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 (30) - 100% of the 30 user reviews for this game are positive.
Release Date:
Nov 8, 2017
Developer:
Publisher:

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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 5 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?

“Our goal is to have all 8 characters available by the end of 2018. Additional content, polish, and balancing may take up to an additional year or more.”

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 currently includes 5 playable characters, 3 stages, 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 different or 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 (34)

June 11

Punch Planet - 0.2.2.a

Punch Planet - 0.2.2.a Patch Notes

https://docs.google.com/document/d/1bz2xCRhC6oyH-g4H58DGrZ_gCiec_zNNrbcxWB0Ag0I/edit

0.2.2.a * General Changes * Backdash invincibility frames reduction * Various DTC input adjustments that should make cancelling into this to be a little more deliberate * Camera changed to a slightly more 2D feel * Standardized most character's attack's push back values to be the same between hit and block * Bunch of G-Agent adjustments * More information in attack flyup ui (in training) * Character shader adjustments * Lighting options * Some engine performance optimizations * Characters * All Characters * Moves * Dash Backward * Decreased invinciblity from frames [1, 8] to [1, 6] * DTC * Changed KaraType from Special to Normal * This fixes an issue where a double tap would not be overriden if a valid special move was input after it, but still in the cancel window. * ie, for the input with G-Agent: HP -> HITSTOP_START -> HP -> QCF.HP -> HITSTOP_END * Previous: DTC would come out * Now: Lunar disc will come out * Increased leniency for cancelling into dashes from 14 to 20 * JTC * Decreased x-velocity from 0.2 to 0.15 * Decreased y-velocity from 0.6 to 0.35 * Decreased y-acceleration from 0.043 to 0.025 * Retracted movement box bottom from 2.5 to 4.0 * Supers * Removed brief shader flash on the character when supers are used * G-Agent * General * Decreased damage scale from 0.925 to 0.9 * Decreased health from 925 to 900 * Moves * Walk Forward * Increased move speed from 0.2 to 0.24 * Walk Backward * Increased move speed from 0.15 to 0.17 * Jumps * Decreased y velocity from 0.76 to 0.71 * Decreased y acceleration from 0.0375 to 0.035 * Dash Forward * Updated animation * Increased animation x movement scale from 0.75 to 0.95 * Throw Backward * Now uses Throw hitstop instead of Medium * St.LP * Increased push back on hit from 2.0 to 2.25 * Increased push back on block from 2.0 to 2.25 * Increased followthrough state frames from 6 to 8 * Decreased recovery state frames from 4 to 2 * Extended hit box right from 4.25 to 4.5 * Cr.LP * Increased followthrough state frames from 6 to 8 * Decreased recovery state frames from 4 to 2 * St.LK * Airborne states now use standing hurt / move / grab boxes * Should no longer go over lows * Increased push back on block from 2.0 to 3.0 * Cr.LK * Decreased push back on hit from 2.25 to 2.0 * Increased push back on block from 1.75 to 2.0 * Retracted hit box right from 5.5 to 4.75 * Jp.LK * Retracted hit box top from 5.5 to 5.25 * Retracted hit box bottom from 3.25 to 4.0 * St.MP * Increased push back on block from 2.0 to 3.25 * Increased block stun from 18 to 19 * Block Advantage: * Link: [-1, +2] => [+0, +3] * Cr.MP * Increased push back on block from 2.0 to 2.5 * Increased followthrough state frames from 9 to 10 * Hit Advantage: * Link: [+6, +8] => [+5, +7] * CH Advantage: * Link: [+9, +11] => [+8, +10] * Block Advantage: * Link: [+2, +4] => [+1, +3] * St.MK * Now uses Body hit animations * Decreased grounded startup state frames from 8 to 6 * Increased airborne startup state frames from 6 to 8 * Increased push back on block from 1.75 to 3.5 * Decreased recovery state frames from 8 to 6 * Increased hit stun from 23 to 24 * Hit Advantage: * Link: [+1, +3] => [+4, +6] * DTC -> Attack: +9 => +10 * DTC -> Forward Dash: -1 => +0 * CH Advantage: * Link: [+4, +6] => [+7, +9] * DTC -> Attack: +12 => +13 * DTC -> Forward Dash: +2 => +3 * Block Advantage: * Link: [-3, -1] => [-1, +1] * DTC -> Attack: +5 (unchanged) * DTC -> Forward Dash: -5 (unchanged) * Fw.MK * Increased push back on block from 2.0 to 3.5 * Fw.MK Followup * Increased active state frames from 2 to 5 * Decreased followthrough state frames from 11 to 8 * Hit Advantage: * Link: [+2, +3] => [+2, +6] * CH Advantage: * Link: [+5, +6] => [+5, +9] * Block Advantage: * Link: [-5, -4] => [-5, -1] * Cr.MK * Updated animation * Extended hit box right from 7.0 to 7.25 * Increased push back on block from 2.0 to 3.0 * Jp.MK * Extended hit box top from 5.5 to 6.0 * Retracted hit box bottom from 4.0 to 4.5 * Extended hurt box top from 5.75 to 6.25 * Retracted hurt box bottom from 3.75 to 4.25 * St.HP * Increased push back on block from 2.5 to 4.5 * Extended hit box right from 6.75 to 7.0 * Cr.HP * Hit Box 1 * Extended hit box right from 4.5 to 4.6 * Hit Box 2 * Retracted hit box right from 4.5 to 3.5 * Extended hurt box right from 3.5 to 4.0 * Retracted hurt box top from 7.0 to 6.75 * Hit Box 2 * Increased push back on block from 2.0 to 4.0 * Decreased block stun from 17 to 16 * Block Advantage: * Link: [-7, -6] => [-8, -7] * DTC -> Attack: +3 => +2 * DTC -> Forward Dash: -7 => -8 * St.HK * Decreased juggle corner push back from 3.0 to 2.5 * Fw.HK * Increased push back on block from 1.75 to 3.5 * Cr.HK * Extended hit box right from 7.5 to 7.75 * Increased push back on block from 1.0 to 3.0 * Lunar Disc (QCF.P) * All Versions * Cancel into DTC now uses leniency HitCancel_DoubleTap_Projectile instead of Projectile_Cancel * 20f -> 8f * L / M / H * Charged Version * No longer moves all projectiles to "dead" list * This removes the ability to throw a charged version and then start another version while the projectile is still on screen * EX * 2nd Hit * Increased push back on block from 1.5 to 3.0 * Lunar Disc (Projectile) * L / M / H * Regular Version * Decreased active frames from 35 to 30 * Increased push back on hit from 1.5 to 2.5 * Increased push back on block from 1.5 to 2.5 * L * Regular Version * Decreaesd x-velocity from 0.35 to 0.3 * Increased x-acceleration -0.02 to -0.014 * This happens on frame 15 * H * Regular Version * Increased x-velocity from 0.45 to 0.5 * Crescent Splits (QCB.K) * L * Decreased block stun from 14 to 12 * Block Advantage: * Link: [-5, -3] => [-7, -5] * DTC -> Attack: +0 => -2 * DTC -> Forward Dash: -10 => -12 * M * Increased push back on block from 1.0 to 1.5 * Increased active state frames from 3 to 5 * Decreased followthrough state frames from 11 to 10 * Increased hit stun from 21 to 22 * Hit Advantage: * Link: [+5, +7] => [+5, +9] * DTC -> Attack: +7 => +8 * DTC -> Forward Dash: -3 => -2 * CH Advantage: * Link: [+8, +10] => [+8, +12] * DTC -> Attack: +10 => +11 * DTC -> Forward Dash: +0 => +1 * Block Advantage: * Link: [-3, -1] => [-4, +0] * DTC -> Attack: -1 (unchanged) * DTC -> Forward Dash: -11 (unchanged) * H * Increased push back on block from 1.0 to 2.0 * Increased active state frames from 6 to 7 * Increased followthrough state frames from 7 to 8 * Increased hit stun from 22 to 24 * Hit Advantage: * Link: [+7, +12] => [+7, +13] * DTC -> Attack: +8 => +10 * DTC -> Forward Dash: -2 => +0 * CH Advantage: * Link: [+10, +15] => [+10, +16] * DTC -> Attack: +11 => +13 * DTC -> Forward Dash: +1 => +3 * Increased block stun from 14 to 15 * Block Advantage: * Link: [-1, +4] => [-2, +4] * DTC -> Attack: +0 => +1 * DTC -> Forward Dash: -10 => -9 * EX * Increased push back on block from 1.0 to 2.0 * Increased base damage from 60 to 80 * Decreased knock down frames from 34 to 26 * Crescent Kick (DP.K) * All Versions * Now grants counter-hit advantage when hit during recovery * 1st Hit * Increased juggle x-velocity against grounded opponents from 0.15 to 0.2 * Increased corner push back from 2.5 to 3.5 * 3rd Hit * Decreased juggle y-velocity from 0.55 to 0.525 * L / M / H * Now fully invincible on frame 1 * L * 1st Hit * Increased base damage from 20 to 30 * 2nd