Space Punks could be your new favorite podcast game.
Seemingly out of nowhere, Flying Wild Greedy has revealed another game that is in development. Space Punks a free-to-play top-down RPG shooter borrowing from Borderlands and Diablo, is Hog's first foray into the genre, having become mostly known for its first-person shooters.
The studio that started out in the niche, retro shooter throwback Hard Reset a decade ago, has gone on to juggle various exciting projects simultaneously. Shadow Warrior 3 is on track for release this year. Then there's Evil West, and the recently-announced stylish side-scrolling adventure Trek to Yomi.
Flying Wild Greedy is clearly more ambitious now than it has ever been, and it wants to be known for more than just Shadow Warrior. Space Punks is a clear example that proves the studio's satisfying game feel can be able to work out of first-person shooters.
Game director, Michal Kuk, explained to VG247 how the concept of space punks came to be.
"When we started thinking about this game, we divided the entire top-down market into two genres," Michal Kuk revealed. "The first ones are slashers, like Diablo or Path of Exile, and the second are shooters, like Helldivers or Ruiner."
"We've got lots of experience when it comes to combining melee combat and ranged combat – that's something I think we've proven that we do right in our previous games – so the idea was to create a top shooter shooter shooter, "Kuk continued.
"The spark that started everyone was basically Helldivers, but the game was too slow for us. So, we wanted to do something our Flying Wild Hog way, that was fast paced, lots of explosions, bombastic and And then the game [has to] feels good and be on top, because being on top is part of our DNA. ”
Space Punks is also an opportunity for the team to venture into the field of live game service.But having no expertise in operating the game style requires the help of an experienced partner.Enter Jagex, the British publisher behind Runescape, which seeks to expand and share knowledge with developers who working on the live games service, by the Jagex Partners label.
“One of the main reasons why we’re happy we’ve been able to part ner at Jagex has their immense experience in the sector, they have over 20 years of experience running just one live games, "lead programmer, David Romanowski, told VG247, adding that the goal has always been to create a live games that will be supported for a long time to come.
Space Punks ' s game structure is familiar, and doesn ' t offer too many twists to the formula. You start out with a hub area – Devil's Gambit – to be shared with other players, which is where you pick up quests and talk to NPCs. In the same place it also has a variety of other portals that spend skill points, pick up bounties, craft weapons and gear, and equip the loot earned during the missions themselves.
Once you choose where you need to go, matchmaking kicks in and you ' will be taken back to your chosen missions. The build we played had two different planets, each offering unique enemies, dangers, and different aesthetics at their design level. More planets are clearly planned, such as teasing the destination on the screen.
The fact that theft achievements during missions will only be recognized after your return to the hub is a sticking point for me. Anthem struggled with this problem for a while, before fixing it long after someone cared to stay. But Flying Wild Greedy told me that preventing loot and item management in the hub area was intentional.
"What's most important to us is the crazy explosive action, like, that's the first thing for us when it comes to creating this game," the game's director, Michal Kuk, explained.
"We wanted to clearly divide the play [of] across the game. So time management isn't in the hub, where you have everything – what you need to do things to thrive, to manage your talents for your character and everything else, ”he added.
"But when it comes to starting work, you want to just focus on doing the work, killing enemies [and] not being killed by enemies. So we don't want to bother players with [item] management, looking for a space in the [their] backpack or something like that. That's the job you have to do, focus on this one. "
Despite my misgivings about that decision, I can't find it's going to be too messy. Missions in Space Punks are usually over 15 minutes, if you don't go for each side area / goal.  Most of my time was spent playing solo, due to the limited number of people with access to the early build. The difficulty scores pretty well for single player, while I've picked up power level-appropriate content. Although it works just fine solo, Space Punks is designed for a whole group of four. Flying Wild Hog has worked hard on synergy between the four heroes, who also act as different classes with their own unique abilities, both in combat and team support. The game even reveals these synergies in advance so you know exactly what you’re getting into.
"The way we design the game is primarily about playing as a party," lead programmer, David Romanowski said. "You have more enemies, more explosives, and more fun."
"On harder difficulties, when you went to [to] like hardcore difficulties, you really played with the combos… And they would allow you to basically have maximum explosiveness and also just end those mission without dying, "he went to
developer told me that difficulty – as far as enemies health and numbers – is dynamically adjusted based on group size. Some tasks, however, would not be possible without a full team. The Heist, which the team is kept secret, is one such endgame / midgame activity that will test your group coordination and synergy. Although matchmaking is available there like all other Space Punks missions, you need to talk to your teammates to overcome its challenges.
You initially start with only one of the four heroes, and the rest can be unlocked using a money earned through play, which is another matter. would like to have Flying Wild Hog for players who will not spend any money.
As a result of the relatively small amount of content in the current build, making progress is a bit of a grind. The game expects you to replay missions and take advantage of limited-time events, such as those that change previously-visited places for a better chance of stealing. You usually know the kind of reward you will get before you start a mission, which can help.
And really, you'll want to stay with a single hero before you decide to move. It'll take you some time to acquire the main four abilities for your first character. Grind is something that is constantly being tweaked, and it's better now than when I first got access to the game, but it's there.
The version of Space Punks that will be available on July 14 will not be complete. It has the aforementioned two planets, four characters, and part of the game’s story – you’ll also see early iterations of some of the systems. Flying Wild Greedy said that a full story-driven campaign will be added to the course of early access, and some elements-such as crafting. – will change over time from the rudimentary state they are to today
Beyond this, Space Punks is missing some other features that became standard in games it was inspired by, such as the ability to see the full mission map to check which corner you have visited yet.
Early access is more crucially used to tune and test much of the game, which is equally standard for many games like this. If you want to play it now, you will have to purchase either of the two Founder's Packs ($ 30 / £ 22 and $ 50 / £ 35). The free-to-play won’t start until the open beta, which is scheduled for some time this winter. Like most free games, Space Punks also has an in-game store that sells cosmetic items for real money. The team wants the experience to be fair, however, so that you know exactly what you are spending money on. There is also a battle pass, which actually proved to be a good source of rewards during my time.
Although there aren't many of them, what we have now is worth playing. Space Punks is a fun shooter with a decent variety in prizes and atmosphere. I’m not completely sold on its great characters, but their unique abilities significantly change the gameplay. If you're after a new game podcast, one with a satisfying loop you can grind out as you catch up on your weekly podcast, give Space Punks a look.
Early access kicks off July 14 at the Epic Games Store.  The post Space Punks ' Flying Wild Greedy in merging Diablo with Helldivers, the Grind, and his plans the live service appeared first on VG247.