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 (34) - 97% of the 34 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 versus, online versus, and training modes are ready to be explored with 6 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 playable 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 6 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 (40)

August 17

Punch Planet - Version 0.3.2.a



Version 0.3.2 of Punch Planet is now released! Last week at EVO was a ton of fun for us and it was so awesome seeing everyone that came out, thank you all for the support! This patch is mostly gameplay changes from feedback / observations we got at the event.

Walk Speeds
Walk speeds have been slightly adjusted for all characters. Most characters had their backward speeds increased, and Roy / Cid have had their forward speed slightly reduced. Overall this should be a defensive buff to the neutral game.

Jumps
All characters have had their horizontal jump distances slightly decreased, should make spacing against jump attacks slightly easier for the character on the ground and slightly reduce the effectiveness of jumping in.

Airborne Attack Damage
Standardized the damage values on all jumping attacks so that it will be easier to balance in the future. Each airborne attack now references a shared value for its damage, and also allows for an offset to adjust on a per-move basis. Base values are Light = 20, Medium = 40, Heavy = 60.

Maxx
Since he was just released, Maxx is still a little rough around the edges, most of his changes are geared towards bringing him a bit more in line in effectiveness and usability.
  • Cr.LK: Now super cancellable
  • Jp.LP / Jp.LK: Fixed doing way too much damage
  • St.MP: Increased push back, increased hit box range
  • St.MK: Decreased startup
  • Cr.MK: Decreased hit / block stun
  • St.HP: Increased push back, increased hit stun, decreased block stun
  • Hook Swing: Increased damage on L / M versions
  • Horny Toad: Increased damage, adjusted hit box
  • G.A.P: Decreased projectile invincibility, adjusted hurt boxes (easier to hit),
  • decreased startup on H version, fixed double meter gain
  • Buff-U: No longer gains meter on initial use (only when getting the buff)
  • Last Call (Buffed): Decreased damage
Agent-G
Agent-G feels a bit weak in health and damage so we wanted to buff him up a little bit. I felt like he was already pretty strong, but the amount of work he has to do to get his wins feels a bit high compared to the other characters.
  • Increased health
  • Increased damage scale
  • Cr.HP: Decreased damage
  • Cr.HK: Increased hit box range
  • Lunar Disk: Decreased horizontal spawn position of the projectile
Roy
Not a lot changing with Roy, just a buff to his Cr.HK so that it's slightly faster (combos from LP.Gunshot xx DTC now) and applies a longer knockdown
  • Cr.HK: Decreased startup, increased knockdown frames, increased push back
Cid
Cid is strong
  • Jp.MP (Charged): Adjusted juggle physics, decreased juggle value
  • Cr.HP (Charged): Adjusted hop cancel physics and attack timing
  • Cr.HK: Increased knockdown frames
  • Grenade: Decreased horizontal spawn position of the projectile, decreased hit and block stun on L / M / H versions, increased x velocity of all versions, decreased active frames

Stage Music
Added training mode versions of all stage tracks, which are just longer versions and incorporate the entire songs. The tracks used for gameplay are broken up into Round 1 / Round 2 (sound difference) but in training you would only ever hear the Round 1 version, now you'll hear the entire track.

Input
Decreased input leniency when coming out of a Dash. This was done specifically to make it easier to do Agent-G Dash -> Legendary Sentai, but there really didn't need to be as much leniency as there was.

Fixes
  • Fixed a bug with the battle camera that would cause the depth of field to become enabled after a rollback, even when it was disabled in the settings. Should help with slowdowns on lower-end machines when doing command grabs / super freeze.
  • Fixed an issue when checking for collisions that could allow a command grab to hit on the same frame as a projectile, causing undesired issues..
  • Fixed a bug when using projectiles that caused them not to record their start frame correctly, fixes a bug with using a projectile for the first time in a game.
  • Fixed any instances of KO sequences using soft knockdown instead of hard, fixes any cases of players being able to quick rise after a KO

