Crack
Rafoli · Simulation, Adventure, Party Game
Overview
Why is there a giant egg in this lab? Your job is simple: crack it open. Don't ask questions. CRACK is a 1-4 player co-op incremental adventure about uncovering what's inside a mysterious giant egg.
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CRACK is a 1-4 player co-op adventure where you and your friends work together to uncover what's inside a mysterious giant egg.
There is an egg.
It is very big.
Your job is simple: crack it open. Don’t ask why.
Who built this laboratory?
Why are you here?
Unlock hidden rooms and upgrade your tools throughout the facility.
The Egg reacts to you.
Listen closely.
Find out what's inside. Whatever happens after that is above your pay grade.
I’m building CRACK in public from Day 1! Follow the development on social media, and tell me what to develop next.
From the game's Steam store page.
THE GAMEQ VERDICT1,085 reviews analyzed
What players are actually saying
1. Summary
CRACK is a low-priced co-op incremental game about breaking open a giant egg for a shady lab, and 92% of the English reviews recommend it. Players love it most as a night in with friends or a partner. Groups fall into roles (digger, bucket runner, scaffold builder), the climb from hand tools to robots, drones and dynamite keeps them hooked, and for some the eerie corporate humor and hidden lore are a reason to reach the middle of the egg. Reviewers often cite the low price as the reason a short runtime doesn't bother them, and the developer's rapid patches in launch week earned a lot of goodwill.
Groups report first runs of roughly three to nine hours, finishers who talk about the endings were more often let down than pleased, and there is little reason to start a second save. A long list of small frictions (the tethered keycard, tool durability, purchase minigames, the egg's agitation and regrowth, chores like sealing burst pipes) wore thin for a share of players, and solo players felt it most. Patches that made the game easier split the community: newer players welcomed them, while some launch-day groups said the chaos that made it funny had been patched out. Where reviewers disagree is how long the game lasts and how much friction it should keep.
2. What keeps coming up
What players praise
Playing with friends, partners and familyHigh
More reviews mention playing with friends, a partner, family or in multiplayer than any other subject, and the wave of "cracking with the boys" jokes says the same thing in meme form. Players describe a game that naturally hands everyone a job: "When playing co-op, you'll find that everyone falls into a role." Couples, parents with kids and streamers with their moderators all describe one-sitting sessions. Reviewers also single out the social details: proximity chat, the end-of-day productivity chart for mocking slackers, watching teammates move the cursor on the shop screen, and egg events that trap a player inside the egg until friends dig them out. One group liked that there are no hard fail states, unlike quota games: "there's enough for everyone to find their own little role" without anyone being forced to min-max. The few dissenters say the co-op is thin on real interaction or that individual wallets create squabbling.
An addictive upgrade loopHigh
Reviewers describe starting with a flimsy pickaxe and a tiny bucket, then unlocking better tools, carts, robots, drones, a terrain scanner and explosives until the operation half runs itself. "Every upgrade feels meaningful," one long fan review says, and many short ones report losing track of time ("I played for four hours and could have sworn it was only 30 minutes."). A few compare it favorably to A Game About Digging A Hole, Powerwash Simulator and Deep Rock Galactic's mining. The physical feel matters too: players call the crunch of the shell and the squelch of scooping goop into buckets satisfying. A minority say the loop peaks early (see the frustrations below).
Strong value for a low priceHigh
Price comes up constantly, mostly as praise. Reviewers paying around $6 to $8 call it "the best six bucks" or "$7 for more fun than you'd get out of $70 call of duty", and many tie the short length directly to the price: a few hours of fun for the cost of a cheap movie ticket. The few negative reviews that object to the price tie it to how fast they finished, and one warns new players not to spend more than 5 dollars on it.
A developer who patched fast and listenedMedium
Reviewers repeatedly credit the developer for reacting within days. Players list chill mode, single-player pause and offline play, public lobbies, a larger tool belt (first two, then four slots), a reworked and simpler scaffolding system, better car steering, an FOV slider and many bug fixes, all arriving in launch week. A few reviewers changed a negative review to positive after their complaint was patched ("Edit: They updated and added chill mode and pause. gj!"). One summed it up as "same day bug fixes, rapid updates with more content, accepting criticism openly". Not everyone liked where the patches went, as the patch debate below shows.
Creepy corporate humor, secrets and loreMedium
Reviewers who mention the tone mostly enjoy it. They bring up the Hatch Corp setting, the deadpan announcer, egg puns, jump scares, a UV flashlight that reveals what happened to the previous team, hidden rooms and a 90s synth soundtrack. A few compare the humor to Portal, Severance or Lethal Company. "The corporate horror theme walks the line between creepy and laugh-out-loud funny," one reviewer writes. A few found the story thin or confusing, and one asked for a clearer goal, while others say the mystery is what pulls them toward the core.
