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 (31) - 100% of the 31 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 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 (31)

May 21

Game Development Live Stream 5/19/18 - Maxx Dev With @PP_IAMLEE 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_IAMLEE. Watch the stream archive below and be sure to follow our channel to catch future live streams.

https://youtu.be/uR_aaGfIUGo

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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May 13

Punch Planet - 0.2.1.b

Punch Planet - 0.2.1.b Patch Notes

https://docs.google.com/document/d/1O8OvlBEbwSthNbrnIxsNPxdPbd_nSJFq3_DdOX5T1DE/edit
0.2.1.b * Characters * GAgent * General * Updated character portrait art * Moves * Crescent Split (QCB.K) * H * Increased base damage on block from 0 to 15 * Legendary Agent * Hits now gain meter for the defender * Increased base damage on first hit from 20 to 40 * Increased based damage on all other hits from 30 to 40 * Total effective damage increased from 320 to 448 * UI * Gameplay * Added subtle shadows under all text 0.2.1.a * Data * Characters * G-Agent * General * G-Agent is now playable * Health = 925 * Damage Scale = 0.925 * Move List * Unique Normals * Forward + MK * Follows up into HK (Overhead) * Forward + HK * Specials * Lunar Disc: QCF + P * Crescent Kick: DP + K * Crescent Splits: QCB + K * Supers * Lunar Geyser: * Input: QCFx2 + P * Cost: 2 EX * Legendary Agent: * Input: LK -> LK -> Forward -> LP -> HK * Cost: 4 EX * Roy * General * Decreased general reset x-velocity from 0.155 to 0.145 * Model * Disabled persistent gun light * Moves * Jump * Decreased Y Velocity from 0.8 to 0.76 * Decreased Y Acceleration from 0.04 to 0.0375 * Dash Backward * Decreased animation x movement scale from 0.9 to 0.85 * DTC * Updated animation * Cr.MP * Removed extended hurt box from active and followthrough states * Increased hit stun from 24 to 25 * Hit Advantage: * Link: [+7, +11] => [+8, +12] * DTC -> Attack: +10 => +11 * DTC -> Forward Dash: +1 => +2 * CH Advantage: * Link: [+10, +14] => [+11, +15] * DTC -> Attack: +13 => +14 * DTC -> Forward Dash: +4 => +5 * Increased block stun from 14 to 15 * Block Advantage: * Link: [-3, +1] => [-2, +2] * DTC -> Attack: +0 => +1 * DTC -> Forward Dash: -9 => -8 * St.HP * Increased push back on hit from 1.75 to 2.25 * St.HK * Decreased pre-hold and hold states animation x movement scale from 1.0 to 0.0 * Cr.HK * Increased startup state frames from 8 to 10 * HeadButt * L * Increased startup state frames from 11 to 14 * Gunshots * All * Now trades with projectiles * Normal versions count as a single hit, EX version counts as two (will destroy two hit projectiles) * Added Light FX * L * Added a secondary hit-box that is higher up but doesn't reach as far * Meant to trade with G-Agent projectiles if very close * M * Increased push back on hit from 3.0 to 3.5 * Super Gunshot * Added Light FX * Cid * General * Decreased general reset x-velocity from 0.155 to 0.145 * Moves * Jump * Decreased Y Velocity from 0.8 to 0.76 * Decreased Y Acceleration from 0.04 to 0.0375 * DTC * Updated animation * Cr.LP * Increased push back on hit from 2.5 to 2.75 * Decreased recovery state frames from 4 to 3 * Hit Advantage: * Link: [+6, +8] => [+7, +9] * St.LK * Decreased juggle x-velocity from 0.15 to 0.14 * Increased hit stun from 16 to 17 * Hit Advantage: * Link: [+4, +5] => [+5, +6] * CH Advantage: * Link: [+6, +7] => [+7, +8] * St.MP * Fast Version * Increased hit stun from 21 to 23 * Hit Advantage: * Link: [+5, +7] => [+7, +9] * DTC -> Attack: +7 => +9 * DTC -> Forward Dash: -2 => +0 * CH Advantage: * Link: [+8, +10] => [+10, +12] * DTC -> Attack: +10 => +12 * DTC -> Forward Dash: +1 => +3 * Both Versions * Increased post-hold startup state frames from 3 to 4 * Decreased push back on hit from 2.0 to 1.75 * Cr.MP * Fast Version * Increased push back on hit from 1.75 to 2.5 * St.MK * Decreased startup state frames from 7 to 6 * St.HP * Decreased pre-hold frames from 7 to 6 * Increased hold frames from 12 to 14 * Both Versions * Increased post-hold startup state frames from 3 to 4 * Charged Version * Decreased push back on block from 3.0 to 2.5 * Decreased block stun from 16 to 14 * Block Advantage: * Link: [-4, -3] => [-6, -5] * DTC -> Attack: +2 => +0 * DTC -> Forward Dash: -7 => -9 * Cr.HP * Fast Version * Increased push back on hit from 3.0 to 4.5 * Increased push back on block from 1.5 to 2.0 * Charged Version * Decreased short hop cancel x-velocity from 0.225 to 0.15 * St.HK * Increased startup state frames from 13 to 14 * Increased followthrough state frames from 10 to 13 * Increased hit stun from 19 to 22 * Hit Advantage: * Link: [+1, +2] (unchanged) * DTC -> Attack: +5 => +8 * DTC -> Forward Dash: -4 => -1 * CH Advantage: * Link: [+5, +6] (unchanged) * DTC -> Attack: +9 => +12 * DTC -> Forward Dash: +0 => +3 * Increased block stun from 14 to 16 * Block Advantage: * Link: [-4, -3] => [-5, -4] * DTC -> Attack: +0 => +3 * DTC -> Forward Dash: -9 => -6 * Knife Rush * L * No longer grab invincible * Increased push back on hit from 2.5 to 3.0 * Decreased recovery state frames from 6 to 5 * Decreased hit stun from 21 to 20 * Hit Advantage: * Link: [+1, +5] (unchanged) * DTC -> Attack: +7 => =6 * DTC -> Forward Dash: -2 => -3 * CH Advantage: * Link: [+5, +9] (unchanged) * DTC -> Attack: +11 => +10 * DTC -> Forward Dash: +2 => +1 * Block Advantage: * Link: [-10, -6] => [-11, -7] * DTC -> Attack: -4 (unchanged) * DTC -> Forward Dash: -13 (unchanged) * M * Increased push back on hit from 2.5 to 3.75 * EX * Increased armor frames from [1, 9] to [1, 11] * Now grab invincible frames [1, 11] * Increased startup state frames from 8 to 10 * Knife Wheel * Updated animation * L / M / H * Adjusted projectile invincible frames from [6, 22] to [21, 26] * Decreased initial startup (grounded) state frames from 19 to 16 * Increased later startup (airborne) state frames from 5 to 10 * Total startup frames increased from 24 to 26 (28 until it hits grounded opponents) * Increased block stun from 15 to 19 * Block Advantage: * Link: [-6, -3] => [-2, +1] * EX * No longer grab invincible * Adjusted projectile invincible frames from [0, 23] to [10, 30] * Decreased initial startup (grounded) state frames from 15 to 14 * Increased later startup (airborne) state frames from 5 to 10 * Total startup frames increased from 20 to 24 (24 until it hits grounded opponents) * Increased hit stun from 24 to 25 * Hit Advantage: * Link: [+3, +6] => [+4, +7] * CH Advantage: * Link: [+7, +10] => [+8, +11] * Increased block stun from 18 to 19 * Block Advantage: * Link: [-3, +0] => [-2, +1] * Grenade (Move) * All Versions * Removed extended hurt box during active / followthrough states * L * Increased followthrough state frames from 12 to 15 * Decreased recovery state frames from 11 to 10 * M * Increased followthrough state frames from 14 to 19 * Decreased recovery state frames from 12 to 10 * H * Increased followthrough state frames from 12 to 21 * Decreased recovery state frames from 13 to 10 * EX * Increased * Grenade (Projectile) * L / M / H * Increased hit stun from 16 to 19 * Increased block stun from 6 to 9 * EX * Decreased second-hit block stun from 16 to 8 * Super Ball * Decreased base damage on each hit from 34 to 32 * Total effective damage decreased from 290 to 270 * Dog * General * Decreased general reset x-velocity from 0.155 to 0.145 * Moves * Jumps * Decreased X Velocity from 0.23 to 0.22 * Decreased Y Velocity from 0.725 to 0.64 * Decreased Y Acceleration from 0.031 to 0.0275 * Dash Forward * Updated animation * Dash Backward * Increased first active state animation x movement scale from 0.85 to 0.75 * Decreased second active state animation x movement scale from 0.85 to 0.75 * Increased recovery state animation x movement scale from 0.85 to 1.0 * St.LP * Decreased hit stun from 19 to 18 * Hit Advantage: * Link: [+8, +10] => [+7, +9] * CH Advantage: * Link: [+10, 12] => [+9, +11] * Cr.LP * Decreased hit stun from 19 to 18 * Hit Advantage: * Link: [+8, +10] => [+7, +9] * CH Advantage: * Link: [+10, 12] => [+9, +11] * St.MP * Animation changed to the same as Run -> Mid Strike * Hit box now follows the animation * Increased startup state frames from 5 to 6 * Decreased followthrough state frames from 12 to 9 * Increased cancel window (St.HP) during followthrough state from frame 2 to frame 6 * Decreased hit stun from 22 to 