Full and detailed changelog can be found here or below:
Punch Planet - Version 0.3.2.a * General * Standardized all airborne normals damage to reference value objects * Light = 20 * Medium = 40 * Heavy = 60 * Special cases will be one of these with an offset (cid charged, dog 2-hit jp.mk, etc) * Characters * Roy * Moves * Walk Forward * Decreased move speed from 0.24 to 0.22 * Jumps * Decreased x velocity from 0.225 to 0.215 * Jp.LP * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.LK * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.MP * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Jp.MK * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Jp.HP * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Cr.HK * Decreased startup state frames from 10 to 9 * Increased knockdown frames from 35 to 40 * Increased push back from 3.0 to 3.5 * Jp.HK * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Cid * Moves * Walk Forward * Decreased move speed from 0.26 to 0.24 * Walk Backward * Increased move speed from 0.15 to 0.18 * Jumps * Decreased x velocity from 0.24 to 0.23 * Jp.LP * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.LK * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.MP * Fast * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Charged * Decreased base damage from 60 to Damage_Medium_Airborne(40) + 10 = 50 * Decreased juggle value from 2 to 1 * Decreased juggle x velocity from 0.25 to 0.15 * Increased juggle y velocity from 0.6 to 0.65 * Jp.MK * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Cr.HP * Charged * Hop Cancel * Increased total airborne frames from 26 to 30 * Decreased y acceleration from 0.035 to 0.0325 * Increased attack cancel window from frame 1 to 6 * Jp.HP * Fast * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Charged * Adjusted base damage from 70 to Damage_Heavy_Airborne (60) + 10 = 70 * Cr.HK * Increased knockdown frames from 34 to 38 * Jp.HK * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Knife Rush * EX * Increased push back on block from 1.0 to 3.0 * Grenade (Move) * All Versions * Decreased projectile spawn x position from 3.5 to 2.5 * Grenade (Projectile) * All Versions * Decreased active frames from 150 to 100 * L / M / H * Decreased hit stun from 19 to 17 * Decreased block stun from 9 to 8 * L * Increased x velocity from 0.16 to 0.2 * M * Increased x velocity from 0.18 to 0.22 * H * Increased x velocity from 0.2 to 0.24 * EX * Increased x velocity from 0.22 to 0.26 * Dog * Moves * Walk Backward * Increased move speed from 0.155 to 0.175 * Jumps * Decreased x velocity from 0.22 to 0.21 * Jp.LP * Decreased base damage from 25 to Damage_Light_Airborne (20) * Jp.LK * Decreased base damage from 25 to Damage_Light_Airborne (20) * Jp.MP * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Jp.MK * Decreased each hit base damage from 30 to Damage_Medium_Airborne (40) * 0.5 = 20 * Jp.HP * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Jp.HK * Changed base damage from 60 to Damage_Heavy_Airborne (60) * TYara * Moves * Walk Backward * Increased move speed from 0.11 to 0.12 * Jumps * Decreased x velocity from 0.18 to 0.17 * Jp.LP * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.LK * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.MP * Changed base damage from 40 to Damage_Medium_Airborne (40) * Jp.MK * Changed base damage from 40 to Damage_Medium_Airborne (40) * Jp.HP * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Jp.Dw.HP * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Jp.HK * Adjusted base damage from 70 to Damage_Heavy_Airborne (60) + 10 = 70 * Agent-G * General * Increased health from 900 to 925 * Increased damage scale from 0.9 to 0.925 * Moves * Walk Backward * Increased move speed from 0.17 to 0.19 * Jumps * Decreased x velocity from 0.24 to 0.23 * Jp.LP * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.LK * Changed base damage from 20 to Damage_Light_Airborne (20) * Jp.MP * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Jp.MK * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Cr.HP * Decreased base damage from 70 to 55 * Jp.HP * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Cr.HK * Extended hit box right from 7.75 to 8.0 * Extended hurt box right from 6.75 to 7.0 * Jp.HK * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Lunar Disk (Move) * All Versions * Decreased projectile spawn x position from 3.5 to 3.0 * Maxx * Moves * Walk Backward (Normal) * Increased move speed from 0.14 to 0.16 * Walk Backward (Buffed) * Increased move speed from 0.1 to 0.12 * Jumps * Decreased x velocity from 0.21 to 0.2 * Jp.LP * Decreased base damage from 60 to Damage_Light_Airborne (20) * Cr.LK * Now super cancellable * Jp.LK * Decreased base damage from 60 to Damage_Light_Airborne (20) * St.MP * Increased push back on hit and block from 2.0 to 