Hit * Decreased base damage from 20 to 10 * 3rd Hit * Decreased base damage from 20 to 10 * M * 1st Hit * Increased base damage from 25 to 40 * 2nd Hit * Decreased base damage from 25 to 12.5 * 3rd Hit * Decreased base damage from 25 to 12.5 * H * 1st Hit * Increased base damage from 30 to 50 * 2nd Hit * Decreased base damage from 30 to 15 * 3rd Hit * Decreased base damage from 30 to 15 * EX * Decreased juggle value from 2 to 1 * 1st Hit * Now breaks armor * Increased base damage from 30 to 75 * 2nd Hit * Decreased base damage from 30 to 15 * 3rd Hit * Decreased base damage from 30 to 15 * Lunar Geyser * Decreased each hit base damage from 35 to 30 * Roy * Moves * Jumps * Decreased y velocity from 0.76 to 0.71 * Decreased y acceleration from 0.0375 to 0.035 * Walk Forward * Increased move speed from 0.21 to 0.24 * St.LP * Decreased push back on block from 2.0 to 1.75 * Cr.LP * Decreased push back on block from 2.0 to 1.75 * St.LK * Decreased push back on block from 1.5 to 1.25 * Cr.LK * Increased push back on block from 2.0 to 2.5 * St.MP * Increased push back on block from 1.5 to 2.75 * Fw.MP * Increased push back on block from 1.0 to 1.25 * St.MK * Increased push back on block from 2.0 to 2.25 * St.HP * Increased push back on block from 1.25 to 2.25 * St.HK * Both Versions * Decreased post-hold startup state animation x movement scale from 1.0 to 0.75 * Fast Version * Increased push back on block from 2.0 to 2.25 * Cr.HK * Increased push back on block from 1.0 to 3.0 * Gunshot (QCF.P) * M * Increased push back on block from 1.0 to 3.5 * Headbutt (QCF.K) * EX * Now grants counter-hit advantage when hit during recovery * Super Gunshot * Increased push back on block from 0.0 to 3.0 * Cid * Animations * Updated Hit_Standing_Body * Updated Hit_Crouching_Head_right * Moves * Jumps * Decreased y velocity from 0.76 to 0.71 * Decreased y acceleration from 0.0375 to 0.035 * St.LP * Decreased push back on hit from 2.25 to 2.0 * Decreased push back on block from 2.35 to 2.0 * Cr.LP * Increased push back on block from 2.5 to 2.75 * St.MP * Both Versions * Increased push back on block from 1.5 to 1.75 * Cr.MP * Fast Version * Increased push back on block from 1.75 to 2.5 * Charged Version * Increased push back on block from 2.5 to 3.25 * St.MK * Increased push back on block from 2.25 to 3.0 * Cr.MK * Increased push back on block from 1.75 to 2.0 * St.HP * Fast Version * Increased push back on block from 2.0 to 3.0 * Charged Version * Increased push back on block from 2.5 to 3.0 * Cr.HP * Fast Version * Decreased push back on hit from 4.5 to 3.0 * Increased push back on block from 2.0 to 3.0 * Charged Version * Increased push back on block from 1.5 to 3.0 * St.HK * Increased push back on block from 2.0 to 2.5 * Cr.HK * Increased push back on block from 1.5 to 3.0 * Grenade (QCF.K) * All Versions * Cancel into DTC now uses leniency HitCancel_DoubleTap_Projectile instead of Projectile_Cancel * 20f -> 8f * Knife Rush (QCF.P) * M * Retracted hit box right from 3.5 to 3.25 * EX * Now grants counter-hit advantage when hit during recovery * Knife Wheel (QCB.K) * All Versions * Increased push back on block from 1.0 to 1.5 * Dog * Moves * Walk Forward * Increased move speed from 0.18 to 0.21 * Jumps * Decreased x velocity from 0.22 to 0.2 * St.LP * Decreased push back on hit from 2.5 to 2.25 * Increased push back on block from 2.0 to 2.25 * Cr.LP * Decreased push back on hit from 2.5 to 2.25 * Increased push back on block from 2.0 to 2.25 * St.LK * Decreased push back on block from 2.0 to 1.75 * Cr.LK * Increased push back on block from 2.0 to 2.75 * St.MP * Now special cancellable * Now super cancellable * Decreased startup state animation x movement scale from 1.25 to 1.0 * Increased active state animation x movement scale from 0.5 to 1.0 * Increased push back on block from 2.25 to 3.25 * Cr.MP * Increased push back on block from 1.5 to 3.0 * St.MK * First Hit * Increased push back on block from 1.75 to 2.25 * Second Hit * Increased push back on block from 2.25 to 3.5 * Cr.MK * Second Hit * Increased push back on block from 0.5 