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 (43) - 97% of the 43 user reviews for this game are positive.
Release Date:
Nov 8, 2017

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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 Local Versus, Online Versus, CPU Versus and Training modes are ready to be explored with 6 characters to choose from. 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 playable by Q4 2019. 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 6 playable characters, 3 stages, local versus, CPU versus, online multiplayer featuring GGPO, and robust 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 (47)

April 12

Free Costumes & DLC For Early Access Supporters!

Galactic Citizens

We are excited to share our plans for DLC during Steam Early Access


Steam Early Access Supporters of Punch Planet will receive any available in-development Costumes and other DLC free of charge, which will also carry over into the full release of the game.

Today we are kicking it off with two new costumes, one for each Roy and Cid!

Sport Cid's getup from her time in the Galactic Forces, featuring commando gear and a serrated combat knife.

Available in ten colors, more info on the store page

Before Roy went undercover, he patrolled the streets in the standard Luna PD uniform. Featuring riot armor and the standard issue laser pistol.

Available in ten colors, more info on the store page

Here's a bit of footage of both the costumes in action

These costumes are now available for all Early Access owners!

Also included in this update are some improvements to the lobby system, main menu music changes, and some small balance adjustments.

Online - Lobby Improvements
We've made a few small improvements to the lobby functionality.

Players can now choose to move themselves down in the rotation queue. If a player has someone behind them in the rotation, they now have the option to switch places with that person and give them their spot. This can be repeated until the player is at the end of the queue.

Lobby hosts can now update the settings of their lobby after it has been created. Size and privacy can now be set without requiring the host to leave and create a new lobby.

With the above changes, we also adjusted the visuals of the lobby and in-game spectator pause dialogs. The "Leave Rotation" button is now on the left side along with the other buttons and new buttons, and new labels have been inserted into the player list to divide between current players, players that are in the rotation, and players who are only spectating.

Main Menu Music
If the main menu is left to idle for a certain amount of time, the music will now transition into random stage songs.

Benchmarking Tool
Added a benchmarking tool to the graphics options. This will help players tune their graphics settings for their hardware, and provide us with a standardized environment for testing for performance discrepancies between characters and stages. Players can choose character / stage / music settings and allow the CPU to fight against itself at the fastest speed your computer can go, and are graded based on fast it performs. Choosing the same character settings will result in the same exact playback (between runs and between machines), so feel free to compare with other players.

Battle Camera
Gameplay camera now moves faster horizontally.

Character Shake
Disabled the character shake that happens when collisions happen, wasn't really working out. Will possibly revisit at another time with a different implementation.

  • St.MK: Slightly increased hit box range
  • Cr.MK: Slightly increased hit box range
  • St.HK(charged): Slightly increased enemy launch distance before bouncing off wall
  • EX.Headbutt: Slightly increased enemy launch distance before bouncing off wall
  • L.Gunshot: Increased push back

  • Cr.MP(fast): Slightly increased hit box range
  • Knife Rush: medium version more push back on hit / less on block, heavy version less push back on block

  • Run: Normal versions slightly slower, EX version slightly faster
  • Run->Stop: Adjusted input leniency and priority
  • EX.Run->MidStrike: Slightly increased enemy launch distance before bouncing off wall
  • EX.Run->LeapStrike: Fixed missing hurt boxes

Full change log has been added to the Version 0.5.2 notes

As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!

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April 1

Punch Planet - Version 0.5.2

Version 0.5.2 is now released!

This patch includes visual fx improvements, skippable intros, gameplay ui changes, depth of field adjustments, gameplay balance tweaks, and some other small polish things. Full changelog can be found here


Visual Improvements - Improved Character FX
The effect that happens with characters' clones when they use T-meter and E-meter has been improved. When using universal mechanics, the blue dissolve now looks better when fading in and out. EX and Super moves are now accompanied by a scan-line effect on the clone. This should help make their two uses feel more distinct and look cooler.

Visual Improvements - Super Freeze
Re-introduced the background lines that become visible when using a Super attack. The technique for rendering these has been changed from using particles to using a shader with scrolling textures, should be more performant and look better.

Visual Improvements - Meter Bar Improvements
Meter bar art assets have been updated.

Visual Improvements - "Shiny" Characters
Certain character materials can now be "shiny", like Agent's armor and Roy's gun.

Visual Improvements - Depth Of Field
The depth of field effect that we've been using during super freeze has been functionally changed. Previously this would toggle on while zooming in on a character during a super or command grab in order to focus on the characters a bit more. Now it is an always-on background effect, used to help give more depth to the far-background elements and also helps the characters "pop" out a bit more.

Visual Improvements - Stage Lighting
All stages have had their lighting adjusted, should give the characters more depth and look better.

Intros - Now Skippable
Players can now skip their own character intros in versus modes by pressing the start button.

Character Select - Saves Local Selections
Character select will now retain character, costume, color, stage, and music options between matches when playing locally. Settings are reset when changing game modes (Versus -> Practice, etc).

Settings Files - Format Change
The format for all the local settings files has changed from XML to JSON. These will now be more human readable and easier to use on the engine side, but your settings will all be reset to default, sorry!

