Cupiclaw Review

A claw machine roguelike deckbuilder with smart prize-pool strategy, where the act of grabbing never feels as good as it should.

Cupiclaw. Credit: Typin

Typin’s Cupiclaw has a great, if not entirely new, idea: turn a claw machine into a roguelike deckbuilder. You build a prize pool, chase combos, dodge junk, and try to pull enough value out of each machine before the timer runs out. It’s a strong hook. I just wish grabbing prizes felt better.

Morris loses his engagement ring and decides the obvious solution is to win a new one from the top floor of an arcade. If he loses, he gets kicked out. It’s light, and that’s fine. It’s there to give the game a little personality and the action an excuse to exist. You aren’t here for a story.

Each level gives you a claw machine, a timer, and a minimum cash value to clear. Move the claw, drop it, try to grab good stuff, then watch the items spring to the prize board. Clear the target and you move on. Each floor ends with a boss machine where you have to grab the key to the next floor. The machines get messier as you go: hazards, moving parts, and layouts that make clean grabs harder to read.

Cupiclaw. Credit: Typin

The deckbuilding bit comes from the prize pool. You start with random items, then add new prizes or upgrade ones you already have after each stage. Some prizes trigger bonuses for grabbing others of the same type. That part is smart. You aren’t just stuffing the machine with everything you find. Space is limited, so you cut weaker prizes and build toward synergies, or watch Morris miss the threshold and get kicked to the curb.

Penalty items are added to each machine, and you don’t control those. Even a clean plan can get ruined by junk that makes you hemorrhage money. You try to tame the chaos before the claw drops, then the machine reminds you that it’s still a claw machine.

My biggest issue with the game is that it drags when it shouldn’t. Every level asks you to watch the claw slide over, drop, grab, lift, and release again and again. Even when a stage lasts less than a minute, the waiting adds up. The game wants frantic arcade energy. Real claw machines are slow, but why can’t it be faster here? It doesn’t add tension. It’s boring, and since this is the only action you do during play, it should have more snap.

Cupiclaw. Credit: Typin

Speaking of that, why can’t I do more? There’s no reason the game shouldn’t be more active. Let me shake the claw machine, and add some risk to that. Sure, this isn’t something you do with a real claw machine. But does it matter? Thematic or physical accuracy doesn’t always feed back into better play.

Weak playfeel and a lack of enough juice compound the issue. The feedback is too light. A strong grab should feel like a tiny jackpot. A bad drop should sting in a way that makes you want one more try instead of making the whole machine feel limp. There are some visual effects, but it should feel louder, faster, and more intense. Balatro understands this, and it’s a big part of why it’s so compulsively addictive.

Dungeon Clawler, a similar game, has been around for a while now. Both games use a claw machine as the central hook, but Dungeon Clawler turns the claw into a decision instead of the entire experience. Weapons, shields, and items feed directly into combat. What you pick up matters immediately. The objects interact inside the machine as you grab them. In Cupiclaw, most of the interesting decisions happen before the machine loads, while you are managing the prize pool. Once the claw drops, the interaction is thinner.

Cupiclaw. Credit: Typin

Dungeon Clawler keeps building around that core: combat outcomes, artifacts, character variety, and item synergies that make each grab feel like it has a larger role. Cupiclaw has some of that pressure in how you shape your prize pool, and that part is smart. But the core action stays too static. Grab, score check, repeat. The claw isn’t tactile enough, fast enough, or expressive enough to carry the whole game.

The pixel art is bright and readable. Prize types are easy to scan, and that matters when the clock is ticking. It’s also a little bland. The game has color, but not much punch. It could use more animation and bolder visual effects. Cupiclaw feels weirdly restrained. Watch me tap the Balatro sign again.

Cupiclaw has a great concept. The prize deckbuilding layer has legs. But the moment-to-moment play isn’t strong enough to support it. There’s simply not enough going on. It wears thin faster than it should because your physical actions don’t carry enough weight. The claw never feels good enough to make the grind worth it.

Available on: Steam
Release date: March 14, 2025
Final Verdict:
Mixed

Cupiclaw

Strong ideas and solid structure, held back by a core mechanic that never feels good enough to carry the game.

Overall Score
6 /10
Reviewed on Steam using a review code provided by the publisher.
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