Punch Planet is a Competitive Sci-Fi 2D fighter with a rich and immersive universe, spanning exotic planets, advanced cities, and alien races.
All Reviews:
Positive (28) - 100% of the 28 user reviews for this game are positive.
Release Date:
Nov 8, 2017
Developer:
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Punch Planet's versus, online versus, and training modes are ready to be explored with 4 characters to choose from. With competitive gameplay as a focus, we are excited to make Punch Planet available during its Early Access development while we balance the game around community feedback. Please join us as we add additional characters, content, and polish to our Sci-Fi indie fighter.”

Approximately how long will this game be in Early Access?

“We are aiming to have all 8 characters available by the end of 2018. Additional content, polish, and balancing may take up to an additional year.”

How is the full version planned to differ from the Early Access version?

“As the game comes to completion we will bring the total cast to 8 characters, update music and fx, as well as add new modes and features including story, arcade, and trials.”

What is the current state of the Early Access version?

“Early Access will begin with 4 playable characters, local versus, online multiplayer featuring GGPO, and training mode.”

Will the game be priced differently during and after Early Access?

“Our Early Access price covers all outlined content leading up to the full release of the game. This includes all characters, stages, modes, and various improvements. Pricing for those who do not participate in Early Access may be higher and require additional purchases to receive similar content.”

How are you planning on involving the Community in your development process?

“Players are encouraged to join in discussion on our forums and discord, where all feedback is considered to improve Punch Planet”
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Recent updates View all (20)

February 5

Game Development Live Stream 2/2/18 - Aget Dev With @PP_Willpower On Twitch.tv

Galactic Citizens, make sure you check out our live game development broadcasts on Twitch.tv!

This Stream featured a behind the scenes look at Agent dev with @PP_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://www.youtube.com/watch?time_continue=6&v=dSeTV38TLwE

Website http://www.punchplanet.com/
Discord http://www.discord.gg/PunchPlanet
Twitch http://www.twitch.tv/Punchplanetgame
Twitter http://www.twitter.com/PunchPlanet
Instagram https://www.instagram.com/punchplanet/
Facebook https://www.facebook.com/PunchPlanet/
Patreon https://www.patreon.com/punchplanet

Follow our dev accounts
@PP_Willpower http://www.twitter.com/PP_Willpower
@PP_IAMLEE http://www.twitter.com/PP_IAMLEE
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January 28

