The multiplayer totem is the whole lobby system
Crab Champions does not have a menu-based matchmaker. Multiplayer runs through a multiplayer totem on the Lobby Island, and that totem uses your Steam friends list.
That single fact answers most of the search traffic around this game’s multiplayer: there is no join code, no server browser, no password. If someone is not on your Steam friends list, the in-game route to invite them does not exist. “How to join friends” and “how to invite friends” are the same answer — Steam first, totem second.
Coop is online only
Crab Champions coop means online coop with up to 4 players — there is no local coop, no couch coop and no split-screen. If you searched “crab champions couch coop”, the answer is that it does not exist in any build of the game, and no setting enables it.
Playing with friends therefore requires four separate machines and four Steam accounts on each other’s friends lists.
Four players, and no exceptions
Survival co-op caps at 4 players, online only.
There is no local co-op and no split-screen. This is the part that catches people out, because the game looks like a couch game — it is a fast movement shooter with short runs, which is exactly the genre that usually ships split-screen. It does not. Four players means four machines.
That also rules out the workarounds people ask about: no second controller on one PC, no shared screen, no “guest” slot.
Enemy health scales twice
Two separate multipliers stack in co-op:
- Per island cleared — enemy health increases by a percentage every island, and that scaling is infinite (the wiki notes it continues until it hits the 32-bit integer limit).
- Per player — enemy health also scales with how many players are in the game.
So a 4-player run is not four times the damage against the same targets. It is four players against targets that are individually tougher. The practical effect is that a build which deletes solo enemies can feel weak in a full group, and a build that relies on overkill damage becomes more valuable.
This is why Global Damage perks matter more in co-op than the raw numbers suggest: when enemy health outpaces a single player’s scaling, the multiplier sources are what keep pace.
What to bring to a 4-player run
Co-op changes the build calculus in three specific ways.
Split the damage types. Elements interact: Fire removes Ice stacks and Ice removes Fire, so two players running opposite elements cancel each other. Poison, by contrast, increases all damage the target takes by 1% per stack up to 250 stacks — that is a group-wide multiplier, not a personal one, which makes one poison build worth more to a team than to a solo.
Assign the crowd-control abilities. Lightning chains between nearby targets and halts momentum, which is a crowd tool. Abilities are chosen at the Lobby Island before the run and cannot be swapped mid-run, so the group has to agree before anyone leaves the lobby.
Accept that turrets fall off. Turret builds stop dealing meaningful damage as the run goes deeper — the wiki says so plainly. In a group where enemy health is scaling on two axes, a turret build falls off faster, not slower.
The abilities worth taking for the team, not the damage
The wiki makes a distinction that is easy to miss: abilities used for their effect rather than their damage are often the better pick, because they do not need upgrades to be useful.
- Grappling Hook — the movement bonus is the point
- Black Hole — slows and gathers enemies, which is a group setup tool
- Burrow — hides you in sand and prevents damage for a short window
A pure ability build is generally underwhelming because abilities have fewer good upgrades than weapons. But a hybrid build that uses one ability slot for utility is stronger than a fourth damage source in a 4-player run.
Checking your group is actually possible
Before anyone opens the game:
- Steam friends — all four players added. No friends list, no invite.
- Four separate machines, all with the game installed.
- Weapons, abilities and melee weapon chosen in the lobby — none of them can be changed after the run starts.
- Elements agreed — two players on Fire and Ice will actively reduce each other’s damage.
- Difficulty agreed — the host’s setting applies to the run, and the highest difficulty is unlocked by winning a Brutal run.
Related guides
- Crab Champions Builds Guide — the 4 build types and why turrets fall off
- Crab Champions Account Rank Guide — how the 28 medals work and why co-op wins count
- Crab Champions Anvils Guide — the 26 enhancements and the 8-slot cap per mod
- Crab Champions Achievements Guide — all 69 achievements with real targets
- Crab Champions Hub — all guides for this game