19 * Hit Advantage: * Link: [+3, +5] (unchanged) * DTC -> Attack: +8 => +5 * DTC -> Forward Dash: +0 => -3 * CH Advantage: * Link: [+6, +8] (unchanged) * DTC -> Attack: +11 => +8 * DTC -> Forward Dash: +3 => +0 * Decreased block stun from 17 to 14 * Block Advantage: * Link: [-2, +0] (unchanged) * DTC -> Attack: +3 => +0 * DTC -> Forward Dash: -5 => -8 * Increased push back on hit from 2.5 to 4.0 * Increased push back on block from 1.75 to 2.5 * Cr.MP * Decreased startup state frames from 7 to 6 * Retracted hit box right from 6.4 to 6.0 * Retracted hurt box right from 5.5 to 5.1 * St.MK * Now causes two hits * Damage distributed across both * Cr.MK * Decreased startup state frames from 8 to 7 * Enabled animation interpolation during followthrough state * St.HP * No longer super cancellable * No longer causes a hard knockdown against airborne opponents * Decreased followthrough state frames from 11 to 8 * Decreased hit stun from 25 to 21 * Hit Advantage: * Link: [+6, +9] => [+5, +8] * DTC -> Attack: +11 => +7 * DTC -> Forward Dash: +3 => -1 * CH Advantage: * Link: [+10, +13] => [+9, +12] * DTC -> Attack: +15 => +11 * DTC -> Forward Dash: +7 => +3 * Increased block stun from 13 to 17 * Block Advantage: * Link: [-6, -3] => [+1, +4] * DTC -> Attack: -1 => +3 * DTC -> Forward Dash: -9 => -2 * Dw.Fw.HP * Added DownForward + HP * Uses slide animation * St.HK * Decreased initial startup state animation x movement scale from 1.5 to 1.0 * Increased second startup state animation x movement scale from 1.5 to 2.0 * Decreased active state animation x movement scale from 1.0 to 0.5 * Decreased block stun from 16 to 14 * Block Advantage: * Link: [-14, -10] => [-16, -12] * DTC -> Attack: +2 => +0 * DTC -> Forward Dash: -6 => -8 * Decreased grounded juggle x-velocity from 0.2 to 0.175 * Increased grounded juggle y-velocity from 0.3 to 0.31 * Cr.HK * Animation changed to the same as Run -> Leap Strike * Frame data is unchanged * Hit boxes and hurt boxes now follow the animation * Run -> Slide * Both Versions * Retracted hit box top from 3.0 to 1.75 * Removed extended hurt boxes * Run -> Leap Strike * Updated animation * Both Versions * Decreased initial startup (grounded) state frames from 8 to 4 * Increased later startup (airborne) state frames from 14 to 18 * Normal * Decreased animation x movement scale from 1.0 to 0.6 * EX * Decreased animation x movement scale from 1.0 to 0.8 * Pin Wheel * All * Now throw invincible frames [1, 6] * Decreased Y Velocity from 0.725 to 0.645 * Decreased Y Acceleration from 0.04 to 0.035 * Now halves the x velocity on frame 30 of the airborne active state * Increased cancel window into dive during active state from frames [19, 27] to [19, 29] * L / M / H * Increased grounded startup state frames from 4 to 6 * EX * Decreased juggle x velocity from 0.2 to 0.15 * Pin Wheel -> Dive * Normal * Decreased X Velocity from 0.4 to 0.3 * Decreased hit stun from 21 to 20 * Decreased block stun from 17 to 15 * EX * Decreased X Velocity from 0.8 to 0.7 * Pin Wheel -> Slide * Retracted hit box top from 3.0 to 1.75 * Removed extended hurt boxes * Super Run * Decreased each hit base damage from 30 to 26 * Effective damage decreased from 288 to 252 * Super Pin Wheel * Decreased each hit base damage from 60 to 50 * Effective damage decreased from 291 to 240 * TYara * Moves * Jumps * Decreased X Velocity from 0.2 to 0.18 * Decreased Y Velocity from 0.63 to 0.535 * Decreased Y Acceleration from 0.3 to 0.25 * Walk Forward * Increased move speed from 0.145 to 0.155 * Walk Backward * Increased move speed from 0.1 to 0.11 * DTC * Updated animation * St.HP * Now destroys projectiles * Shield Charge * L / M / H * Post-Hold Startup * Added armor back to frames [1, 5] (was [1, 9] before last version) * EX * Now throw invincible frames [1, 15] * Chop * All Versions * Now destroy projectiles * Not a trade, they will still hit the opponent even if also hitting a projectile * EX * First Hit * Decreased hit stun from 29 to 20 * Decreased block stun from 25 to 12 * Second Hit * Extended hit box right from 5.75 to 6.0 * All Characters * Moves * JTC * Grounded startup now throwable * Generic * All Body Types * Extended airborne movebox bottom from 4.5 to 4.0 * Extended juggle