Punch Planet - 0.1.9.0

Punch Planet - 0.1.9.0 Patch Notes

https://docs.google.com/document/d/1j0OHV9uHgh9z_WNg6YqODBZtUPO3ZkIlx8rgUS2f8ig/edit
0.1.9.0 * Data * Characters * All Characters * Moves * Throws * Throws now cause 3 points of combo damage scaling * Increased defender x translation when grab connects from 4.0 to 5.0 * JTC * No longer scales x velocity by 0.75 after the attack window * Should remove inconsisitencies between JTC_Attack and JTC_Empty distances and allow empty corpse hops with the below movement box change * Wall Bounces * Increased all wall launch x velocity from 2.0 to 2.5 * Target Combos * Normalized all target combo cancel windows from all of their respective state frames, to a single frame. This removes variability in target combo timings. * Generic * Collision Boxes * All Body Types * Movement Boxes * All States * Increased width from [-1.5, 1.5] to [-1.6, 1.6] * Grab Boxes * All States * Increased width from [-1.3, 1.3] to [-1.35, 1.35] * Roy * Model * Updated model * Moves * Resets * Increased standard reset corner push back from 2.8 to 3.5 * Idle Stand * Updated animation * Idle Stand To Crouch Blend * Updated animation * Idle Stand Settle * Updated animation * Idle Crouch * Updated animation * Idle Crouch To Stand Blend * Updated animation * Idle Crouch Settle * Updated animation * Walk Forward * Updated animation * Decreased movement speed from 0.23 to 0.21 * Walk Forward Blend * Updated animation * Decreased movement speed from 0.23 to 0.21 * Walk Backward * Updated animation * Decreased movement speed from 0.15 to 0.14 * Walk Backward Blend * Updated animation * Decreased movement speed from 0.15 to 0.14 * Dash Forward * Updated animation * Fixed cancellable recovery frames being ignored * Dash Backward * Updated animation * Fixed cancellable recovery frames being ignored * Jumps * Decreased Y Velocity from 0.875 to 0.8 * Decreased Y Acceleration from 0.043 to 0.04 * Notes: * Total airborne frames are unchanged * ATC * Fixed cancellable recovery frames being ignored * St.LK * Updated animation * Now hits low * Retracted hit box right from 5.5 to 3.5 * Retracted hit box top from 4.75 to 2.75 * Extended hit box bottom from 2.0 to 0.0 * Removed extended hurt box * Increased startup state frames from 4 to 6 * Increased followthrough state frames from 7 to 9 * Decreased recovery state frames from 7 to 3 * Decreased push back on hit from 2.25 to 1.25 * Decreased push back on block from 2.0 to 1.5 * Decreased hit stun from 19 to 16 * Hit Advantage: * Link: [+4, +5] => [+3, +4] * CH Advantage: * Link: [+6, +7] => [+5, +6] * Decreased block stun from 14 to 11 * Block Advantage: * Link: [-1, +0] => [-2, -1] * St.MP * Changed target combo cancel frame window during followthrough state from [0, 8] to [2, 2] * St.MK * Decreased push back on hit from 2.5 to 2.25 * St.HK * Charged * Decreased hold frames from 13 to 12 * Increased block stun from 21 to 24 * Block Advantage: * Link: [-6, -4] => [3, -1] * DTC -> Attack: +7 => +10 * DTC -> Forward Dash: -2 => +1 * Headbutt * EX * Increased armor value from 1 to 5 * Now follows reversal logic (no wall bounce) when hitting against an airborne opponent * Decreased wall bounce x velocity against grounded opponents from 0.15 to 0.1 * Notes: * Should stop it losing to two hit moves so easily * No longer DTC-able on block * Gun Shot * L * Updated animation * Super Punch * Updated animation * Cid * Moves * Idle Stand * Updated animation * Idle Stand To Crouch Blend * Updated animation * Idle Stand Settle * Updated animation * Idle Crouch * Updated animation * Idle Crouch To Stand Blend * Updated animation * Idle Crouch Settle * Updated animation * Jumps * Decreased Y Velocity from 0.875 to 0.8 * Decreased Y Acceleration from 0.043 to 0.04 * Notes: * Total airborne frames are unchanged * St.LP * Retracted first frame hit box right from 5.0 to 4.75 * Cr.LP * Retracted first frame hit box right from 6.0 to 5.75 * St.LK * Changed target combo cancel frame window during recovery state from [0, 6] to [0, 0] * Cr.MK * Extended hit box right from 2.0 to 3.0 * Retracted hit box bottom from 4.0 to 5.0 * Extended hurt box right from 3.5 to 4.5 * Extended hurt box top from 5.5 to 6.0 * Retracted hurt box bottom from 2.5 to 4.5 * Changed camera x follow type from engine to animation * Now uses Hit_Standing_Head_Back hit animation against standing opponents intead of Hit_Standing_Body * Increased followthrough state frames from 8 to 10 * Increased hit stun from 20 to 22 * Hit Advantage: * Link: [+4, +8] (unchanged) * DTC -> Attack: +6 => +8 * DTC -> Forward Dash: -3 => -1 * CH Advantage: * Link: [+7, +11] => [+5, +9] * DTC -> Attack: +9 => +11 * DTC -> Forward Dash: +0 => +2 * Increased