Exploring Revenge of the Savage Planet: superglue made of manure, platforming, and corporate satire

New biomes, bosses, platforming puzzles and modular weapons with components that look like the result of a school experiment are waiting for you

By: Irina Miller | 08.05.2025, 09:00

Revenge of the Savage Planet is the sequel to the 2020 gameJourney To The Savage Planet, which looks like corporate revenge wrapped in slime and platforming. The player is thrown back to the planet AR-Y 26, now in the status of a fired office fighter armed with sarcasm, manure and the remains of corporate gadgets. The game is being developed by Raccoon Logic, a team that was assembled from the wreckage of Typhoon Studios after Google swallowed the studio and closed it down. Here, Revenge works on two fronts: a story about revenge against Alta Interglobal, and the real creative reincarnation of the team that brought back their game and made it even angrier, slippery, and more prickly.

Fast forward.

Delve into corporate machinations and comedy chaos

Plot synopsis: From a valued employee to an intergalactic outcast

The plot of Revenge of the Savage Planet begins with a classic corporate betrayal, only in the setting of absurd science fiction. The player, a researcher once hired by Kindred Aerospace, goes on a mission with a cryosleeper. He wakes up 107 years later in a galaxy that has already been reformatted. Kindred is absorbed by the megacorporation Alta Interglobal, the mission is deemed too expensive, the equipment is scattered across the new star system, and the hero himself is fired via a video with the wording "we don't need you anymore".

The cartoon fauna is decorated with eye-popping colours. Illustration: Raccoon Logic
The cartoon fauna is decorated with eye-popping colours. Illustration: Raccoon Logic

Finding himself in the back of the universe - namely, in a makeshift dwelling called NuFlorida on the planet Stellaris Prime - the player has a clear goal: to survive, explore the territory, collect the fragments of his equipment and send a response to Alta Interglobal in the best corporate tradition - with explosions. The story branches out into three main storylines: the search for equipment, the alliance with former Kindred CEO Martin Tweed, who also has a score to settle with Alta, and the restoration of the old Javelin ship, which will be the key to escaping this intergalactic slavery. All of this works as a plot engine that pushes the player forward and at the same time sprinkles vicious satire on the corporate order.

The key players in the corporate feud: Tweed vs Harrison

At the centre of all this corporate bacchanalia are two CEOs with ambitions on a galactic scale. Martin Tweed, the former head of the bankrupt Kindred Aerospace, returns in the form of an "overweight mad professor" and starts his own crusade against the new invading corporation. He becomes a key figure in the storyline dedicated to exposing the machinations of Alta Interglobal.

At the other end of the desk is Gunther Harrison, the CEO of Alta Interglobal, responsible for the takeover of Kindred and for the player waking up in a curved corner of space with no job and no pay. Their feud is described as an "interstellar corporate conflict" - a large-scale confrontation that defines the game's storyline. It's a story about an underdog: a failed former boss and a player against the empire in a shiny suit with a golden badge.

The signature humour of the Wild Planet

Humour in Revenge of the Savage Planet is not a background element but the engine of everything that happens.

The game openly pokes fun at corporate greed, office cretinism, and bureaucracy that could fit into Kafka's universe.

This can be seen in everything from the game terminology to the advertisements built into the world: dumpster investment companies, firms with "ancient evil cryptocurrencies" and toilets that dump waste directly on bosses.

The format of live video ads stands out - announcements, trailers and product spots that are played in the player's hub. The style is close to "I Think You Should Leave" or "Tim Eric" - disgustingly funny. A burger that splashes juice in your face; a revenge toilet - all of this works to create an atmosphere of absurdity. The tone of the game is called "gleefully absurd" - from creatures like Babutt (a bum instead of a face) to running animations that seem to be created on purpose.

The player is accompanied by the EKO robot, which makes comments in the spirit of GLaDOS - witty, sometimes cheeky. The frequency of his remarks can be adjusted, because some people are delighted, while others want to press the "turn off sarcasm" button. The humour often moves into the territory of "gut humour": mucus, faeces, vomit, shit bugs and farts are in abundance. This layer caused a contradictory reaction from critics: some laughed, others begged for mercy.

