Look, let’s be real. If you’ve spent any time on AR-Y 26, you’ve probably felt like a bit of a clumsy explorer. Journey to the Savage Planet—and its DLC, Revenge of the Savage Planet—isn’t exactly known for being a "tight" precision platformer. It’s messy. It’s loud. It’s filled with weird goo and creatures that scream at you for no reason. But nothing causes more genuine frustration for players trying to 100% the expansion than the sinking kick revenge of the savage planet mechanic.
It's one of those things where the tutorial says one thing, your brain does another, and your character ends up face-planting into a vat of toxic sludge. You’re trying to navigate these vertical, floaty environments and the game expects you to have the timing of a rhythm game pro. Honestly, it’s a bit much.
The sinking kick isn’t just a combat move. In the DLC, it’s your ticket to reaching those high-up secrets and navigating the verticality that Typhoon Studios (now Raccoon Logic) dialed up to eleven. If you can’t nail the downward momentum, you’re basically just a snack for the local wildlife. Let’s break down why this specific move feels so janky and how you can actually make it work for you instead of against you.
Why the Sinking Kick Revenge of the Savage Planet Movement Feels So Weird
Movement in this game is floaty. That’s the design choice. You have these jump thrusters that feel like they’re powered by AA batteries most of the time. When you introduce the sinking kick revenge of the savage planet into the mix, you’re asking the physics engine to suddenly pivot from "low gravity moon walk" to "heavy lead weight."
The disconnect happens because the game’s input buffer is... let’s call it "generous." If you panic-mash the buttons, the game gets confused. You end up doing a standard melee swipe or, worse, just drifting slowly into a pit. To do the sinking kick properly, you have to be at the apex of your jump. It’s about that split second where upward momentum stops and gravity hasn't quite taken over yet.
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The Mechanics of the Drop
Most players think they need to hold the button. You don't. It's a sharp tap. If you’re playing on a controller, the transition from the jump button to the crouch/kick input needs to be fluid. Think of it like a "C" shape with your thumb. If you’re on M&K, it’s even weirder because the pinky-to-spacebar coordination feels less natural in a first-person perspective.
Mastering the Combat Application
While the sinking kick revenge of the savage planet is a traversal tool, people forget it’s actually a viable way to stun enemies. Have you ever tried to fight a Kapi without it? It’s a nightmare. They move too fast. But a well-timed sinking kick can disrupt their animation cycles.
Here is the thing: the hitbox for the kick is surprisingly small. You have to be almost directly above the target. Unlike the standard slap, which has a bit of a "magnetic" reach, the kick requires you to be precise. If you miss by even a few inches, you’re stuck in a recovery animation on the ground while the creature bites your face off. It’s high risk, medium reward, but it looks cool as hell when you actually land it.
Environmental Puzzles and Sinking
In the Revenge of the Savage Planet DLC, the developers leaned hard into the "pounding" mechanic. You’ll see these cracked floor plates or glowing vents. To break through, a normal jump isn't enough. You need that downward force. This is where the sinking kick revenge of the savage planet becomes mandatory.
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Sometimes the game doesn't register the hit if you don't have enough height. I’ve seen players try to do a "short hop" kick to break a floor grate and it just doesn't work. You need to use at least one charge of your thrusters to get the necessary "headroom" for the game to recognize the velocity. It’s a bit of a hidden stat—velocity matters more than the actual button press.
Technical Glitches and How to Avoid Them
We have to talk about the bugs. Revenge of the Savage Planet isn't exactly a polished triple-A masterpiece; it’s a charming, slightly broken indie darling. Sometimes, when performing a sinking kick revenge of the savage planet, you might find yourself clipping through the geometry. This happens most often near the edges of the "meat" plants or the bouncy mushrooms.
- Avoid the edges. If you kick too close to a ledge, the game engine can't decide if you’re "falling" or "kicking." This results in a weird jitter where you lose all control.
- Check your upgrades. If you haven't upgraded your stabilizers in the ship's 3D printer, the kick will feel significantly more sluggish.
- Watch the stamina. Yes, even kicking has a cost. If you’re spamming jumps to get high enough, you might find your kick doesn't "fire" because your thruster pack is overheating.
Honestly, the best advice is to practice in the starting area of the DLC where the stakes are low. Don't wait until you're over a lake of burning acid to try and figure out the timing.
The Gear You Actually Need
You can’t just go in and expect the sinking kick revenge of the savage planet to carry you. You need the right suit upgrades. Specifically, the Advanced Thruster tech makes a world of difference. It gives you that extra half-second of airtime to line up your shot. Without it, you’re just guessing.
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Also, keep an eye on your FOV settings. If your Field of View is set too high (like 110+), the fisheye effect can make it look like you’re directly over an object when you’re actually a few feet off. For precision kicking, a standard 90 FOV is actually much more reliable. It sounds like a small thing, but in a game where depth perception is already tricky, every little bit helps.
Strategy for Boss Fights
In the later stages of the DLC, you'll encounter enemies that have armor plates on their heads or backs. The standard strategy is to circle-strafe and shoot. Boring. If you use the sinking kick revenge of the savage planet, you can often bypass the first phase of their defense. It’s basically a "shield breaker" move that the game doesn't explicitly tell you is a shield breaker.
Try this: Jump, double-jump, wait for the enemy to charge, then execute the kick right as they pass under you. If timed right, you'll knock them into a dizzy state. This opens up their weak spots (those glowing orange bits we all love) for a much longer window than if you just used the Grob or the standard blaster.
Actionable Steps for Your Next Session
If you’re struggling with the sinking kick revenge of the savage planet, stop trying to use it in the heat of battle for a minute. Go to a flat area. Jump. Kick. Get the "thud" sound embedded in your brain.
- Remap the keys if necessary. If "C" or "Circle" feels too far away, move it to a shoulder button or a side mouse button. Speed is everything here.
- Focus on the shadow. The game provides a faint circular shadow beneath you when you're in the air. Use that shadow as your crosshair for the kick.
- Upgrade the Jump Thrusters first. Don't bother with weapon damage until you've got at least the second tier of jump height. It makes the kick window much larger.
- Don't overcomplicate it. It’s just a downward strike. If you’re missing, you’re probably overthinking the physics. Just aim for the center of mass and let the game's "heavy" gravity do the rest of the work.
Getting the hang of movement in Revenge of the Savage Planet takes time, but once it clicks, the game goes from a frustrating climb to a playground. The sinking kick is the key to that transition. Use it to break floors, use it to crush skulls, and use it to get those annoying fuel cells tucked away on high ledges. Just don't forget to look down before you press the button.