block stun from 19 to 21 * Block Advantage: * Link: [+3, +7] (unchanged) * DTC -> Attack: +5 => +7 * DTC -> Forward Dash: -4 => -2 * Cr.HP * Both Versions * Extended hit box right from 4.0 to 4.5 * Knife Rush * EX * Increased armor value from 1 to 5 * Now follows reversal logic (no wall bounce) when hitting against an airborne opponent * Notes: * Should stop it losing to two hit moves so easily * No longer DTC-able on block * Knife Wheel * All Versions * Increased second active state frames from 3 to 4 * Decreased followthrough state frames from 14 to 13 * Dog * Model * Updated model * Moves * Resets * Increased standard reset corner push back from 2.8 to 3.5 * Idle Stand * Updated animation * Idle Stand From Crouch Blend * Updated animation * Idle Stand Settle * Updated animation * Idle Crouch * Updated animation * Idle Crouch From Stand Blend * Updated animation * Idle Crouch Settle * Updated animation * Walk Forward * Updated animation * Decreased move speed from 0.21 to 0.18 * Walk Forward Blend * Updated animation * Increased move speed from 0.21 to 0.18 * Walk Backward * Updated animation * Decreased move speed from 0.135 to 0.155 * Walk Backward Blend * Updated animation * Increased move speed from 0.135 to 0.155 * Dash Forward * Updated animation * Fixed cancellable recovery frames being ignored * Dash Backward * Updated animation * Increased recovery state frames from 6 to 8 * Decreased cancellable recovery state frames from 2 to 0 (removed) * Total frames increased from 22 to 24 * ATC * Fixed cancellable recovery frames being ignored * DTC * Updated animation * St.LP * Updated animation * Increased push back on block from 1.75 to 2.0 * Increased block stun from 11 to 12 * Block Advantage: * Link: [+0, +2] => [+1, +3] * Cr.LP * Updated animation * Increased push back on block from 1.75 to 2.0 * Increased block stun from 11 to 12 * Block Advantage: * Link: [+0, +2] => [+1, +3] * St.LK * Updated animation * Increased push back on block from 1.75 to 2.0 * Cr.LK * Updated animation * Increased push back on hit from 2.5 to 2.75 * Increased push back on block from 1.75 to 2.0 * St.MP * Updated animation * Adjusted cancel window for target combo during followthrough state from frames [0, 12] to [2, 2] * Cr.MP * Updated animation * St.MK * Adjusted dirt FX * Now target combos into St.MK.Followup * Adjusted cancel window for target combo during followthrough state from frames [0, 9] to [2, 2] * St.HP * Updated animation * St.HK * Repurposed from Cr.HK * Input changed to HK * Updated animation * Retracted hit box top from 9.25 to 8.5 * Retracted hit box right from 5.0 to 4.5 * Retracted hurt box top from 8.25 to 7.75 * Retracted hurt box right from 4.0 to 3.75 * Increased followthrough state frames from 10 to 14 * Decreased recovery state frames from 16 to 12 * Cr.HK * Repurposed from Dw.FW.MK * Input changed to DownAny + HK * Changed hit freeze from Medium_NonCancellable to Heavy_NonCancellable * Pin Wheel * All Versions * Decreased cancel window for slide from frame 3 of recovery state to frame 1 * No longer scales x velocity by 50% halfway through the arc * No longer uses proximity boxes * Notes: * Dive followup still does * L / M / H * Increased recovery state frames from 6 to 8 * L * Decreased x velocity from 0.15 to 0.125 * M * Decreased x velocity from 0.3 to 0.25 * H * Decreased x velocity from 0.4 to 0.325 * EX * Removed armor frames [1, 12] * Now fully invincible frames [1, 11] * Fixed cancellable recovery frames being ignored * No longer DTC-able on block * Pin Wheel -> Slide * All Versions * Can no longer be DTC-ed * Decreased animation x movement scale from 1.0 to 0.75 * Increased base damage from 40 to 50 * Run * All Versions * Updated animation * L * Decreased animation speed from 1.0 to 0.7 * M * Decreased animation speed from 1.0 to 0.8 * H * Decreased animation speed from 1.0 to 0.9 * Run -> Stop * Updated animation * Changed input from Trigger_AnyPunch to Sequence_AnyPunch * Notes: * This allows it to function when any punch is being held rather then if the button was triggered * Makes it much easier to do run -> stop frame perfect * Can be done immediately by inputting run with KickVersion + AnyPunch * Run -> Slide * Both Versions * Updated animation * Retracted hit box top from 4.0 to 3.0 * Decreased corner push back on juggle from 5.4 to 4.0 * Decreased startup / active state animation x movement scale from 1.0 to 0.75 * Increased followthrough state animation x movement scale from 0.25 to 0.75 * Normal * Increased base damage from 40 to 50 * Run -> Mid Strike * Both Versions * Updated animation * Normal * Increased base damage from 30 to 50 * EX * Now follows reversal logic (no wall bounce) when hitting against an