


Most of my time was spent playing solo, because of the limited number of people who had access to this early build.

Missions in Space Punks are typically over in 15 minutes, if you don’t go for every side area/objective. That’s the job you need to do, focus on this one.”ĭespite my misgivings about that decision, I didn’t find it to be too disruptive. So we don't want to distract players with management, looking for a space in backpacks or something like this. “But when it comes to starting the job, you want to focus only on doing the job, killing enemies not being killed by enemies. So the management time is on the hub, where you have everything - what you need to craft stuff to progress, to manage your talents for your character and everything else,” he added. “We wanted to clearly divide the play the whole game. “What's most important for us is the crazy explosive action, like, that's the first thing for us when it comes to creating this game,” game director, Michal Kuk, explained. But Flying Wild Hog told me that limiting loot and item management to the hub area is intentional. Anthem struggled with this problem for a time, before it was fixed long after anyone had cared to stay. The fact that loot earned during missions can only be identified after your return to the hub was a sticking point for me. More planets are clearly planned, as the destination screen teases. The build we played had two distinct planets, each offering unique enemies, hazards, and different aesthetics in their level design. Once you pick where you need to go, matchmaking kicks in and you’re taken to your chosen mission. The same place also houses various other portals to spend skill points, pick up bounties, craft weapons and gear, and equip the loot earned during the missions themselves. You start out in a hub area - Devil's Gambit - shared with other players, which is where you pick up quests and talk to NPCs. Space Punks’ game structure is familiar, and doesn’t offer too many twists on the formula. “One of the main reasons why we are so happy that we managed to partner with Jagex is their immense experience in the sector, they have over 20 years of experience running basically living games,” lead programmer, David Romanowski, told VG247, adding that the goal has always been to create a live game that would be supported for a long time to come. Enter Jagex, the British publisher behind Runescape, who’s been looking to expand and share its knowledge with developers working on live service games, through its Jagex Partners label. But having no expertise in running that style of game required the help of an experienced partner. Space Punks is also an opportunity for the team to venture into the realm of live service games. And then the game feel good and be over the top, because being over the top is part of our DNA.” So, we wanted to do something in our Flying Wild Hog way, which is fast-paced, lots of explosions, bombastic and destructive. “The spark that started everything was basically Helldivers, but the game was too slow for us. “We got lots of experience when it comes to combining melee combat and ranged combat - that's something I think we've proven we're doing right with our previous games - so the idea was to create a top-down shooter looter slasher,” Kuk went on.

“The first ones are slashers, like Diablo or Path of Exile, and the second are shooters, like Helldivers or Ruiner.” “When we started thinking about this game, we divided the whole top-down market into two genres,” Michal Kuk revealed. Game director, Michal Kuk, explained to VG247 how the concept of Space Punks came to be. Space Punks is one clear example that proves the studio’s satisfying game feel can can work outside of first-person shooters. Then there’s Evil West, and the recently-announced stylish side-scrolling adventure Trek to Yomi.įlying Wild Hog is clearly more ambitious now than it's ever been, and it wants to be known for more than just Shadow Warrior. Shadow Warrior 3 is on track for release this year. The studio that started out with the niche, retro shooter throwback Hard Reset a decade ago, has gone on to juggle various exciting projects simultaneously. To see this content please enable targeting cookies. Space Punks, a free-to-play top-down shooter RPG borrowing from Borderlands and Diablo, is the Hog's first foray into the genre, having been mostly known for its first-person shooters. Seemingly out of nowhere, Flying Wild Hog revealed yet another game it has in development. Space Punks might be your new favourite podcast game.