hurtbox bottom from 2.0 to 1.0 * Collision Box Controller * Increased Crossup Translation Scale Reduction from 0.25 to 0.5 * Increased Crossup Airborne Translation Scale from 0.25 to 0.5 * Push Back * Amount of push frames calculation now based on hit stop instead of hit stun * Decreased Speed Factor from 5.0 to 4.0 * Decreased Stun Frame Scale from 1.5 to 1.0 * Decreased LaunchPushBackFrames_Fast from 25 to 20 * Decreased LaunchPushBackFrames_Heavy from 40 to 30 * These are the frames used in the push back calculation when applying attacker corner push on juggles * Hit Stop * Standardized all lights to 8/16 (most were 7/15) * Airborne_Light = 11/19 * Standardized all medium to 11/19 * Standardized all heavy / special to 13 / 20 * Damage * Adjusted combo scaling: * Old: [1.0, 0.8, 0.6, 0.4, 0.3] * New: [1.0, 0.8, 0.6, 0.4, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.2, 0.2, 0.2, 0.2, 0.2, 0.1] * Input * Sequences * QCFx2 / QCBx2 * Reverted change from 0.1.9.d * Camera * Decreased wall padding from 8.5 to 8.0 * Main Object (Eye) * Increased X Drag from 0.2 to 0.35 * Decreased Y Position from 4.3 to 4.0 * Increased Scale Y Position from 7.5 to 25.0 * Increased Max Y Position from 12.0 to 50.0 * Target Object (Look Position) * Increased X Drag from 0.25 to 0.35 * Decreased Y Position from 6.2 to 6.1 * Increased Scale Y Position from 7.5 to 25.0 * Increased Max Y Position from 12.0 to 50.0 * Vertical Depth * Increased Scale from 10.0 to 50.0 * Increased Y Max from 12.0 to 50.0 * Increased Drag from 0.4 to 0.5 * Decreased Scale Max from 8.0 to 4.0 * Character Hit Shake * Disabled * Code * Actions * Added a generic concept of "Actions" * These are easily-extandable classes that can be used to execute a desired action on an entity (character). * Starting with converting the meter system to use this system * Removed the old functionality * Requirements * Added the concept of requirements * These are easily-extendable classes that can be used to gate certain actions, depending on the context * For instance, previously there was a field on all moves that specified how much meter it requires to be used. * Now this is done by adding the "EX_Meter_2" requirement to their list of requirements. * When checking if a move can be used, it runs through all the requirements and makes sure they all check out, instead of having specific code calls for each check * Some example requirements: * EX_Meter_2 (2 bar supers) * EX_Meter_4 (4 bar supers) * TC_Meter_1 (DTC) * DuringGameplay (Supers can't be used Post-KO) * SuperModifierActive (require a certain install to be active) * These can be applied to multiple contexts, but right now they are only used for checking if a move can be used, and if a cancel can be used * Game Effects * Some optimizations and improvements to how they're used * Super Modifiers (Installs) * Refactored how the data for these are created, referenced, and used * Should be simpler, easier to extend, and more performant * Animation Controller * Fixed an issue with the calculation that clamps an animation's interpolated frames to its keyframes, causing it to sometimes be incorrect (or most of the time, slightly incorrect) * This is the calculation that is done to remove Unity's built in animation interpolation and allow us to only display the keyframes of an animation * Almost every animation in the game had the possibility of being slightly off due to this, so the fix should help quite a bit even if it wasn't noticed * Move Controller * Fixed an issue that caused characters to delay a frame before going into their hit animation, when being hit while already in hit freeze (hit stop). * This effectively gave these moves +1 more frame of hit stun, allowing for unintended combos. * This should only affected Cid when hitting at the same time as a grenade. * Projectiles * Reworked projectile collision detection logic * Projectiles no longer require a hurt box * Projectile - Projectile collisions now happen between hit boxes * Added support for strike - projectile collision
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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

What Curators Say

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