![]() ![]() But then you've got missions that task you with jobs like collecting batteries and powering up generators, and boy is that a chore-especially when you're not warned that the batteries drain quickly while you're carrying them, necessitating repeated trips if you're distracted for even a second. 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. You can find PCs gaming on Amazon.This inconsistency is apparent all over the place. We still have a lot to accomplish in the coming months so keep scanning the space for future major updates this year.Īs a reminder, Space Punks is available in free-to-play on PC via the Epic Games Storebut you can also fall for the packs Swag Founders and Splendor which add bonuses and access to Battlepass of the first season. ![]() Since the launch of the open beta, we’ve gathered even more valuable feedback from the community and are using it to make Space Punks a truly living game that players can rediscover over and over again. We promised Spor to the community, and here it is! Space Punks continues to evolve into an ever greater experience for players around the world. Michał Kuk, head of Flying Wild Hog and game director, adds: In addition to that, the developers take the opportunity to introduce a new HUD, enemy modifiers on Stopan and bannikand rebalancing for crafts. Attention, each death increases the time of each respawn and if all players are down at the same time, the mission is over. Once dead, you go into mode Spectator and can automatically respawn after a certain amount of time or be revived by a teammate. Players can also experience a function of respawn in all game modes (except The Crack). Space Punks sixth patch, The SpOiled One add the planet Sportsan oily and dusty environment where you will have to face a digital infection through three missions and two timed trials. ![]()
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