Polish and small detailsMedium
Several reviewers are surprised by how finished the game feels for its price: clean visuals, smooth multiplayer, good performance on mid-range PCs, and touches like terminals that greet you by name and an end-of-run timelapse you can save as a video. "From terminals that greet you by name to the end-of-day time-lapse photos of your team's chaotic shift, the attention to detail is excellent." Several say it rises above the usual "friendslop" label they expected.
Where players are split
Length and replay valueHigh
Length comes up in positive and negative reviews alike, and players split on whether it matters. Many positive reviews call it "Short but sweet" or "a good 4-5 hours of fun" and still recommend it, often while asking for more. Negative reviews are blunter: "4 hours is not a game it's a demo," and one long review notes that a second run took only an hour and a half because "once you know and understand all the basics of the game you are literally cursed with knowledge and you can rush the game completely through". A few solo players report the opposite, saying a solo run is long. The requests are specific and repeated: new or bigger eggs, an endless or prestige mode that keeps your gear, harder difficulties, and the option to keep digging after the credits.
Patches that made the game easierMedium
Many players welcomed the launch-week changes, especially "QOL improvements like being able to hold multiple tools at once". A vocal group of day-one players disagreed and said the updates removed the friction and slapstick that made co-op funny: one-tool carrying that forced teamwork, ragdolling off scaffolds, purchase minigames, tool wear and bot collisions. This is the main complaint of 8 of the 90 negative reviews. "Stop catering to the loudest mouths in the crowd," one says. Another puts it as "You gotta pick a lane." Players on both sides ask for the same fix, custom lobby settings, for example "just add a setting menu so when you start a new save you can put in what you want". One critic flipped to positive after purchase minigames came back as an optional discount ("the 20% off shopping when u do a minigame was a very nice solution").
Solo playMedium
The game supports one to four players, and solo players disagree with each other. Some report a relaxing solo run with something else on in the background ("the game is incredibly fun even playing solo"), especially after chill mode arrived. Others found the chores scaled for a group: plugging leaks, processing quotas and rebuilding wrecked scaffolding alone is "bordering tedious", and one solo player wrote that the "solo experience is too punishing its definitely not scaled by # of players". Solo players also note that some achievements require co-op, and one asked for a hardhat light because placed flashlights roll away on uneven ground.
The scaffolding systemMedium
Fans call scaffolding one of the best parts: "The scaffolding system gives you room to experiment with layouts and come up with genuinely clever solutions." Critics, mostly from launch week, found bolts, ladders and supports hard to place and impossible to rotate ("The scaffolding system needs an urgent rework") and hated falling through gaps or having pillars block the spot they wanted to dig. A rework early in launch week simplified supports, and several reviewers said it fixed their problem, though one still found that "Trying to put in 2 nails across from me for a half platform shouldnt be a struggle". Others still struggle with scroll-wheel piece selection and the temporary starter scaffolding getting in the way.
The work-day timerLow
At launch, the day clock and the lack of a pause drove off some early players ("Has a timer that provides unnecessary pressure"). Chill mode and solo pause answered most of that, and reviewers who mention them are happy. A smaller group liked the pressure ("timer makes it harder, which is fun") and others wanted chill mode to be customizable rather than all-or-nothing.
What frustrates players
Friction built into everyday actionsHigh
The most common complaint in negative reviews is that the game makes simple things slow. 31 of the 90 negative reviews call it tedious, boring, repetitive, annoying or frustrating, and they point at the same mechanics: a keycard on an elastic tether that must be inserted and pulled out of every terminal ("It felt like an unnecessary extra step for using pretty much everything"), menus that need a double click, tools that break fast and can't be repaired, small buckets that hold one material type, a short throw, and minigames on every purchase before they were made optional. One reviewer whose group refunded the game put it as "For some reason they thought that the best way to add gameplay variety is to make trivial actions hard." Several positive reviews share the gripe in milder form, saying the opening hours are slow before automation kicks in. Some later fixes (the larger tool belt, optional purchase minigames) address part of this list, which is why it overlaps with the patch debate above.
Agitation, regrowth and punishing eventsMedium
Digging too hard in one spot agitates the egg, which regrows tissue or triggers events: tentacles, parasites that eat dropped loot, burst pipes that need buckets of shell to seal, and attacks that knock down scaffolding. Critics say these mostly undo progress. "I feel as though no matter how I approach the egg, I am penalized for everything I do," wrote one player who otherwise loves the game, and a solo player called "sealing 9 holes x20 egg shells per fix" tedious. The sedation minigame repeating several times a day adds to it. Other players like the system: one group was relieved that "the egg had other things it could do other than make us start all the way over", and another found regrowth useful because "What initially seems like a punishment can eventually become a source of extra profit."
Endings that don't pay offMedium
Among reviewers who give an opinion of the endings, the disappointed outnumber the pleased. They say the run stops abruptly once you reach the core, that the reveal is anticlimactic after hours of digging, that the second ending is hard to find, and that there is no reward for clearing the rest of the egg. One finisher wrote that "the journey is better than the conclusion as both endings are slightly underwhelming", and a French review called the ending the one thing that "gâche presque tout". A smaller group enjoyed the joke or found the twist unexpected, though one of them, who wrote "Both endings are fun", still wished the second ending wasn't "just audio".