2.5 * Extended hit box right from 5.25 to 5.5 * Extended hurt box right from 4.5 to 4.75 * Jp.MP * Decreased base damage from 60 to Damage_Medium_Airborne (40) * Cr.MK * Decreased hit stun from 23 to 22 * Hit Advantage: * Link: [+2, +4] => [+1, +3] * DTC: +9 => +8 * CH Advantage: * Link: [+5, +6] => [+4, +5] * DTC: +12 => +11 * Decreased block stun from 19 to 17 * Block Advantage: * Link: [-2, -0] => [-4, -2] * DTC: +5 => +3 * St.MK * Decreased startup state frames from 8 to 7 * Jp.MK * Decreased base damage from 60 to Damage_Medium_Airborne (40) * St.HP * Increased push back on hit and block from 3.0 to 3.5 * Increased hit stun from 20 to 21 * Hit Advantage: * Link: [+1, +2] => [+2, +3] * DTC: +6 => +7 * CH Advantage: * Link: [+5, +6] => [+6, +7] * DTC: +10 => +11 * Decreased block stun from 15 to 14 * Block Advantage: * Link: [-4, -3] => [-5, -4] * DTC: +1 => +0 * Jp.HP * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Jp.HK * Changed base damage from 60 to Damage_Heavy_Airborne (60) * Hook Swing * L * Increased base damage from 30 to 40 * M * Increased base damage from 40 to 50 * Horny Toad * All Versions * Extended both hit box left from 0.5 to 0 * Extended initial hit box bottom from 3.5 to 2.5 * L / M / H * Increased base damage from 40 to 60 * EX * Increased base damage from 40 to 70 * G.A.P * L / M / H * Removed duplicate meter gain action on second startup state * Fixes gaining double meter for using these * Extended airborne startup state hurt box bottom from 1.5 to 1.0 * Decreased projectile invicible frames from [airborne start, airborne end] to [airborne start, 10 frames before airborne end] * H * Decreased airborne startup state frames from 33 to 28 * Total startup decreased from 45 to 40 * G.A.P Followup (hit) * All Versions * Fixed hits destroying projectiles * Didn't really cause an issue just looked weird * Buff-U * Normal Version * Removed initial meter gain on use * Now only gains meter when buff is applied * Increased meter gain when buff is applied from 250 to 300 * Last Call (Buffed) * Decreased base damage from 220 to 210 * Effective damage decreased from 355 to 339 * Stage Music * Added training mode version of each track * More of a full track instead of broken up into round 1 / 2 versions * Previously in training mode it would only play the round 1 version of the music * Character Select * Updated character selected sound * Counter Hits * Decreased volume of counter hit "ding" sound * KO Hit Sequences * Fixed all instances of KO hit sequences that used soft knockdowns instead of hard * This fixes being able to quick rise after being KOed by certain moves * Input * Leniency * Decreased Dash from 8 to 4 (leniency coming out of dash) * Damage * Can now specify a secondary value for normal base damage * Similar to how CH / Block damage can be specified, allows the base damage of an attack to be able to be defined as a composite of values * Base Normal Damage = Normal Damage + Extra Normal Damage * Most of the time it will just be the Normal Damage (Extra = 0) * Can allow tying an attacks damage to a generic damage value (ie, Damage_Light_Airborne instead of just "20") but also allow defining an extra variance * Useful if we want an attack to be like Damage_Light_Airborne + 10, so that if the base value changes it can still affect things that want to reference it (like an offset) * Could expand on this into the future with a more generic "CompositeDamage" system that just contains a list of values / references * Values * Added Damage_Light_Airborne (20) * Added Damage_Medium_Airborne (40) * Added Damage_Heavy_Airborne (60) * Added Damage_ScaleIncrease (1.15) * Added Damage_ScaleDecrease (0.85) * Battle Camera * Fixed a bug that would enable depth of field during rollback, even if it was disabled in the settings. * This would definitely cause issues on machines that are struggling to maintain framerate and had DOF disabled, and cause more framerate drops specifically in super freeze / command grabs * Collision Box Controller * Changed collision logic so that when a grab happens, all other collisions (projectiles) are discarded * This fixes an issue where a grab from one character and a projectile from the other could collide on the same frame, causing the grabbing character to be hit and the character being grabbed to be held * Move Controller * Moves now have their start frame assigned from the gameplay controller's simulation frame, rather than their entity's current frame * This fixes an issue with projectiles not setting their start frame correctly when using for the first time, which was causing them to not work correctly with the juggle value * Mainly fixes Agent-G EX.Fireball xx DTC -> EX.Fireball not removing juggle value correctly on the first fireball
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August 1