airborne opponent * Increased wall bounce x velocity from 0.225 to 0.4 * Increased base damage from 50 to 70 * Run -> Leap Strike * Both Versions * Updated animation * Normal * Increased base damage from 40 to 50 * EX * Increased base damage from 50 to 60 * TYara * Moves * Jumps * Decreased Y Velocity from 0.685 to 0.63 * Decreased Y Acceleration from 0.325 to 0.3 * St.LK * Updated animation * St.MK * Both Hits * Increased juggle value from 0 to 1 * Chop * EX * Decreased base damage for each hit from 50 to 40 * Shield Charge * L / M / H * Post-Release * Both Versions * Increased armor window to cover into the first active frame * Retracted hit box right from 6.0 to 5.0 * Fully Charged Version * Now unblockable (still parry-able) * L * Both Versions * Increased startup state animation x movement scale from 1.0 to 1.25 * Increased active state frames from 3 to 5 * Decreased followthrough state frames from 17 to 15 * Fast * Increased block stun from 10 to 15 * Block Advantage: * Link: [-14, -12] => [-9, -5] * DTC -> Attack: -4 => +1 * DTC -> Forward Dash: -19 -> -14 * M * Both Versions * Increased startup state animation x movement scale from 1.1 to 1.35 * Increased active state frames from 4 to 6 * Decreased followthrough state frames from 18 to 16 * Fast * Increased block stun from 10 to 15 * Block Advantage: * Link: [-16, -13] => [-11, -6] * DTC -> Attack: -4 => +1 * DTC -> Forward Dash: -19 -> -14 * H * Anticipation (Pre-Hold) * Increased startup state frames from 5 to 8 * Increased armor start frame from 3 to 6 * Both Versions * Increased startup state animation x movement scale from 0.65 to 0.9 * Increased active state frames from 5 to 7 * Decreased followthrough state frames from 19 to 17 * Fast * Increased block stun from 10 to 15 * Block Advantage: * Link: [-18, -14] => [-13, -7] * DTC -> Attack: -4 => +1 * DTC -> Forward Dash: -19 -> -14 * EX * No longer throw invincible * No longer DTC-able on block * Break Your Bones (SPD) * L * Decreased base damage from 90 to 80 * M * Decreased base damage from 110 to 100 * H * Decreased base damage from 130 to 120 * EX * Now throw invincible frames [1, 5] * Increased base damage from 110 to 120 * Battle Camera * Old * Copied from Main * Main * Decreased field of view from 17.0 to 16.0 * Increased wall padding from 8.5 to 9.0 * Main Object (Eye) * Decreased X Drag from 0.25 to 0.2 * Decreased Y Position from 4.2 to 4.1 * Increased Z Distance from 48 to 52 * Target Object (Look Position) * Decreased Y Position from 6.1 to 6.0 * Push Back * Values * Attack_GrabBox_Extend_Right * Decreased from 1.0 to 0.0 * Attack_HurtBox_Extend_Right * Increased from 0.0 to 0.5 * Move_EmptyJump_HurtBox_Extend_Right * Created and set to -1.5 * WallLaunch_Frames * Decreased from 8 to 6 * WallImpact_Frames * Increased from 6 to 8 * FX * Collision Effects * Blocks * Increased size of block hit sparks * UI * Disabled battle settings UI * Round settings are now hard locked to first to two * Code * CollisionBoxExtendData * This is the data structure that is used to define offsets off the default collision boxes for certain moves * Changed how bounds are stored * Previously was a rect (xMin / xMax / yMin / yMax) * Now they are separate FloatValueData for left / right / bottom / top * This allows us to set these values to references instead of raw values. * ie, can now set something like GrabBoxExtendData.bounds.xMax = 1 to GrabBoxExtendData.rightValue.data = Float_GrabBoxExtendDistance * Enables us to be able to change that value in one place (for balance) instead of setting on every move individually * Converted all attacks that used grab box extension during startup to reference a single value * Applied this to all attacks on their hurt boxes to a single reference * HitBoxGroupData * Added toggle for specifying whether to switch to a given state (if any) only after all the hits have landed * DT_Character * Juggle value is now only removed on the first hit of a move * Multi-hit moves will not remove juggle value each hit after the first * Projectiles are now considered "dead" right when they collide * DT_CollisionBoxController * Juggle value is now only checked against if the hit is the first hit of a move * Multi-hit moves will now always hit if the first hit does (when regarding juggle value) * DT_MoveController * Parried attacks are now considered "blocked" instead of "hits" when checking against a move cancel's CollisionCancelType * This means that cancels set to "HitOnly" will not work when parried * Only thing this applies to at the moment is Dog, if his EX.PinWheel is parried, he cannot do his Dive or Slide followups, same as being blocked.
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About This Game


