![]() The sounds, the animations, the particles. “We're just translating this feeling into a top-down view,” he adds. “These three need to be together to have snappy gunplay.” “We referenced our games - Shadow Warrior, Hard Reset - because in them we found this good connection between melee combat, ranged combat, and movement,” explains Michal Kuk, studio head and game director at Flying Wild Hog. That feel derives from the studio’s points of inspiration. A central player hub - Devil’s Gambit - leads to numerous fast and frantic missions that, while being played from isometric perspective, have something of an FPS feel about them. ![]() ![]() But while it may be launching in early access, Space Punks arrives with a fair amount of playable components already in place.
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