Grass
RainBaseline biome
Greener land, heavier tree cover, and the easiest starting reference point for reading the map.
Biome Guide
Everything is Crab has four biome families: Grass, Sand, Snow, and Water. If you only care about the player view, that really means four different kinds of pressure: rain and wetness, heat and mirages, blizzard and freezing, or movement trouble around sea space.
This page keeps the question simple. For each biome, we only answer three things: what it is, what it does to the player, and which creatures best represent it.
The fast version: one baseline biome, two climate-pressure biomes, and one traversal biome.
Grass
RainGreener land, heavier tree cover, and the easiest starting reference point for reading the map.
Sand
HeatwaveDesert-style terrain where heat pressure and mirage tricks make the environment actively hostile.
Snow
BlizzardA storm-heavy region built around freezing pressure, heavier visibility loss, and slower-feeling movement.
Water
Sea spaceThe biome that changes movement the most, especially when a fight forces you to dodge in or around water.
These are the player-facing differences that matter most once a run starts pushing you out of your comfort zone.
Grass
Grass is the default-feeling land biome: open enough to move through, green enough to read quickly, and tied to rain rather than raw damage spikes.
Sand
Sand is the desert biome. It asks the clearest question of any biome in the game: can your build handle heat and still keep control?
Snow
Snow is the cold biome. It feels heavier than Grass because the storm itself is part of the threat, not just a visual filter.
Water
Water is the sea biome. It is less about a single meter event and more about how badly movement can fall apart once water gets involved.
This is a field guide, not a full spawn spreadsheet. The creature lists focus on the strongest biome matches and the clearest player-facing habitat clues.
A few quick answers for the questions players are most likely to have after reading the field guide.
Use it as a quick read on environment pressure. First identify which biome you are entering, then check what that biome is most likely to punish: wetness, heat, freezing, or awkward movement.
Because Water stands out more as a movement and pathing biome than a clean climate-meter biome. It changes how fights feel, especially when dodging space gets worse.
No. These are representative creature groups based on the strongest biome clues, not a complete spawn table for every run or region state.