Punch Planet - Maxx Release - Version 0.3.1



Version 0.3 of Punch Planet is now released! With this update comes our sixth character Maxx, the Froggy Bouncer, who is our first charge character to appear in the game. Along with him, there are some small changes for the other characters, visual changes to some universal mechanics (Quick Rise / Counter Hits), improvements to the input system, new music, and more optimizations to the engine like always.



https://youtu.be/EH4UaYv6GZ0

Maxx
Maxx is a big-body brawler with solid hit confirms, a sneaky command grab, and big beefy attacks.

Hook Swing
Input: (charge)Backwards -> Forwards + Punch
  • Light version is the fastest but allows the least amount of follow-ups
  • Medium version is slower but gives more options on hit
  • Heavy version causes a hard knockdown but is hard to combo into
  • EX version has two hits, first hit keeps standing and second hit launches
  • All versions are cancellable into SUPER and DTC
  • All versions gain armor when Maxx is buffed into the air for many followups
https://youtu.be/OZfSocWI-v4

Ground & Pound
Input: (charge)Backwards -> Forwards + Kick
  • Normal versions vary in distance and speed
  • EX version is very close range and fastest
  • All versions gain armor when Maxx is buffed
  • All versions can cancel last hit into DTC (follow-up into an OTG attack)
https://youtu.be/GMGFhu6kk6g

Horny Toad
Input: (charge)Down -> Up + Punch
  • Light version is low range
  • Medium version is farther
  • Heavy version is long range
  • EX version has armor on frame 1 (reversal)
  • All versions gain armor when Maxx is buffed
  • Cannot cancel into SUPER or DTC
https://youtu.be/52wqLSXo66Y

Buff-U
Input: Half-Circle-Backwards (HCB) + Kick
  • Gain a temporary buff that gives armor to the next used special attack (Hook Swing, G.A.P, Horny Toad)
  • Buff is removed after using one of the above moves
  • Buff is removed when hit (not on block)
  • L / M / H versions are identical
  • EX version throws the bottle as a low-damage projectile
  • All versions are cancellable into DTC
https://youtu.be/R-Tzfz71o-0

Last Call
Input: (charge)Backwards -> Forwards -> Backwards -> Forwards + Punch
  • There are two versions, one when buffed and one when not buffed
  • Costs 2 EX-bars
  • Normal version is a multi hit
  • Buffed version is single hit, faster and does more damage
https://youtu.be/yGByu2P1IAU

Happy Hour
Input: Triggers automatically at full EX-meter
  • Gains Buff-U buff until the end of the round
  • Also gains armor on grounded heavy attacks (St.HP / Cr.HP / St.HK / Cr.HK)
  • Meter is fully removed at the end of the round (stays full after activation, starts at zero next round)
  • Advantage is net-zero when activated (same advantage after activation as before)
https://youtu.be/hoJ7PJ-RJ6o

Music
We've added selectable music for Dog, Agent-G, and Maxx

Counter Hits
Counter hits have been visually improved a bit. When players are counter hit, they will now flash red, a unique sound is played, and the camera is shaken a bit. These changes should help distinguish the CH situation and make it easier for players to recognize.

Quick Rise
Similar to counter hits, when a player quick rises they will now flash blue. This should also help the situation become more apparent when it happens.

Input
Fixed a bug that was causing specials to not trigger, when holding a lower button.

