There is a premium shop where you can buy skins and various visual flairs for your characters, ranging from different loot to special emotes and animations. Space Punks is a F2P game, and some of the signs are already clear in the Early Access build.
The ability to decide what you want to make instead of being at the mercy of RNG seems like a boon for this sort of game.
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The model determines the type of weapon it is, the components govern the stats, the software dictates passive bonuses, and the hardware establishes unique attributes, like bullets that can ricochet off walls. Rather than having a set item to build, you can craft a weapon from basic models, components, software and hardware. As you're playing missions, you'll gain drops, including armor, crafting material, and weapons. Precious, precious loot is just as important.
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It looks like the final intention will be a series of generic skills, like faster movement and greater damage, in addition to character-specific skills. There's also a talent tree that can be used to boost a character's status or add special abilities, but as of this writing, it's still in an early beta form. It's a neat concept because it means that team composition matters, and older characters will gain additional synergies when new characters are added so they don't get outdated. Finn makes things tankier or more explosive because he's … well, tankier and boomier. Eris grants CC because she's all about CC.
Thus, Duke usually adds extra explosives or the ability to distract or decoy enemies because his own skills are an explosive and a decoy.
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Bob's portable turret gains a shield when used near Finn but gains the ability to stun enemies near Eris.īasically, it amounts to each character granting bonuses in tune with their own attributes to their allies. When paired with Bob, they will become explosive mines that can destroy multiple foes. When near Duke, any impaled enemy will also potentially turn on their own allies. For example, Eris can throw out spikes to hold enemies in place. Each character's skills also have what are called "Synergy," which changes the attributes of an attack based on nearby players. Finn can drag enemies into close range with him and fire a powerful rocket burst.Īn important part of all of this isn't just the single character skill. For example, Bob has a portable minigun and can plant mines, so he excels at keeping enemies from getting too close. Each one plays heavily into a character's play style. These skills function on a cooldown timer and can be used as long as they're not off cooldown, aside from the Team Aura buff. These only define how the character starts off, but they also give some idea of how the characters are intended to play.Įach character has a set of skills that they can learn by leveling up, ranging from attacks to crowd control to powerful buffs that are charged up by fighting. In comparison, Duke doesn't have as much HP but has a larger regenerating shield bar, which means he'll have more sustainability than Finn in long fights. For example, Finn is the slowest of the team but also the bulkiest in terms of sheer health. As a F2P live service game, there are already plans to bring more characters to Space Punks down the line.Įach of the four characters is defined by their skills, talent tree, and basic stats. These four represent the starting cast but not the entire cast. The four initial playable characters are Duke, a Han Solo-ish rogue Eris, a hacker who hacked her own nanotech virus Finn, a walking, talking humanoid pig looking to get rich enough to retire and Bob, who is a giant insectoid machine expert. Characters have both a health and shield bar, with shield replenishing over time and health being tougher to recover. Another option is to focus on both and seamlessly swap between the two during combat.
Depending on how you like to play, you can use melee to smash through enemy hordes and leave guns for clearing stragglers, or you can be a long-range fighter who only gets into the thick of things when left without a choice. The idea is "limitless growth," and at the very least, there's a limitless growth of explosions.Įach of the playable Punks has the option to use melee and ranged weapons and swap between the two at will. Flying Wild Hog (makers of Shadow Warrior and Evil West, among others) has always pushed the idea of making you feel powerful at all times, and Space Punks seems to live up to the concept. You kill enemies, earn prizes, and use those to kill bigger enemies. It's an isometric, over-the-head view game that's focused on smashing hordes of enemies. The easiest way to describe Space Punks is, "What if Borderlands and Diablo heavily armed their baby?" The core gameplay has a lot in common with Blizzard's iconic loot-grinding franchise.