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 (24) - 100% of the 24 user reviews for this game are positive.
Release Date:
Nov 8, 2017
Developer:
Publisher:

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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”
Read more

Buy Punch Planet

 

Recent updates View all (5)

November 17

Punch Planet Version 0.1.8.12

Punch Planet Version 0.1.8.12 Patch Notes

https://docs.google.com/document/d/1odKr5_1IMHCZpmRFseK6m5SoD82sKaJ3Oig4JGwsrAc/edit

0.1.8.12 * Data * Characters * Roy * Moves * Walk Forward * Blend * Increased move speed from 0.2 to 0.25 * Active * Decreased move speed from 0.26 to 0.25 * Walk Backward * Blend * Increased move speed from 0.12 to 0.155 * Active * Decreased move speed from 0.165 to 0.155 * Cid * Moves * Walk Forward * Blend * Increased move speed from 0.22 to 0.27 * Active * Decreased move speed from 0.28 to 0.27 * Walk Backward * Blend * Increased move speed from 0.125 to 0.16 * Active * Decreased move speed from 0.17 to 0.16 * Knife Wheel * L / M / H * Increased initial startup state frames from 18 to 19 * Total startup frames increased from 23 to 24 * Notes: * No longer comboable from Cr.HP * Easier to reset into * Slightly easier to react to * Dog * Moves * Walk Forward * Blend * Increased move speed from 0.15 to 0.2 * Active * Decreased move speed from 0.21 to 0.2 * Walk Backward * Blend * Increased move speed from 0.09 to 0.125 * Active * Decreased move speed from 0.135 to 0.125 * St.MP * Decreased push back on hit and block from 2.5 to 2.0 * Increased block stun from 18 to 19 * Block Advantage: * Link: [-2, +0] => [-1, +1] * DTC -> Attack: +4 => +5 * DTC -> Forward Dash: -4 => -3 * Cr.HK * Extended hit box right from 4.75 to 5.0 * Run -> Mid Strike * Regular Version * Increased recovery state frames from 5 to 7 * Hit Advantage: * Link: [+5, +7] => [+3, +5] * CH Advantage: * Link: [+9, +11] => [+7, +9] * Block Advantage: * Link: [-10, -8] => [-12, -10] * Notes: * Should not be linkable out of unless meaty or ch * TYara * Moves * Walk Forward * Blend * Increased move speed from 0.11 to 0.145 * Active * Decreased move speed from 0.155 to 0.145 * Walk Backward * Blend * Increased move speed from 0.075 to 0.1 * Active * Decreased move speed from 0.11 to 0.1 * Cr.HP * Fast * Decreased base damage from 80 to 60 * Charged * Decreased base damage from 80 to 70 * Shield Charge * All Versions * Retracted hit box top from 9.0 to 8.5 * SPD * L * Increased second hit base damage from 40 to 50 * M * Increased second hit base damage from 50 to 55 * H * Increased second hit base damage from 50 to 60 * Super SPD * Increased final hit base damage from 275 to 285 * UI * Character Select * Disabled character lighting
1 comments Read more

November 16

Punch Planet Version 0.1.8.11

Punch Planet Version 0.1.8.11 Patch Notes

https://docs.google.com/document/d/1IR8Xg4L1TtNoLlZDddoGe9PLNCLkLCz2r27YnQ3-S3w/edit