Battle Camera
Adjusted the camera to be slightly more 2D feeling. Field of view got slightly smaller, distance zoomed slightly closer, no more depth change when jumping.

Character Shake
Slightly adjusted the character shake when players take hits, should be a bit more subtle.

Hit Stop
Slightly increased medium, heavy, and special attacks' hit stop. With the previous decrease, it made the execution speed for special cancels just a little bit too quick. This is a fine line but we're pretty close to where we want it.

Push Back
Slightly increased the push back speed scale, characters should seem like they get pushed back faster than before (same total distance however).

Walk Speed Ramp
Slightly increased the total frames that walk speed gets ramped up from 6 to 10 frames. This will mean that characters will take 4 more frames to reach their maximum walk speed. With this in mind, we've also slightly increased most characters' walk speed so that their max speed is higher than before.

  • Walks: Slightly faster walk forward and walk backward

  • Walks: Slightly faster walk forward and walk backward
  • Charged normal attacks: Now gain meter on use
  • St.LK: Faster startup
  • Cr.MK: Better hit box for beating opponents directly above/behind
  • Cr.HP: Worse hit box for beating opponents directly above/behind
  • Grenades: Retracted hit box top
  • Super.Install: Lasts longer

  • Walks: Slightly faster walk forward and walk backward

  • Damage: Decreased damage scale
  • Walks: Slightly faster walk forward and walk backward
  • St.MK: Chains into St.HK sooner
  • Cr.MK: Slower startup, more time between each hit
  • Jp.MK: More time between each hit, adjusted first hit collision boxes
  • DwFw.HP: Input is now Down+HK
  • St.HK: Adjusted collision boxes, slower startup
  • Cr.HK: Input is now Down+Backward+HK
  • Run: Normal version can now cancel into JTC
  • Run->Leap: Ex version no longer has invincibility in the air
  • PinWheel->Slide: Ex version no longer gains meter and can now chip kill
  • Super.Pinwheel: Increased damage
  • Super.Run: Increased damage

  • Walks: Slightly faster walk forward and walk backward
  • Fw.MK: Slightly more recovery
  • LunarDisc: Spawns slightly closer to the player, EX version slower startup
  • CrescentKicks: Can no longer DTC on hit when used as a reversal, retracted hit box range

  • Meter: Decreased meter scale
  • Walks: Slightly slower walk backward (normal and buffed)
  • Jumps: Jumps higher
  • Forward Throw: Increased recovery, decreased knockdown distance,
  • Backward Throw: Increased recovery
  • St.LP: Less push back, less recovery
  • Cr.LP: Less push back, less recovery, less hit stun
  • St.LK: Slightly farther hit box
  • St.MP: Slower startup, less followthrough / recovery, retracted collision boxes, less hit stun, less block stun
  • Fw.MP: Slower startup, now target combos into St.HP, more hit stun
  • Cr.MP: Less recovery, farther hit box, less hit stun
  • St.MK: Slower startup
  • St.HP: Slower startup, now receives armor when buffed from Buff-U, increased armor window when buffed
  • Fw.HP: Now receives armor when buffed from Buff-U, increased armor window when buffed
  • Cr.HP: No longer receives armor in HappyHour
  • St.HK: Now receives armor when buffed from Buff-U, increased armor window when buffed
  • Cr.HK: No longer receives armor in HappyHour
  • HookSwing.L: Slower startup, less recovery
  • HookSwing.M: Slower startup, less recovery, less hit stun
  • HookSwing.EX: First hit increased hit stun, second hit juggles slightly higher
  • HornyToad: Adjusted airborne/grounded recovery frames so that he is lands faster (same total recovery)
  • G.A.P: Adjusted damage, light version slower startup, ex version more recovery on whiff
  • Buff-U: Now grants armor to St.HP, Fw.HP, and St.HK. Slightly less recovery. Using normal version while buffed will now throw the bottle (like EX). Can no longer use while a bottle is active. EX version can now chip kill. Bottle now OTGs.
  • Super.LastCall(Buffed): Less knockdown frames
  • Super.HappyHour: No longer allows Maxx to gain meter other than using Buff-U

That's it for the main changes in the update, but as always, there's a ton of little things in the full detailed changelog, which you can find here

As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!
0 comments Read more
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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. 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.


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.


Local, Online, and CPU Versus Modes (AVAILABLE NOW!)

Punch Planet features classic 1v1 competitive multiplayer and online gameplay featuring GGPO.
    Local Versus Mode
    CPU Versus Mode
    Online Versus Mode *Matchmaking through the Official Punch Planet Discord*
    Ranked Mode (TBD)
    Online Training Mode (TBD)

Training Mode (AVAILABLE NOW!)

Punch planet features a robust training mode.
    Hit Box Viewers
    Frame Data
    State Saving

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.


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.



6 Playable Characters
Online, Local, and CPU Versus
Training Mode
Competitive Play

8 Total playable characters
Arcade Mode
Trials & Challenges
Story Mode

System Requirements

    • 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

What Curators Say

7 Curators have reviewed this product. Click here to see them.

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