to 3.5 * St.HP * Increased push back on block from 1.5 to 3.0 * Cr.HP * Increased push back on block from 2.0 to 3.0 * Pin Wheel * EX * Now grants counter-hit advantage when hit during recovery * Increased recovery state frames from 8 to 14 * Pin Wheel -> Dive * There is now a L / M / H version of the dive followup * Used to be a single version * Run -> Leap Strike * Both Versions * Increased recovery state frames from 14 to 18 * Increased hard knockdown frames from 34 to 38 * Normal Version * Increased block stun from 9 to 11 * Block Advantage: * Link: [-8, -5] => [-10, -7] * EX Version * Increased block stun from 11 to 15 * Block Advantage: * Link: [-6, -3] (unchanged) * Super Pin Wheel * Extended move box bottom from default - 1 to absolute - 0 * Should not go over the opponent if crouch blocked * TYara * Moves * Walk Forward * Increased move speed from 0.155 to 0.175 * Walk Backward * Increased move speed from 0.11 to 0.13 * Jumps * Decreased y velocity from 0.535 to 0.51 * Decreased y acceleration from 0.025 to 0.024 * Cr.LP * Extended hit box top from 5.0 to 5.5 * Extended hurt box top from 5.5 to 6.0 * St.LK * Decreased push back on block from 2.0 to 1.25 * Cr.LK * Decreased push back on block from 2.0 to 1.25 * Cr.MP * Increased push back on block from 2.0 to 3.0 * St.MK * First Hit * Increased push back on block from 1.5 to 2.25 * Second Hit * Increased push back on block from 1.5 to 2.25 * Cr.MK * Increased push back on block from 1.0 to 2.25 * St.HP * Decreased push back on hit from 3.5 to 3.0 * Increased push back on block from 1.0 to 3.0 * St.HK * Increased push back on block from 2.0 to 3.5 * Head Lopper (QCB.P) * All Versions * Fixed DTC cancel leniency to use correct value (DTC value = no leniency) * Timing for DTC should be stricter like other moves * Shield Charge (QCF.P) * EX * Now grants counter-hit advantage when hit during recovery * Camera * General * Changed how foreground / background objects are defined * Camera now consists of three Front / Middle / Back cameras * Before was just Near / Far * Cameras now render stage elements based on Stage_Front / Stage_Middle / Stage_Back layers * Before Near / Far were defined by distance * Middle / Far camera field of view is no longer controlled by the gameplay settings * This makes it so we can adjust the gameplay field of view without affecting the perspective on the far background elements * Data * Main * Decreased field of view from 16.0 to 14.0 * Increased wall padding from 8.0 to 8.5 * Main Object (Eye) * Increased Average X Frames from 10 to 15 * Increased Y Position from 4.0 to 4.1 * Increased Y Drag from 0.5 to 0.75 * Increased Scale Y Max Position from 50.0 to 60.0 * Increased Scale Y Position from 25.0 to 30.0 * Decreased Offset Y Position from -4 to -4.5 * Increased Z Distance from 53.0 to 62.0 * Increased Average Y Frames from 2 to 3 * Target Object (Look) * Increased Average X Frames from 10 to 15 * Increased Y Position from 6.1 to 6.4 * Increased Y Drag from 0.5 to 0.75 * Increased Scale Y Max Position from 50.0 to 60.0 * Increased Scale Y Position from 25.0 to 30.0 * Decreased Offset Y Position from -4 to -4.5 * Increased Average Y Frames from 2 to 3 * Vertical Depth * Increased Y Max Position from 50.0 to 60.0 * Decreased Offset Y Position from -4 to -4.5 * Decreased Y Drag from 0.5 to 0.45 * Input * Sequences * QCF / QCB * Added valid input DownBackward -> DownForward -> Forward * Leniency * Added HitCancel_DoubleTap_Projectile * Used for cancelling projectile moves into DTC (Cid Grenade, GAgent LunarDisc) * Set to 8 frames * Previously used Projectile_Cancel (same as cancelling to super, which is 20f) * FX * Adjusted coloring / layering on some of the collision FX (hit / block / absorb) * Hit Stop * Increased Medium from 11/19 to 12/20 * Increased Heavy from 13/20 to 14/20 * Decreased Special from 13/20 to 12/20 * Increased Roy_Gunshot 9/17 to 10/18 * Character Shader * Ported character shader from Shader Forge to Amplify Shader * This is the shader that controls the lighting, meter / armor flashing, dtc dissolve, etc * Should