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Crusator makes ramming the thing you do when the gun is empty

4 min read

Most shooters give you a reload. Crusator gives you a transformation, and when there is nothing left to transform into, the robot itself becomes the projectile.

Transformation instead of a weapon wheel

Crusator is a fast twin-stick shooter about a robot that changes shape, and the developer is blunt about the distinction that matters. You are not switching weapons. You are transforming into another weapon. The gun is not equipment the character is carrying, it is what the character currently is, which makes every swap a change of body rather than a change of inventory slot.

The verb that carries the game is ram. Running out of ammo is not a pause in the action — you drive the machine into whatever is in front of you. That means enemies, and it also means thin walls, and, by the developer’s own account, sometimes the floor. A shooter where being empty turns you into the projectile has no dead time in it, because there is never a state where the correct move is to stand still and wait for a number to come back.

Underneath the shooting there is a platformer. You jump, and certain walls behave differently from the rest of the geometry, which is the game quietly telling you a room has a way into it you have not found. Secrets are placed for players who read walls instead of just clearing them.

Then there is the build. You start as a small, harmless ball and end as what the store page calls an ultimate machine of death: modules installed, weapons created and upgraded, software patched. The arc is written as a joke and works as the progression system.

The limit on all of it is the battery. Nothing stops you except a low charge, which means the meter that governs the game is not health and not ammunition — it is uptime. Everything you do spends it, and the standing question is whether the next transformation is worth the power it costs.

Why the empty gun is the interesting part

Downwell’s dual purpose design is the closest reference on the shelf. Its argument is that nearly every element of Downwell holds down two or three jobs at once, and that the overlap is exactly where the speed, the risk and the hard choices come from. Crusator is assembled the same way. The ram is an attack, a traversal tool, a door opener and the answer to an empty magazine all at once, and the battery is the meter that prices those four uses against each other.

The secret of Mario’s jump explains why that overlap is worth chasing rather than tidying up. One verb is not valuable because it is simple; it is valuable when the same input produces wildly different outcomes depending on timing, speed and what you happen to be pointed at. Ramming an enemy, ramming a thin wall and ramming through the floor are three different decisions sharing one verb, and a verb like that has room to grow in it. A menu of separate abilities does not.

The four “P”s of DOOM’s combat covers the resource half. DOOM Eternal makes scarcity the engine of the fight — preservation is one of the four questions the arena asks at once, and running low is what pushes you into the other verbs instead of ending your turn. A battery that drains while you transform can do the same job here, but only if it is tuned to push you forward. If a low charge mostly makes you back off and wait, it is a leash. If it makes you close the distance and ram, it is a clock, and the game the store page describes only works with a clock.

What you actually get

Crusator is developed and published by Crusator — the game and the studio share a name, which is usually the shape of a very small team working without an outside publisher. It is listed under Action, Adventure, Indie and RPG, single-player, with Steam Achievements, Steam Cloud and full controller support. The store page recommends a gamepad, which fits a twin-stick game that also expects you to platform.

It is not out yet. The release is listed as to be announced, on Windows and Linux, so there is nothing to play today and no date anyone should be held to. The RPG tag is the one worth watching, because modules and upgrades are where a fast action game either gains depth or gains menus, and those two outcomes look identical on a feature list.

If the appeal is destruction that doubles as navigation, KAIJECT is the other one on this list — it hands you a drill and a living kaiju, and the route through the body is whatever you cut. Both games make the level something you break a path through rather than a corridor you were handed.