Yes, crafting be like the backbone of your meta progression. We've seen the crafting system in the deep dive, is it safe to say that this will be the game's true endgame? It was our base design principle to avoid SMG 1, SMG 2. Īlso, we have a weapon called Railgun that can shoot through the enemies but then you have a perk that modifies it to allow to bounce off the walls and hit additional enemies. You can make your skills more powerful, for example, you have a turret that can start walking and shooting. So each of our ranged weapons will have unique projectile mechanics and each has a different heavy attack and to add on that, you have the modifiers. On the other hand, we want to make each of our weapons unique since is action-focused. A mix of each character with each weapon will give you a different playstyle and we really, really focused on that - for each character to have a unique set of skills that make them play differently and move differently and this expends to things like dash. With both gunplay and abilities at play in Space Punks, would you say one is more important than the other? After that, the plan is to have a three-month schedule but we'll see. The rollout of the characters will be a bit slower and we can't talk about that just yet.īut there will be new game modes, we plan to release two additional endgame game modes in the closed beta, we'll see if we will be able to do it but fingers crossed. Each month you'll get the extensions of the perk system and the crafting system and new planets. What about content updates during the early access and beta later on?įirst, we plan to have big updates every month for the early access period. You'll want to tackle some endgame content missions to get better at it and so on. We're also trying to make the game highly replayable. For example, we will have a stem of the crafting system, a stem of the endgame content, half of our planets in the open beta, full weaponry, all four characters - I think there will be plenty of content for long hours to play. We have an approach that will give you a taste of everything in the game. We will have a lot of things for the players. Console versions are due for release in 2022, but there is no mention of which consoles.What type of content can we expect during the early access? Will there be plenty of stuff to do from the get-go? While space Punks definitely falls into this category of action-adventure, its approach leans far more towards the tongue in cheek brevity and over the top. Space Borderlands….erm….Space Punks will enter early access on PeeThee on 14 July, followed by an open beta. When Flying Wild Hog unveiled Space Punks to the press, CEO Michal Szustak, specifically called out this PC and console classic as a title that everyone in the office used to play together. Straight from the Borderlands, erm, Hogs mouth. Space Punks is designed to be a living, breathing, and ever-changing gameworld – a true living game built in line with Flying Wild Hog’s creative mission to make action-packed, fast-paced, and wholeheartedly unique titles that transport players into unexpected and exciting new worlds.” Players are given the chance to blast their way to fame, glory and wealth by taking on lucrative contracts on far-flung planets against impossible odds. “A top-down looter shooter, Space Punks features crazy, over-the-top action in a unique, irreverent sci-fi setting. It’s a co-op, sci-fi looter-shooter and is described by the developer as a “true living game”….I still can’t get the Borderlands vibe out of my mind….anyway, with a “living, breathing gameworld.”Īn official description of Top Down Borderlands, erm, sorry (damn you Kaas), Space Punks reads:
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