The player is accompanied by the EKO robot. Illustration: Raccoon Logic
The player is accompanied by the EKO robot. Illustration: Raccoon Logic

But there is more to it than that. The satire of the game - especially in the live-action cutscenes - reads like a targeted critique of modern work culture and consumerism. All of this becomes even more interesting if we recall the story of the developers themselves, who went through the corporate meat grinder. Even the killing of cute creatures (necessary for progress) has a bitter taste: you act as an agent of the system, destroying something innocent for the sake of progress. This creates a tension between the fun gameplay and the disturbing consequences - the game puts the silent question "who are you really here?" between the lines.

The fact that the humour elicits polarised responses - from "great" to "annoying" - only emphasises that no compromises were made here. The style is closer to Rick and Morty than to universal stand-up. Raccoon Logic has relied on its own tone - bold, strange, and sharp.

The developers do not try to please everyone - and that is why this game has character.

Main game mechanics and systems

A new perspective: a change in third-person perspective

One of the most notable updates in Revenge of the Savage Planet is the switch from first-person to third-person perspective. This decision has had a major impact on the gameplay and structure of the game. First of all, this viewpoint has significantly improved the platforming. Players and the developers themselves note that it is now easier to assess the character's position in space, see their feet, jump more accurately, and swear less during puzzles.

The rear camera has also opened up space for expression: the player sees their character in all its glory - with all the appearance settings, costumes, silly animations, and dumb humour. The character comes to life through his movements, even if he is as silent as a fish. And this adds a charm to the game that it would have lacked in the old handheld form.

As for the battles, opinions are divided. Some people think that the overview has become better and the battles are more readable. Others think that some of the chaos characteristic of the original has been lost. Some even say that the change has taken the game away from the spirit of Metroid Prime, which the first part was inspired by. However, Raccoon Logic developers have clearly stated that the transition was intentional - to improve the platforming, show animations and reveal the game's colourful world in all its glory.

The player sees their hero in all his glory. Illustration: Raccoon Logic
The player sees his hero in all his glory. Illustration: Raccoon Logic

Despite the positive feedback on the mechanical improvements, the new perspective is still a change of direction. The first part received a lot of love for the immersive first-person experience and scanning the alien world. In Revenge, the game leans more towards a 3D platformer aimed at a wider audience. Some Journey fans may perceive this as a departure from the special style, but the developers took this risk consciously to develop the series, even if it meant changing the angle of view and tone.

Research and travel: your interplanetary toolkit

Exploration is at the heart of Revenge of the Savage Planet, and the player is given a whole arsenal of abilities and gadgets that only expand over time. Running, jumping (with up to triple jump), shooting, sliding on power rails, rolling, sliding on your arse - the standard set is complemented by a whip that serves as a weapon, lasso, and hook for hooking. Even EKO, your sarcastic companion, can turn into a glider. There's also a magnetic fork for ore, seeds for eating frozen sap, and other techno-toys for interacting with the environment.

The scanning system, familiar from the first part, is back as well - a Metroid Prime-style mechanic. The scanner helps to study the flora, fauna, and weaknesses of enemies and provides descriptions with a dose of humour or dumb puns. In addition to entertainment, scanning opens up quests, research, and increases the player's scientific level - with new abilities and equipment on the horizon.

The game's world is built according to the Metroidvania logic: to move on, you need to find new tools and abilities. They open up access to previously closed areas, encourage you to return to old locations and get the most out of each planet. The cycle of "found - upgraded - discovered new" keeps you on your toes and makes you dig everywhere, even where the slime has long since dried up.

Slime, weapons, and grips: the fight and interaction of creatures

The combat system in Revenge of the Savage Planet is based on a combination of blaster, melee attacks, and active use of the environment - primarily different types of slime. The main weapon is an upgradeable plasma pistol that fires both small "pew-pew" and charged "POW!" shots. It can be supplemented with active reloading in the style of Gears of War. The electric whip works in close combat: it strikes, shocks, and allows you to catch creatures with a lasso. This is complemented by elemental grenades and other explosive entertainment.