Game Effects
Some optimizations and improvements to objects that use the game effect logic (basically anytime there is a visual effect use with a move). These are now much easier to use on our end and should be more performant when rolling back (faster and more consistent).

Full change-log
Punch Planet - Version 0.3.1.a * Characters * Maxx * Maxx is now available * General * Body Type: Big * Health: 1050 * Damage Scale: 0.95 * Meter Scale: 0.95 * Jump: 42f * Dash Forward: 20f * Dash Backward: 22f * Walk Forward speed (Normal): 0.2 * Walk Backward speed (Normal): 0.14 * Walk Forward speed (Buffed): 0.16 * Walk Backward speed (Buffed): 0.1 * Normal Attacks * St.LP * Startup: 5f * Keeps standing against grounded * Resets against airborne * Hits mid * Longest range light attack * Cancellable into specials and supers * Chains into St.LP / Cr.LP * Links into St.LK / Cr.LK / St.MP / Cr.MP * Cancels into LP.HookSwing * Hit Advantage: * Link: [+7, +8] * CH Advantage: * Link: [+9, +10] * Block Advantage: * Link: [+2, +3] * Cr.LP * Startup: 4f * Keeps standing against grounded * Resets against airborne * Hits mid * Fastest light attack * Cancellable into specials and supers * Chains into St.LP / Cr.LP * Links into St.LK / Cr.LK / St.MP / Cr.MP * Cancels into MP.HookSwing * Hit Advantage: * Link: [+7, +8] * CH Advantage: * Link: [+9, +10] * Block Advantage: * Link: [+2, +3] * Jp.LP * Startup: 7f * Keeps standing against grounded * Resets against airborne * Hits high * Far hit box * St.LK * Startup: 6f * Keeps standing against grounded * Resets against airborne * Hits mid * Low hit stun and block stun * Cancellable into specials and supers * Cancels well into LK.GAP * Hit Advantage: * Link: [+1, +2] * CH Advantage: * Link: [+3, +4] * Block Advantage: * Link: [-2, -1] * Cr.LK * Startup: 5f * Keeps standing against grounded * Resets against airborne * Hits low * Cancellable into HappyHour * Links into Cr.LP * Hit Advantage: * Link: [+4, +6] * CH Advantage: * Link: [+6, +8] * Block Advantage: * Link: [+0, +2] * Jp.LK * Startup: 7f * Keeps standing against grounded * Resets against airborne * Hits high * Crosses up * Close hit box, low block stun * St.MP * Startup: 7f * Keeps standing against grounded * Resets against airborne * Hits mid * Decent range * Very good on hit and block * Cancellable into specials and supers * Links into St.LP / Cr.LP / St.LK / Cr.LK / St.MP / Cr.MP * Cancels into MP.HookSwing * Hit Advantage: * Link: [+6, +8] * DTC -> Attack: +10 * DTC -> Forward Dash: -2 * CH Advantage: * Link: [+9, +11] * DTC -> Attack: +13 * DTC -> Forward Dash: +1 * Block Advantage: * Link: [+2, +4] * DTC -> Attack: +6 * DTC -> Forward Dash: -6 * Fw.MP * Startup: 9f * Keeps standing against grounded * Resets against airborne * Hits mid * Forward moving * Cancellable into HappyHour * Links into St.LP / Cr.LP / Cr.LK * Hit Advantage: * Link: [+5, +8] * DTC -> Attack: +7 * DTC -> Forward Dash: -5 * CH Advantage: * Link: [+8, +11] * DTC -> Attack: +10 * DTC -> Forward Dash: -2 * Block Advantage: * Link: [-1, +2] * DTC -> Attack: +1 * DTC -> Forward Dash: -11 * Cr.MP * Startup: 6f * Keeps standing against grounded * Resets against airborne * Hits mid * Cancellable into specials and supers * Good range * Good anti-air * Cancels into MP.HookSwing * Hit Advantage: * Link: [+2, +4] * DTC -> Attack: +9 * DTC -> Forward Dash: -3 * CH Advantage: * Link: [+5, +7] * DTC -> Attack: +12 * DTC -> Forward Dash: +0 * Block Advantage: * Link: [-3, -1] * DTC -> Attack: +4 * DTC -> Forward Dash: -8 * Jp.MP * Startup: 9f * Keeps standing against grounded * Resets against airborne * Hits high * Crosses up * St.MK * Startup: 9f * Keeps standing against grounded * Resets against airborne * Resets against knocked down opponents (OTG) * Hits low * Good range * Cancellable into supers * Hit Advantage: * Link: [+2, +7] * DTC -> Attack: +9 * DTC -> Forward Dash: -3 * CH Advantage: * Link: [+5, +10] * DTC -> Attack: +12 * DTC -> Forward Dash: +0 * Block Advantage: * Link: [-1, +4] * DTC -> Attack: +6 * DTC -> Forward Dash: -6 * Cr.MK * Startup: 9f * Keeps standing against grounded * Resets against airborne * Hits low * Very good range * Cancellable into supers * Hit Advantage: * Link: [+2, +4] * DTC -> Attack: +9 * DTC -> Forward Dash: -3 * CH Advantage: * Link: [+5, +7] * DTC -> Attack: +12 * DTC -> Forward Dash: +0 * Block Advantage: * Link: [-2, +0] * DTC -> Attack: +5 * DTC -> Forward Dash: -7 * Jp.MK * Startup: 7f * Keeps standing against grounded * Juggles against airborne * Hits high * Really good air to air * St.HP * Startup: 9f * Keeps standing against grounded * Resets against airborne * Hits mid * Cancellable into supers * Good neutral button * Gains armor while in HappyHour * Hit Advantage: * Link: [+1, +2] * DTC -> Attack: +6 * DTC -> Forward Dash: -6 * CH Advantage: * Link: [+5, +6] * DTC -> Attack: +10 * DTC -> Forward Dash: -2 * Block Advantage: * Link: [-4, +3] * DTC -> Attack: +1 * DTC -> Forward Dash: -11 * Fw.HP * Startup: 19f * Keeps standing against grounded * Spikes (hard knockdown) against airborne * Hits high (overhead) * Cancellable into HappyHour * Gains armor while in HappyHour * Hit Advantage: * Link: [+2, +4] * DTC -> Attack: +6 * DTC -> Forward Dash: -6 * CH Advantage: * Link: [+5, +7] * DTC -> Attack: +9 * DTC -> Forward Dash: -3 * Block Advantage: * Link: [-7, -5] * DTC -> Attack: -3 * DTC -> Forward Dash: -15 * Cr.HP * Startup: 9f * Hard knockdown against grounded and airborne * Hits low * Very long range * Cancellable into HappyHour * Gains armor while in HappyHour * Block Advantage: * Link: [-14, -11] * DTC -> Attack: -1 * DTC -> Forward Dash: -13 * Jp.HP * Startup: 11f * Keeps standing against grounded * Spikes against airborne (soft knockdown) * Hits high * Good hit / block stun * Hit box can hit very ambiguously * St.HK * Startup: 12f * Keeps standing against grounded * Spikes against airborne (soft knockdown) * Cancellable into supers * Gains armor while in HappyHour * Hit Advantage: * Link: [+1, +5] * DTC -> Attack: +5 * DTC -> Forward Dash: -7 * CH Advantage: * Link: [+5, +9] * DTC -> Attack: +9 * DTC -> Forward Dash: -3 * Block Advantage: * Link: [-3, +1] * DTC -> Attack: +1 * DTC -> Forward Dash: -11 * Cr.HK * Startup: 12f * Hits low * Juggles against grounded / airborne / knocked down (OTG) * Block Advantage: * Link: [-6, -5] * DTC -> Attack: +5 * DTC -> Forward Dash: -7 * Jp.HK * Startup: 12f * Keeps standing against grounded * Juggles against airborne (soft knockdown) * Hits high * Most hit / block stun * Special Attacks * Hook Swing * Input: (Charge)Backward -> Forward + Punch * Forward moving swing attack * Normal versions have zero juggle value * L * Startup: 17f * Comboable from St.LP / Cr.LP / St.LK / St.MP / Cr.MP * Keeps standing * Least range * Least active frames * Least combo-ability * Least punishable * Hit Advantage: * Link: [+2, +6] * DTC -> Attack: +6 * DTC -> Forward Dash: -6 * CH Advantage: * Link: [+6, +10] * DTC -> Attack: +10 * DTC -> Forward Dash: -2 * Block Advantage: * Link: [-6, -2] * DTC -> Attack: -2 * DTC -> Forward Dash: -14 * M * Startup: 21f * Comboable from Cr.LP / St.MP / Cr.MP * Keeps standing * More active frames * Farther range * More punishable * Good follow-ups from DTC * Hit Advantage: * Link: [+2, +9] * DTC -> Attack: +9 * DTC -> Forward Dash: -3 * CH Advantage: * Link: [+6, +13] * DTC -> Attack: +13 * DTC -> Forward Dash: +1 * Block Advantage: * Link: [-9, -2] * DTC -> Attack: -2 * DTC -> Forward Dash: -14 * H * Startup: 25f * Comboable from Counter-Hit St.MP or Counter-Hit Cr.MP * Causes a hard knockdown * Block Advantage: * Link: [-10, -2] * DTC -> Attack: -2 * DTC -> Forward Dash: -14 * EX * Startup: 17f * Two hits * Hit 1 * Keeps standing * Good comboability * Can DTC into St.MP -> Cr.MP xx Whatever * Hit Advantage: * DTC -> Attack: +7 * DTC -> Forward Dash: -5 * CH Advantage: * DTC -> Attack: +11 * DTC -> Forward Dash: -1 * Block Advantge: * DTC -> Attack: -2 * DTC -> Forward Dash: -14 * Hit 2 * Launches * Can be ATC'd (parried) if first hit is blocked * Great comboability * Links into Cr.HP, Cr.HK (corner only), EX.HornyToad (knockdown), Cr.MP (reset), Buff-U (safe) * DTC into many things * Block Advantage: * Link: [-9, -7] * DTC -> Attack: +4 * DTC -> Forward Dash: -8 * Ground And Pound (G.A.P) * Input: (Charge)Backward -> Forward + Kick * Forward moving command grab * Lands only on grounded opponents * Collides with hurt boxes (not grab boxes like normal grabs) * All versions have 45f of recovery on whiff * L * Startup: 21f * Least range * Least damage * Fastest version, best to tick into * Really good to cancel from St.LK * M * Startup: 31f * Medium range * Medium damage * Best version for cancelling into from St.MP / Cr.MP * H * Startup: 46f * Long range * Most damage * Very risky but should hit from most anywhere * EX * Startup: 8f * Very fast * Very low range * Extremely strong when buffed (+ Armor) * All Versions * Last hit on success can be DTC'd, can followup with St.MK or Cr.HK * Horny Toad * Input: (Charge)Down -> Up + Punch * All versions grab invincible * All versions invincible to airborne strike attacks once leaving ground * All versions cause a soft knockdown * L * Startup: 7f * Leaves ground on frame 5 * M * Startup: 9f * Leaves ground on frame 7 * H * Startup: 11f * Leaves ground on frame 9 * EX * Startup: 7f * Leaves ground on frame 5 * Has armor on frame 1 (reversal) * Buff-U * Input: HCB -> Any Kick * Gives armor to Hook Swings, G.A.P, and Horny Toad * Reduces walk speed * Buff is lost after using one of the above attacks, or by getting hit * L / M / H versions are identical * EX version throws bottle as projectile * Can be DTC'd * Super Attacks * Last Call (Non-Buffed) * Input: (Charge)Backward -> Forward -> Backward -> Forward + Punch * Costs 2EX * Startup: 10f * Last Call (Buffed) * Input: (Charge)Backward -> Forward -> Backward -> Forward + Punch * Costs 2 EX * Startup: 5f * More damage, better comboability * Happy Hour (Install) * Triggers automatically when at full EX meter * Lasts until the end of the round * Gains Buff-U + Armor on heavy attacks * Roy * Moves * Throw Backward * Fixed second hit removing juggle value * Cr.MK * Extended hit box right from 7.25 to 7.35 * Extended hurt box right from 6.8 to 6.9 * Headbutt * All Versions * Proximity x position now follows animation and adjusted range * Cid * Moves * St.MP * Fast Version * Increased juggle value from 2 to Juggle_Reset (3) * Cr.MK * Decreased active frames from 5 to 3 * Increased followthrough frames from 10 to 12 * Hit Advantage: * Link: [+4, +8] => [+4, +6] * CH Advantage: * Link: [+7, +11] => [+7, +9] * Block Advantage: * Link: [+3, +7] => [+3, +5] * Jp.MP * Fast Version * Increased juggle value from 2 to Juggle_Reset (3) * St.HP * Fast Version * Increased juggle value from 1 to Juggle_Reset (3) * Knife Rush * All Versions * Proximity x position now follows animation and adjusted range * Dog * Moves * Run -> Followups * All Versions * Proximity x position now follows animation and adjusted range * Super Run * Increased