![]() If you're lucky, you'll just need to blow up some stuff. Absent any context, world building or creative objectives, there's nothing to set the missions apart, aside from how much faffing around you have to do. Unlockable skills then offer a bit more versatility, letting you unload rockets on the gormless robots, or suck them into range so you can start hitting them with a hammer.Īs much as I like dismantling evil machines, after a few hours I was starting to get the itch to move on-and not to one of the other worlds, which I'm yet to unlock. I've yet to come across any weapons that match Borderlands' out-there arsenal, but so far all of them have been punchy and explosive, with the constant onomatopoeic feedback making it feel like I'm doing something exciting rather than just slowly walking backwards while hammering the trigger. The actual shooting, and occasional hitting, is actually a lark. You go out, shoot some shit, do some busywork and then come home. There doesn't appear to be much difference between fleeting missions that are only up for a specific time and campaign missions connected to quests. Why couldn't all of them be that simple?Īfter accepting a quest, you hit up another station that takes you to a map with an assortment of repeatable missions. But then you've got the fame progression system, which doles out random rewards, unlocks features and opens up new worlds-to access that you just have to hit a button. ![]() For every menu, there's a different spot in the hub you'll need to interact with. The same goes for missions, tasks, the microtransaction store, the regular store and whenever you want to unlock new skills. If you need to see your inventory, you have to visit a specific location. ![]() Even something as basic as bringing up crucial menus becomes a pain in the arse. For instance, the tutorial mission has slots for other players, but only after that will you discover you need to unlock multiplayer first, which involves completing said mission. The full launch, which will be free-to-play is expected to launch in 2022 with the console versions.This inconsistency is apparent all over the place. Space Punks early access begins July 14 with a planned open beta launching this Winter. Once we get closer to those console releases we should have more concrete information. Again, this is being stated due to the ever changing development cycle of a game. While we don’t expect crossplay to be cut, since there are no indications, it is possible that it might miss the launch window of the console release. With Space Punks currently running in early access on PC, much can change over the course of the year. Of course, do mind that while crossplay is confirmed at this time, it doesn’t mean that this will be the case down the road, or at least at the launch of the console version. ![]() With endless rewards, ranks, and ways to play, Space Punks is the wild ride you’ll never want to hop off. Use plunder from missions to upgrade your arsenal and become the ultimate galactic badass. Space Punks is a Sci-Fi isometric shooter with nonstop action as you take on the galaxy for fame and glory.įly solo or team up with up to three of your favourite misfits for maximum impact as you take on over-the-top gigs. No further details were revealed, though we do expect that crossplay will be across every available platforms. In our one-on-one interview with Lead Programmer Dawid Romanowski, Dawid confirmed that the team is planning to add crossplay to Space Punks right around the time of the 2022 console launch. While the console versions of Space Punk won’t be seeing a release till 2022, developer Flying Wild Hog Games mentioned that Space Punks crossplay will be coming alongside the console release of the game.
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