Slime is a weapon in the world of gaming. Illustration: Raccoon Logic
Slime is a weapon in the game world. Illustration: Raccoon Logic

The main feature is the slime mechanics. The player has 3-4 types of slime with unique properties that affect battles, puzzles, and chaos in general:

  • Grey / metallic - conducts current, powers objects, closes electrical circuits, and fries enemies on the ground.
  • Red/Fire - sets fire to all living and non-living things. It is especially effective when paired with green.
  • Green / slippery - turns the floor into a skating rink for everyone. If you add fire, you get a firework of pieces.
  • Blue/Water - washes away other types of slime or triggers reactions, such as blowing up creatures like Mito Slime.

These types of slime work as part of a single game system that encourages experimentation. For example, grey slime conducts current to the mechanisms, green slime turns the arena into a skating rink, and red slime sets everything on fire - and together they create an explosive effect. The player can combine elements to create traps and tactical interaction in a co-op: one player spreads slime, the other sets fire to it.

The levels gradually turn into a sticky disaster, and the battles into an engineering improvisation.

This adds depth and drive to the style: "What would happen if you flooded everything here?" - and the game is like that: "Come on, show me."

Interaction with creatures and hunting them is one of the key mechanics of the game. The world of Revenge of the Savage Planet is home to more than 70 species of creatures, including variations. Most of them behave peacefully until they are annoyed (the developers honestly say: "this is not a shooter"). Scanning helps to find weaknesses, which is usually necessary for an effective capture. The whip in the player's hands turns into a lasso that can catch a whole collection of strange life forms. All this goodness goes to the pens near the player's base and is used for research, leveling up, and unlocking new abilities.

Some creatures have their own special features: for example, Mito Slime divides into smaller ones when hit, and alien chickens explode with electricity when hit - perfect for solving environmental puzzles.

Upgrading and customisation: how to become an intergalactic hoarder

The player's progress in Revenge of the Savage Planet is closely linked to the equipment upgrade system. By performing experiments, scanning flora and fauna, and documenting discoveries, the scientific level increases, which opens up access to new improvements. These upgrades affect not only the characteristics - many of them give new abilities and allow you to get into previously inaccessible areas, working on the principle of Metroidvania. Some reviewers have noted that some upgrades are associated with rather conditional tasks or checklists, which can slow down the pace of the game for some players.

Players can change costumes. Illustration: Raccoon Logic
Players can change costumes. Illustration: Raccoon Logic

In addition to combat and functional updates, there is something to entertain your inner collector. The player's base - a space trailer or simply Habitat - can be customised with furniture, strange devices, and decorations. They are bought for "Alta coupons" or other currency scattered across the planets. This aspect of the game motivates you to explore every nook and cranny to collect trophies from creatures, bizarre plants, and strange stones and put them as a reminder of your adventures.

We didn't forget about visual expression. Players can change costumes, unlock new skins and colour schemes. There's even a Dave the Diver costume and exclusive looks like "HOTT WHIZ" and "Trash Panda" that are available through certain editions or pre-orders. This whole system of upgrades and customisation adds depth to the game - the player survives, explores, arranges his or her own strange space and leaves a mark in this sticky universe as he or she sees fit.

Planetary Playground: a tour of the Savage system

Revenge of the Savage Planet expands the boundaries of the universe: instead of a single planet, as in the first part, players are given a whole multi-planet system. The game has four main planets to explore, plus hints of a fifth (or more). Each of them has a unique aesthetic, its own monsters, and a clearly tangible "handmade" design. Transitions between locations on the same planet are made without downloads, which adds to the dynamics.

