adjustments to enemy health and damage, dodge timing, shell durability, death penalties, falling hazards, game speed, and other combat pressures. The famous gun option provides an intentionally extreme solution when a player simply wants to move past an obstacle.

Use assistance selectively. Lowering enemy damage may preserve the need to learn attacks, while increasing shell durability allows more experimentation with blocking. There is no requirement to activate every option together.


Frequently Asked Questions

What are the default PlayStation controls?

Triangle interacts, R1 attacks, L1 blocks, X jumps, Circle dodges, L3 sprints, D-Pad Up heals, L2 grapples, Square uses the Shell Spell, R2 uses an Adaptation, D-Pad Left swaps Adaptations, D-Pad Down swaps the hammer, and R3 focuses on an enemy.

How do you block?

Equip a shell and hold L1, LB, L, or the assigned PC block input. Incoming ordinary damage is transferred to shell durability while Kril remains protected inside it.

Why can an enemy damage me while I am blocking?

The attack may be a grab or another move that bypasses ordinary blocking, the shell may have shattered, or the hit may have connected before Kril fully entered the shell.

How do you parry?

Unlock the parry skill through Moon Snail progression, then activate shell defense close to the moment an enemy attack lands. The timing is much tighter than a normal block.

How do you heal?

Press D-Pad Up on a controller or R with the default keyboard layout. Kril consumes one Heartkelp Pod and needs enough uninterrupted time to complete the action.

How do you use a Shell Spell?

Equip a shell, make sure enough Umami is available, and press Square, Xbox X, Switch Y, or Left Ctrl by default on PC.

How do you use Adaptations?

Press R2, RT, ZR, or Q on the default PC layout. Use D-Pad Left or Tab to change the selected Adaptation.

How do you grapple?

After unlocking the ability, hold L2, LT, ZL, or F and target a valid grapple point or compatible enemy.

How do you lock onto an enemy?

Press R3, RS, the right stick, or the middle mouse button. Move the right stick or use the assigned PC target controls to change targets.

How do you sprint?

Press L3 or its equivalent on a controller. The default keyboard sprint input is C, although it can be reassigned.

How do you perform a charged attack?

Hold the Attack button after gaining the relevant ability. Release once the attack is prepared and the enemy is safely within range.

How do you Capsize enemies?

Apply enough Balance damage through attacks, counters, Shell Spells, Adaptations, and heavy techniques. When the enemy falls over, move in and use the critical opportunity.

Can all shells block?

Wearable shells provide defense, but their durability, weight, defensive value, and spell differ. Some unusual equipment may substantially change how Kril moves or fights.

Why is my dodge slower?

The equipped shell may be heavier. Shell weight affects the feel and distance of Kril's roll, so test movement after changing equipment.

Can controls be remapped?

Yes. Open Settings, Controls, and Rebind Controls. The game offers extensive remapping for controller and keyboard inputs.

Does the PC version support controllers?

Yes. The Steam edition supports PlayStation and Xbox controllers and recommends controller play.

Can I change the difficulty?

Yes. Assist Mode provides individual options for changing specific parts of the experience rather than forcing every player into one easier preset.

Does the gun replace my normal weapon permanently?

The gun is an optional assistance feature. It can be enabled when desired rather than being part of Kril's ordinary progression.

Why can I not use an Adaptation?

The selected ability may require more Umami, may not yet be equipped, or may be unavailable during the current animation or state.

Why can I not use the hammer?

The Scrap Hammer skill must first be unlocked, and Kril needs a compatible shell available for the hammer setup.


Final Control Advice

Another Crab's Treasure becomes easier once shells stop feeling like precious equipment. They are temporary armor, spell containers, build choices, and sometimes weapons. Let them absorb damage, replace them when they crack, and choose each one for the problem directly ahead.

Use ordinary blocking while learning an attack, parry only when its rhythm becomes familiar, and dodge whenever a grab or shell-breaking threat appears. Keep the camera free in crowded fights, save Umami for meaningful abilities, and never begin healing until the enemy has genuinely finished its turn.

Continue with our Another Crab's Treasure Tips and Tricks Guide for shells, stats, Stowaways, skill upgrades, Adaptations, Microplastics, bosses, exploration, and Assist Mode advice.

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