A thin late game and economyMedium
Finishers report that money stops mattering partway through: "My group had money piling up only an hour into our save," with nothing left to buy except more of the same tools and a couple of coat colors (one of which previews the wrong color). At the same time, key items are capped per day ("1 spike per day limit is infuriating"; one mattock in stock for a four-player team). Automation stops short: robots fetch buckets but players still have to insert a card to sell, the conveyor tips stacked buckets over, and bots drop near-empty buckets or knock players off scaffolds. Requests include auto-selling, bigger buckets, more cosmetics, shop upgrades and a shared team wallet (others like the separate wallets and the joke wealth redistribution event).
Vehicles that are hard to driveMedium
Reviewers who mention the golf cart and truck mostly complain about them. Players call them undriveable, buggy and pointless once robots take over hauling: "the vehicle is terrible, impossible to control lmao." One reviewer explained that the steering stays where you left it "rather than reseting your steering back to point zero". Others report carts getting stuck behind scaffolding or in walls, sometimes forcing a restart. A later patch improved steering ("Steering is so much better now"), but several reviewers still call the vehicles useless.
Crashes and bugsLow
Several reviewers report a smooth, stable game, but a few specific problems recur. On recent AMD graphics cards, 2 players could not host or join a lobby ("it crashes every time I've tried"). Others hit a save where the inside of the egg vanished (one fixed it by forcing Vulkan), a sedation puzzle that stays stuck after completion, parasites that despawned before their quest, debris slowing the late game and dynamite lag. Achievements are a related sore spot: some are bugged (the scaffold fall), some are very hard (perfect Snake) and some need co-op, as in "please make it so I don't need friends to 100%".
Motion sicknessLow
A few players felt sick from head bob, camera motion or mouse feel ("Motion sickness simulator. No option to disable head bob + No FOV slider"). An FOV slider was added in launch week and helped one of them, but head bob remained an issue.
3. The player conversation
The conversation is loud, playful and overwhelmingly positive. About a third of the reviews are a few words long, and most of them are variations on one drug pun or "egg", which says more about the mood among friend groups than about the game. In the longer reviews, fans write about sessions with friends or partners, the upgrade climb and the price, while critics write long, specific lists of mechanics that waste time.
Players who quit in the first hour mostly describe friction or boredom: the keycard, the double-click menus, the timer with no pause, scaffolding they couldn't make sense of, or a crash on an AMD card. Players who finished a run raise different issues: the short length, the endings, money with nothing to spend it on, and whether launch-week patches went too far. Solo players talk about chores scaled for a group, a point groups of three or four rarely raise.
The conversation shifted over launch week. In the first two days, the top requests were a pause, a less stressful mode, carrying more than one tool and easier scaffolding. The developer shipped most of these within a few days, and a wave of reviews thanked them for it. From about the fourth day after launch, a counter-current of day-one players complained that the game had become too easy, which led to calls for custom lobby settings. By the end of the first week, length and replay value dominated, with players asking for new eggs and an endless mode. The positive share barely moved through all of this (92% in launch week, 91% in the days after).
4. What the developers could do
- Add a reason to keep playing after the credits. Length and replay value come up often even in positive reviews, and players keep asking for new or bigger eggs, an endless or prestige mode that keeps your gear, and the option to keep digging after an ending.
- Offer custom lobby settings. Both sides of the patch debate asked for sliders for agitation speed, carry slots, tool durability, shift length and purchase minigames, so launch-day groups can restore the chaos while newer players keep the easier defaults.
- Cut the remaining busywork. Negative reviews from early quitters name the tethered keycard, double-click menus, fast tool wear and tiny single-material buckets as the reasons they stopped, so a card that ejects itself, single-click menus and bigger buckets would remove most of that list.
- Scale events and chores to player count. Solo players describe pipe repairs, quotas and scaffold destruction as tuned for four people, and the agitation system as punishment that undoes progress, so smaller repair costs and fewer repeat sedation minigames for smaller teams would answer most of these complaints.
- Deepen the late game economy and automation. Finishers report piles of unspendable money alongside one-per-day limits on spikes and mattocks, so auto-selling, conveyor and bucket upgrades, higher daily caps and real cosmetics would give money a purpose.
- Rework the endings. Finishers who discuss the endings more often found the payoff abrupt or anticlimactic, and some found the second ending too hidden and audio-only, so adding visuals and a reward for clearing the rest of the egg would address what they said.
- Fix or repurpose the vehicles. Reviewers who mention the carts mostly call them undriveable and useless once robots haul buckets, and carts also cause stuck-cart restarts.
- Fix AMD lobby crashes and the remaining bugs. Players on recent AMD cards could not start a lobby, and others hit vanishing egg interiors, stuck sedation puzzles and bugged or co-op-only achievements that block a solo 100%.