Each location has a unique aesthetic. Illustration: Raccoon Logic
Each location has a unique aesthetic. Illustration: Raccoon Logic

This scale adds variability but also changes the overall structure of the game. Critics point out that the branched world system can make the main storyline more linear, and the design of individual levels less detailed and dense compared to the compact and intricately woven ARY-26 of the original. The classic Metroidvania key-and-door mechanic remains, but it works differently in the context of interplanetary travel. Some reviewers directly write that the expansion of geography has automatically reduced the interconnectedness of worlds.

What is known about the planets:

  • Stellaris Prime is a starting point overgrown with jungle and dense flora. It is home to Brainard (mushroom brain), flying Slitherflies, plump Raccocco (and their aggressive relatives Alpha Raccocco), fighting Beetles, armoured Fecal Beetle, evil Trickle, slimy Mito Slime and the main predator - Hognork, which is needed for the story and whip leveling.
  • Xephyr is a desert planet where you have to shoot chickens that explode with electricity and power local devices.
  • Zenithian Rift is an elemental chaos with fire and ice zones, where the landscapes look like a dispute between Prometheus and Elsa.
  • The Fourth Planet (the name is not fixed) - plains, remote rocks, scale and open space. On weaker PCs, there are FPS drops, but it is playable.

Environmental challenges

Each planet in Revenge of the Savage Planet acts as a full-fledged game space with unique flora and fauna that affect both the atmosphere and gameplay. Players are encouraged to scan and catalogue everything. For example: trees that release hallucinogenic spores and distort vision during combat; bouncy purple mushrooms used for platforming; aggressive wardrills, such as Babutt with a backside instead of a face, and Bonefly, a bony-winged misunderstanding that is best left untouched.

Environmental puzzles are a must-have element of the game. To move forward, you will have to combine logic, abilities, and an arsenal of slime. For example: transfer current from a charged mushroom to an energy post, break the pressure in a pipe to break through the floor, or use the "electric chickens" on Xephyr paired with purple slime to run multiple power sources.

The game world is filled with unexpected threats. The game's promo mentioned "hinting fauna" and "problematic software" as potential obstacles. The former is clearly Babutt and similar biological horrors with questionable anatomy. But "problematic software" sounds more mysterious. Given the history of the studio (Google first bought and then closed Typhoon Studios), we can assume that this is an ironic Easter egg. The game is likely to feature buggy enemies, interface glitches, "broken" levels, or AI that behaves like tech support at three in the morning. This fits perfectly into the game's satire and may be a subtle nod to the development team's past in the big tech world, where everything breaks down when you can't save.

Co-operative adventures: sharing the chaos

The game can be played with two people with a split screen. Illustration: Raccoon Logic
The game can be played together with a split-screen. Illustration: Raccoon Logic

Revenge of the Savage Planet focuses much more on co-op play than its predecessor. Some critics are already calling it one of the most fun joint adventure experiences of 2025. The game features several two-player modes that allow you to share the whole mess with a friend:

  • Online Co-op: up to two players, played online. On PlayStation, this requires a PlayStation Plus subscription.
  • Local split-screen: a rarity in modern releases, but here it is and works surprisingly smoothly. Two players on one screen - perfect for the couch, beer, and slime.
  • Cross-platform support: you can play with your friends even if you have different devices - minus one more obstacle.

Co-op mode enriches the game significantly: it adds laughter, teamwork, and new ways to solve problems together.

Split-screen makes the game convenient for parents who want to play the game with their children, while teaching and helping them.

The game mechanics, especially the slime system, work well in pairs: one spills the combustible slime, the other sets it on fire; one throws the creature, the other shoots it on the fly. There's a little bit of trickery, too - for example, slime traps that you can set for your teammate if you want to have a little fun at their expense.

The co-operative mode enriches the game significantly. Illustration: Raccoon Logic
The co-operative mode enriches the game considerably. Illustration: Raccoon Logic

Despite the general wave of approval, some reviewers are more critical of the co-op mode. In particular, there are remarks that the two-player mode looks like an add-on or an afterthought. One of the main complaints was the excessive chatter of NPCs (primarily EKO), which makes communication between players difficult. This makes it difficult to follow the goals or perceive the plot.