not look much different than before * We get a lot more control with Amplify (don't have to maintain as many shaders, lot more parameters are exposed) and it solves some issues that we had with ShaderForge * TYara's swipe FX lost the distortion it had before, will fix it eventually but it's low priority * Audio * Added Master Volume setting * Adjusted block sounds * Added a 15f delay between when a KO happens and when the music transition gets called * This should give enough of a buffer in case a rollback happens, to not mess up the music * Training Mode * Added support for quickly changing character / stage without having to go back to the character select menu * Change character / stage selection and then select restart * Currently only chooses the default color if reloading * Attack Info UI / Hit Flyup * Added an attacks startup frames from when it was used to when the attack hits * Grabs now work in addition to strikes * Lighting * Added options for light quality in the graphics options: * All - All lights are enabled, this is how it was previously * Character - Just the directional lights that affect the characters + the main stage directional light * None - No lights are enabled other than the main stage directional light * Should provide some performance gains for lower-end machines * Requirements * Added "Not-Reversal" requirement * Scripts * MoveController * Added a check when cancelling to DTC that requires there be X amount of frames between when the move was triggered and when the DTC can be checked. * Set to 14 frames * This means that if you double tap a move's input faster than X frames, the DTC should not come out * Should help reduce accidental DTCs, especially for players who are used to double tapping when linking * Also added an override for individual moves in case it needs to be faster on special cases * Moves like Agent upkicks, Dog ex.pinwheel etc * Fixed a garbage allocation issue when checking for move cancels * Should help reduce any hitches (slight stutters) * Character * When a collision happens, added a check for if the attacker is neutral jumping and landing a crossup to delay the push back frames * Set to 2 frames * This should help with neutral jump attacks landing crossup, but sometimes having the defender cross back under * InputController * Added support for charge moves again * Fixed a bug where a sequence's nullify check would run on the frames between the sequence and trigger * This should mostly help with not getting dashes when immediately holding backwards * DTC -> Forward Dash -> Hold Backward should produce a forward dash instead of nothing * Added a check to the last input in a sequence (first one checked) that makes it find the last possible valid frame before continuing with the rest of the sequence * Special move input should feel more consistent * SoundController * Refactored sound event system to use the Action system. * All move's GameSoundEvents were converted to SoundActionEvents * Sound should be almost exactly the same but I standardized a few things * Since actions are scriptable objects (serialized) there is less data redundancy and should be more performant * UI * Meter Bars * Adjusted how the alpha for the flashing bars is animated * Should no longer allocate garbage and should be more performant
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June 8

Game Development Live Stream 6/7/18 - Maxx 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 Maxx dev with @PP_Willpower. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://youtu.be/vZRzl4hTBdk
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
@8ighty6ix https://twitter.com/8ighty6ix
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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.

SECTOR-K

Punch Planet is developed by 3 longtime competitors in the fighting game community. Our focus it to create a fighting game 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

5 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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