0.1.8.11 * Data * Collision Box Controller * Increased crossup translation scale reduction from 0.25 to 0.5 * Input * Leniency * Increased Dog_Pinwheel_Followups from 16 to 18 * Direction Triggers * Added JTC_Direction * Valid directions are Backward / Neutral / Forward * Sequences * QCFx2 * Removed Up_Forward from nullify input list * Not sure how this got there but it shouldn't have been * QCBx2 did not have it * Hit Stop * Light: 7/15 => 8/16 * Transition Data * WakeUp * Now transitions into neutral_standing rather than neutral * Difference between these is how it blends to moves if you input them on the first frame (like holding crouch) * Should look smoother * Battle Camera * Main * Main Object * Increased Average Y Frames from 2 to 4 * Target Object * Increased Average Y Frames from 2 to 4 * Vertical Depth * Increased Drag from 0.15 to 0.5 * Characters * All Characters * Moves * ATC * Now removes all throw immunity on use * Notes: * Wakeup ATC will now lose to meaty throw, instead of both players whiffing * JTC * Now use JTC_Direction direction trigger * Can be done while holding backward or forward now * Forward + MP + MK is overriden by ATC in neutral, but works when dashing * This is mostly to prevent the crossup parry / block OS, now JTC will come out instead of block. * Also makes JTC much easier to do during a dash (no need to go back to neutral) * Startup * Removed grab boxes * Now works same as regular jump startup in that it can't be thrown * Roy * Moves * Cr.MP * Extended hit box top from 8.0 to 8.25 * Changed defender hit animation from Body to Head_Back * Jp.HK * Increased startup state frames from 9 to 10 * Retracted hit box bottom from 1.75 to 2.0 * Notes: * Should no longer hit standing roy/cid when done instantly * Headbutt * EX * Decreased wall bounce y acceleration against airborne opponents from 0.05 to 0.045 * Notes: * Should be able to link MP.Gunshot from all juggles now, if they were hit very low to the ground but airborne, it would whiff. * He gets a very strong combo off cr.hp xx ex.headbutt now * Cid * Moves * Jp.MP * Both Versions * Can no longer cross up * Knife Rush * L * Increased grab invincibility frames from [1, 5] to [1, 11] * Dog * Moves * Jumps * Decreased Y Velocity from 0.85 to 0.8 * Decreased Y Acceleration from 0.04 to 0.038 * St.HP * Decreased initial startup state frames from 8 to 7 * This decreases total startup frames from 11 to 10 * Increased followthrough state frames from 10 to 11 * Hit Advantage: * Link: [+9, +12] => [+8, +11] * CH Advantage: * Link: [+13, +16] => [+12, +15] * Increased block stun from 14 to 17 * Block Advantage: * Link: [-3, +0] => [-1, +2] * DTC -> Attack: +0 => +3 * DTC -> Forward Dash: -8 => -5 * Notes: * Can no longer link St.HP -> Cr.HP * Can now link St.HP from Run->MidStrike xx DTC * Can now link St.HP xx DTC -> St.HP * Cr.HP * Extended hit box top from 6.25 to 6.5 * St.HK * Now super cancellable * Cr.HK * Decreased initial startup state frames from 8 to 7 * This reduces total startup frames from 11 to 10 * Run -> Mid Strike * Regular Version * Increased hit stun from 23 to 25 * Pin Wheel * All Versions * Movement box bottom no longer extends lower than standard airborne movement box * EX * Can no longer cancel into dive followup if the initial hit is blocked * Pin Wheel -> Slide * Now reorients towards the opponent * Pin Wheel -> Dive * Regular Version * Increased hit stun from 19 to 20 * Decreased block stun from 15 to 14 * Now causes a ground bounce against juggled opponents * Need to combo into it * EX Version * Increased hit stun from 21 to 22 * Decreased block stun from 16 to 15 * All Versions * Changed hitstop from Special_Airborne to Light_Airborne (12/20 => 10/18) * Movement box bottom no longer extends lower than standard airborne movement box * Extended hit box right from 3.5 to 4.0 * Extended hurt box right from 4.0 to 4.5 * TYara * General * Decreased damage scale from 1.0 to 0.975 * Animations * Updated various animations * Moves * Walk Forward * Blend * Increased move speed from 0.1 to 0.11 * St.LK * Decreased hit stun from 15 to 14 * Hit Advantage: * Link: [+3, +5] => [+2, +4] * CH Advantage: * Link: [+5, +7] => [+4, +6] * Notes: * No longer combos into EX.Shield * St.MP * Hit Box 1 * Extended top from 6.75 to 8.0 * Extended right from 8.75 to 9.0 * Retracted bottom from 3.0 to 4.0 * Hit Box 2 * Retracted right from 8.75 to 8.5 * Hit Box 3 * Retracted right from 8.75 to 8.0 * Hit Box 4 * Retracted right from 8.75 to 7.5 * Retracted active state hurt box top from 8.0 to 7.5 * Increased push back on hit and block from 3.25 to 3.5 * Jp.MP * Increased startup state frames from 7 to 8 * St.HP * Now uses now sound when shield hits the ground * Shield Charge (Shield) * EX * Now plays new shield sound on hit * Head Lopper (Chop) * EX * Decreased startup state frames from 16 to 15 * G-Agent * Updated portrait / icon art * Set display name * Maxx * Updated portrait / icon art * Set display name * Code * DT_EntityMoveData * Added removeThrowImmunity flag * When a move is used that has this set to true, it will remove all throw immunity frame * DT_GameplayController * Players now process their input and cancels before updating their move logic * Because of this, moves that use the cancel window logic must have their start/end frames reduced by 1 to maintain the same timing. This is is accounted for on the fly so the data doesn't need to change. * Now runs an additional movement box collision check / resolution right before updating player orientation (left/right) and handling hit collisions * This should help ensure that the orientation of the block input is correct. Should make crossup and corner hit / block situations much more consistent and less wonky * Time out victory is now awarded to the character who has a higher percentage of health, rather than who has the most raw health * DT_PositionController * Translation is now applied instantly rather than a frame later * Translation is only used for walks * This makes it so that the character will move immediately on the frame they start walking and stop immediately on the frame they go back to neutral * DT_InputController * Fixed issue in the sequence checking logic that allowed for sequences to be stored * DT_MoveController * When checking if a move can be cancelled into, now supports the case of "Not Blocked" * If a cancel has this set, it will only be valid if the move was not blocked. * Audio * Updated wwise * UI * Gameplay * Player 2 * Fixed counter hit text using wrong font asset (wrong font and rendered behind characters) * Character Select * Fixed some issues where the character models would not be removed correctly * Mostly happened online if someone DCed during the character selecting phase * Increased character select time from 10 to 30 seconds * Increased stage select time from 10 to 15 seconds * Move List * TYara * SPD renamed to Break Your Bones * Super SPD renamed to Meteor Goddess
1 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

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
Customer reviews
High Volume of Reviews Detected:
Exclude  or  View Only
Review Type


Purchase Type


Language


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph



Display As:
Review Beta NEW!
When enabled, will sort reviews by new Helpfulness score. Read more about it in the blog post.
Show graph
 
Hide graph
 
Filters
Review Helpfulness Beta Enabled
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...