Casual and cute exploration in Revenge of the Savage Planet

During a recent visit to Los Angeles for The Game Awards, I had the opportunity to explore a unique gaming experience in a parking lot filled with trailers. Once the power was activated, I was treated to a preview of the charming new title, Revenge of the Savage Planet.

This satirical sci-fi adventure, developed by Raccoon Logic, is set to launch in May 2025 for both PC and consoles. The Montreal-based studio showcased the game during the PC gaming show, unveiling a new trailer that features the return of Martin Tweed, the CEO of Kindred Aerospace.

Revenge of the Savage Planet serves as a sequel to Journey to the Savage Planet, which made its debut in 2020 under the banner of publisher 505 Games. The original game marked the inaugural project for Typhoon Studios, founded by Alex Hutchinson, who previously directed titles such as Assassin’s Creed III and Far Cry 4 at Ubisoft. This vibrant and comedic sci-fi adventure drew inspiration from classics like Men in Black and Ghostbusters, inviting players to explore a new planet to assess its viability for human habitation.

In a twist of fate, Google acquired Typhoon Studios in 2019, subsequently launching Journey to the Savage Planet on the ill-fated cloud gaming service, Google Stadia. However, on the very day of its launch, February 1, 2021, Google also shut down Typhoon Studios. In August 2021, former members of Typhoon regrouped to establish Raccoon Logic, successfully acquiring the intellectual property rights for the Savage Planet franchise. With a team of around 30 and financing from Tencent, they embarked on creating the new game with a budget of under million.

Raccoon Logic made its Revenge of the Savage Planet game with less than million.

In this sequel, Tweed faces off against a new adversary, Gunther Harrison, the CEO of Alta Interglobal, a competing corporation. The narrative unfolds as a scientist is dispatched to explore and colonize a new planet, only to be abruptly dismissed by Alta Interglobal due to the mission’s escalating costs. Stranded on the new planet after the ship malfunctions, the player’s objective is to survive and find a way back home.

Hands-on preview

Revenge of the Savage Planet was made with a team of 30.

As I delved into the tutorial, I found the gameplay intuitive and engaging. The vibrant environment beckoned me to scavenge resources from the local fauna and flora, as well as from various ores. I returned these materials to a 3D printer to create essential items. The planet teemed with whimsical creatures, and navigating through gooey obstacles added an amusing challenge.

Equipped with a scanner, I could identify and utilize the resources around me. I discovered that stepping on certain creatures transformed them into green goo, while others, like the bouncy Brainards, provided entertainment as they splatted upon impact. Whenever I needed to craft something, a navigation marker guided me toward my objectives, ensuring I never lost my way.

Concept art for Revenge of the Savage Planet.

Advancing beyond the tutorial, I explored a mid-game scene where I could jump and climb with ease. The planet’s low gravity allowed me to leap from rock to rock, though I soon found myself pursued by irate purple wolf-like creatures. Their relentless chase forced me to keep jumping until I discovered their weak spot—by leaping onto their heads.

Interestingly, the game features multiple planets to explore, expanding the scope beyond what the title suggests. Players will need to survive on four distinct savage planets, each with its own unique flora and fauna.

Combatting alien creatures can be accomplished through shooting or capturing them with a lasso, allowing players to place them in holding pens. The game’s vibrant colors and playful humor create an enjoyable atmosphere, leaving me eager for more.

Interview with game designer

Steven Masters is game designer for Revenge of the Savage Planet.

After completing the demo, I had the pleasure of speaking with Steven Masters, the game designer at Raccoon Logic. He reflected on the success of the first game, noting its rarity as a comedic title in a market dominated by serious narratives. When asked about the mission for the sequel, Masters stated, “We just wanted to do it bigger.”

He elaborated, “We aimed to continue the theme of corporate satire while infusing more fun and humor into the gameplay. A significant decision was to shift from first-person to third-person perspective, allowing for greater character expression and enhancing the platforming experience.”

Some of the nasty aliens in Revenge of the Savage Planet.

Masters described the character’s running animation as inspired by individuals navigating through surf at the beach, resulting in a humorous portrayal of movement. The game promises approximately 15 to 20 hours of gameplay, with options for solo or co-op play, including split-screen and online modes with crossplay across various platforms.

Building on the original’s two endings, this sequel will feature three distinct conclusions, offering multiple narrative threads for players to explore. Despite the challenges of developing a game on a budget of under million, the experienced team of 30 is committed to delivering a focused and enjoyable experience.

Masters emphasized the importance of maintaining a lean operation, stating, “We’re not trying to create another massive game-as-a-service title. Our goal is to produce something small and meaningful that resonates with players.”

With a dedicated group of playtesters providing feedback, Raccoon Logic is poised to deliver a game that reflects their passion and expertise in the industry. “We’re all super passionate and we all know our business,” Masters concluded. “We’re able to execute at a much faster pace but also in a more relaxed way.”

AppWizard
Casual and cute exploration in Revenge of the Savage Planet