base damage on block from 0 to 15 * T.Yara * Moves * Shield Charge * All Versions * Proximity x position now follows animation and adjusted range * L / M / H * Now cause soft knockdown * EX * Increased followthrough state frames from 11 to 13 * Increased recovery state frames from 5 to 7 * Increased wall bounce y-velocity from 0.6 to 0.625 * Block Advantage: * Link: [-14, -6] => [-18, -10] * Agent-G * General * Energy FX now show on the clone (DTC, EX, etc) * Fixed some of his resets referencing the wrong character's reset hit sequence data * Moves * St.MP * Decreased followthrough state frames from 9 to 8 * Decreased hit stun from 23 to 22 * Hit Advantage: * Link: [+8, +11] (unchanged) * DTC -> Attack: +9 => +8 * DTC -> Forward Dash: -1 => -2 * CH Advantage: * Link: [+11, +14] (unchanged) * DTC -> Attack: +12 => +11 * DTC -> Forward Dash: +2 => +1 * Decreased block stun from 15 to 14 * Block Advantage: * Link: [+0, +3] (unchanged) * DTC -> Attack: +1 => +0 * DTC -> Forward Dash: -9 => -10 * Cr.MK * Extended hit box right from 7.25 to 7.5 * St.HP * Added ground impact fx * Added camera shake * Cr.HP * Extended first hit box right from 4.0 to 4.25 * Lunar Disk (Projectile) * L / M / H * Increased base damage from 30 to 35 * Effective damage increased from 45 to 53 * EX * Increased both hits base damage from 20 to 25 * Effective damage increased from 60 to 76 * Crescent Splits * All Versions * Proximity x position now follows animation and adjusted range * Crescent Kicks * All Versions * Reduced grab invincible frames to [1, 6] * Now covers only the grounded frames * Counter Hits * Added a list of actions that will be executed when a counter hit is landed * Added red shader flash action * Added camera shake action * Added sound action * Quick Rise * Added blue shader flash * Music * Added Dog theme * Added Agent-G theme * Added Maxx theme * Input * Fixed a bug when checking if a trigger was input (button press) that could cause the check to prematurely return false before checking all possible buttons * This could be seen when holding a button (say, MP) and trying to input a super with a higher priority button (HP) * The trigger for "AnyPunch" was defined as "LightPunch" or "MediumPunch" or "HeavyPunch". The input check in the above case would get to the MediumPunch, have it fail because it's being held (not triggered), then fail the whole input instead of checking HeavyPunch * Game Effects * Fixed game effects not being correct for a frame when refreshing their state (roll back / refresh in training) * Some optimizations made when refreshing state * Refactored how game effect data is stored and used by moves so that it uses the action system * Much easier to use and less data needs to be adjusted / tracked * Some possible performance gains * Some visual fx might look slightly different, converting over was a manual process and there was 300+ instances * Actions * Added Create Game Effect action * Added Remove Game Effect action * EX Meter UI * No longer uses a mask for creating the bars * Now uses an actual image of four bars * This looks better and fixes an issue that caused the ui to look wrong when on top of a character model (because of how we do the character layering) * Values * Added Vector3 value and reference data
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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.
    Local 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
    Recording
    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.

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

6 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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