At the same time, the developers have repeatedly emphasised that co-op was in the plans from the very beginning. This is confirmed by the technically sophisticated implementation of split-screen, cross-platform support, and the game mechanics themselves, which work well together (especially with slime). Obviously, the team wanted to bring back that "nostalgic joy of playing on the same couch". Therefore, the criticism of the co-op may not relate to the depth of the system itself, but rather to the way the story is presented. When characters are constantly saying something, and two players are simultaneously discussing what just exploded under their feet, the plot information can be lost. The co-op mechanics work well, but the narrative presentation does not always keep up with the game dynamics.

Critical view: performance and technical aspects

Revenge of the Savage Planet launched to a fairly warm critical reception - especially on PC, where the game received a Metascore of 80 based on the first 15 reviews. About 67% of them are positive, while the rest are mixed. There were no negative reviews at launch. Critics call the game an "explosive sequel", "confident continuation" and "a significant step forward" compared to the original.

The most praised features are puzzles, platforming, creature design, co-op, world exploration, and level structure.

But the medal does not shine on all sides. Humour is the main area of disagreement: some call the dialogues brilliant, while others cringe at the crude jokes and fart jokes. The satire of corporations also didn't go down well with everyone: for some, it's a dead-on hit, for others, it's too intrusive. Some critics consider the introductory hours to be too "empty" - until the game picks up. Combat is sometimes perceived as unnecessary noise during exploration, and some miss the first-person perspective of the original. Complaints also relate to the overloaded interface, backtracking, and sporadic friezes. And as for the co-op, even with all the features and split-screen, some saw it as an "add-on to the single player" rather than a full-fledged mode.

This is what a game with a Metascore of 80 looks like. Illustration: Raccoon Logic
This is what a game with a Metascore of 80 looks like. Illustration: Raccoon Logic

In contrast, the first players on Steam were very favourable to the game: all 17-23 early user reviews are positive. Only time will tell what will happen next, but Raccoon Logic's launch has been loud and slippery in a good way.

Visual style

Revenge of the Savage Planet consistently receives compliments for its bright and recognisable visuals. The game has been described as "calidoscopically colourful", "rich" and "visually rich". It combines cartoonish styling with exaggerated animations reminiscent of Looney Tunes, which forms the comic tone of the whole story. The world and character models are grotesquely detailed, and the technical part, in particular the drawing distance (especially in the jungle), deserves special praise. The whole style of the game works for one thing: to create an energetic, visually frantic world in which slime, explosions, and chickens with electricity look harmonious.

The world and character models are grotesquely detailed. Illustration: Raccoon Logic
The world and character models are grotesquely detailed. Illustration: Raccoon Logic

Sound design

The sound is not a background application but a part of the world creation. The ambient effects sound convincing: the jungle rustles, footsteps change depending on the surface, and it all creates a pleasant audio environment. The soundtrack is electronic with a hint of western, strange as it should be. Although some reviewers admit that the battle music starts to get boring over time. The voice acting, on the other hand, receives continuous praise: "excellent", "funny", "neatly presented". It is the voices of the characters that carry most of the humour and bring this caricatured universe to life

Technical condition and performance

On PC, Revenge of the Savage Planet runs stably, even on not the newest hardware. For example, the RTX 2070 pulls the game at 1080p on ultra settings without any problems at all. In some graphically intense scenes, we noticed small subfreezes, especially on the fourth planet with open plains and distant landscapes, but everything remained quite playable. Steam Deck pulls the game, though not as comfortably as a full-fledged PC, but it is convenient for portable mode.

On consoles, in particular on PlayStation 5, the situation is a little worse: there are complaints about FPS sagging and choking in swamps and foggy areas. As for bugs, it all depends on the platform. XboxEra mentions quests that were glitchy, but later corrected themselves. But GamesRadar+ hardly noticed any serious technical issues.