Punch Planet is a Competitive Sci-Fi 2D fighter with a rich and immersive universe, spanning exotic planets, advanced cities, and alien races.

Punch Planet is developed by 3 longtime competitors in the fighting game community. Designed with a solid foundation of competitive mechanics while also introducing a new depth of story, humor, and design.

STORY


Roy, an undercover Detective for the Luna PD is caught up in a galactic conspiracy. Framed for a high profile murder, he must follow his only lead to Planet K-0. Known to many as Punch Planet, it is the central hub for the evil scum of the Universe. There, he will have to track down the real murderer and bring them back to his home world in an attempt to clear his name.

GAMEPLAY

Local and Online Versus Modes (AVAILABLE NOW!)

Punch Planet features classic 1v1 competitive multiplayer and online gameplay featuring GGPO.

Training Mode (AVAILABLE NOW!)

Punch planet will feature a robust training mode featuring hitbox viewers and recording.

Story Mode (RELEASE TBD)
Story mode will include Animated Cutscenes, Arcade, Bonus, and Survival Style challenges as you play as Roy through the main story arc.

Arcade Modes (RELEASE TBD)
Punch planet will feature a variety of single player modes including Arcade and Trials.

MECHANICS


Time Canceling (T-METER)
Galactic Civilization has reached new heights. With the introduction of Time Canceling Devices, users are able to travel through time! The technology is fairly new and limited, currently allowing travel up to 1 second into the past for small corrections to everyday problems. The devices come equipped with an auto fail safe which will disintegrate your former self preventing any possible time paradox.

Use these devices to perform special mechanics such as Double Time Canceling (DTC), Jump Time Canceling (JTC), and Absorb Time Canceling (ATC). Be careful, energy is limited and is directly connected to your TC Meter.

Energy Attacks (E-METER)

Perform enhanced versions of your characters unique attacks by spending 1 E-Meter. Combine 2 or more E-Meter stocks to execute a powerful Advanced Attack.

FEATURES

AVAILABLE NOW

4 Playable Characters
Online Versus & Local Versus
Training Mode
Competitive Play

COMING SOON
8 Total playable characters
Arcade Mode
Trials & Challenges
Story Mode

System Requirements

    Minimum:
    • OS: Windows 7
    • Processor: i7-4700MQ
    • Memory: 4 GB RAM
    • Graphics: Nvidia Gtx 750 M
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
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