A separate area for criticism is accessibility. At the time of the review, the settings menu was poor: only vibration and motion blur. There is no colour correction, modes for colour-blind people or advanced button remapping. This seems especially strange in a game that is described as "fun", "family friendly", and one that can appeal to children and adults alike. Limited accessibility is a loss of potential audience that could appreciate this colourful and humorous world if they had the tools to play it easily.

Given Raccoon Logic's ambitions, scale expansion (many planets, more mechanics), and independent status, technical inconsistencies look like a side effect of a great idea. But growth is always painful - especially when you want to make a game that looks, sounds, and plays great on all platforms at the same time. Therefore, final polish and accessibility are the things that still have a chance to grow to the level of the idea itself.

Technical requirements for Revenge of the Savage Planet
Disc space required 20 GB
Minimum requirements Recommended requirements
Processor Intel Core i5-8400 / AMD Ryzen 5 1600 Intel Core i7-9700 / AMD Ryzen 5 5500
Video card NVIDIA GeForce GTX 1060 / AMD Radeon RX 580 NVIDIA GeForce RTX 2060 / AMD Radeon RX 5700 XT / Intel Arc A750
Memory. 8 GB 16 GB

Who is this game for

Revenge of the Savage Planet is an ambitious, fun, and sometimes wild sequel that grew out of the frantic roots of Journey to the Savage Planet. There are more planets, more slime, more platforming, more collaboration, and more jokes that don't always pass the censorship of your inner sense of style. Switching to the third person and co-op (with a normal split-screen, just imagine) really add to the dynamics. And despite all the technical niggles and critical "buts", the game works thanks to the charisma, visual madness, and sincere obsession of the authors to make something fun and weird.

The game shoots up thanks to its charisma, visual insanity. Illustration: Raccoon Logic
The game works because of its charisma, visual craziness, and genuine obsession with doing something fun and weird. Illustration: Raccoon Logic

But there's a caveat: everything is based on a specific humour. If phrases like "back to front" don't sound like a mockery of evolution to you, this is the place for you. If you swallow satire about corporate America like your morning coffee, come on in. But if it's too much for you, you'd better think twice. Not everyone finds the combat deep, and the start may seem too easy or drawn out. Some fans of the first part may miss the first-person view. And the limited accessibility options are a serious hole that the team should definitely patch.

Who will like the game:

  • Fans of Journey to the Savage Planet who are ready for a change in perspective but want to get back into the familiar absurdity.
  • Those looking for fun co-op (especially local) to play with a friend, child, or someone who doesn't mind drowning in slime.
  • Fans of Metroidvania - if the less connected world doesn't scare you, but attracts you to research and upgrades.
  • Those who want a game with satire, acid humour, and animals with buttocks instead of faces.
  • Casual players who need a colourful, non-aggressive space trip (if you set EKO to talk less).

Those who do not like the game:

  • Those who cannot stand infantile humour. If the phrase "muddy slime" or "alien arse with eyes" gives you a nervous tic, you should avoid it. The game does not joke with its joke.
  • For players who are waiting for serious sci-fi. There will be no moral dilemmas, philosophy about humanity, or "inner space". Here, frogs explode and an office robot mocks you with every jump.
  • Fans of shooters or combat mechanics with deep bounce and tricky parry animations will love it. The battles here are more about chaos and slime than fencing or tactics. If your ideal is Sekiro or DOOM, this is not your carriage.
  • For those who are used to impeccable technical stability. There are friezes on consoles, the interface is sometimes overloaded, and the accessibility system looks like it's just out of an alpha test. Sometimes it seems that the game is being tested right during the release.
  • For players who want a deep and coherent Metroidvania. If you want a map where each room logically leads to the next one after 20 hours, this is a bit of a different approach. The planets are scattered, there are returns, but there is less structure.

Bottom line.

Revenge of the Savage Planet is a space "comfort game" that doesn't require cyber-athleticism, but has something to say. It can be enjoyed like a pizza with pineapple - not everyone will like it, but fans are ready to defend it to the last bite. And if you're among those who do, you're in for an adventurous, slippery, and loudly funny rematch in the best traditions of gaming madness.

For those who want to know more