KindBound games are usually pretty safe. You know the drill: find wood, build a hut, punch a tree, and maybe don't starve. But Journey to the Savage Planet is different. It’s weird. It’s loud. It’s honestly kind of disgusting in a way that makes you want to keep playing. Developed by Typhoon Studios and led by Alex Hutchinson—the guy who directed Assassin’s Creed III and Far Cry 4—this game doesn't care about being your next hundred-hour obsession. It just wants to make you laugh while you’re slapping a space-bird in the face.
Most people missed this one when it launched back in 2020. That was a mistake.
You play as an unnamed recruit for Kindred Aerospace, which proudly calls itself the "4th best interstellar exploration company." You’re dropped onto planet ARY-26 with no fuel, no plan, and a 3D printer that can barely make a decent pair of boots. The goal? See if this rock is fit for human habitation. Spoiler: it’s mostly just filled with things that want to explode, melt, or eat you.
The Anti-Survival Game Experience
Most survival games feel like a second job. You're constantly managing thirst meters or worrying about the durability of your copper pickaxe. In Journey to the Savage Planet, the survival elements are basically a joke. You don't eat because you're hungry; you eat because slapping a "Groat" makes it vomit useful resources.
The game is a Metroidvania at its heart. You explore, hit a wall you can't get past, find a weird alien alloy, and go back to your ship to craft a double jump or a proton tether. It’s snappy. Movement feels light. You aren't bogged down by realistic physics because realism would get in the way of the punchline.
I remember the first time I encountered the Pufferbirds. They’re these round, screaming balls of feathers that just stare at you with vacant eyes. The game literally gives you a dedicated "slap" button. Why? Because the developers knew that the first thing a human does when confronted with a weird alien is try to hit it.
Exploration That Actually Rewards Curiosity
A lot of open-world games suffer from "map vomit." You open the menu and there are 4,000 icons telling you exactly where to find every blade of grass. This game doesn't do that. It uses a scanner system that forces you to actually look at the environment.
You’ll find "Orange Goo." It’s a gross, pulsating substance hidden in caves or high on cliffs. Eat enough of it, and your health and stamina go up. It’s a simple loop, but it works because the world design is vertical and dense. You aren't trekking across miles of empty wasteland. Every twenty feet, there’s a new plant that shoots acid or a hidden cave filled with lore.
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And the lore? It’s told through these bizarre, live-action commercials that play on your ship’s computer. They’re satirical, dark, and perfectly capture the "late-stage capitalism in space" vibe. Think RoboCop commercials but for space-age cereal that causes internal bleeding.
Why the Comedy in Journey to the Savage Planet Works
Comedy in video games is hard. Usually, it’s just a character quipping while you’re trying to do something serious. Here, the comedy is baked into the mechanics.
Take the "Blight Bomb." It’s basically a sticky grenade made of alien bile. Or the "Shock Fruit." These aren't just weapons; they’re tools for interacting with a world that feels like a Saturday morning cartoon directed by David Cronenberg.
The AI assistant, EKO, is another highlight. She’s sarcastic and deeply unimpressed by your survival skills. When you die—and you will die, probably by falling off a cliff because you misjudged a jump—she’ll remind you that your death was expensive for the company. Then she’ll just print a new clone of you.
It’s dark. It’s cynical. But it never feels mean-spirited. It’s just honest about your place in the corporate hierarchy. You are expendable.
The Combat is Messy (In a Good Way)
Don't go into this expecting Doom Eternal. The shooting in Journey to the Savage Planet is a bit floaty. Your pistol is your only real gun, though you can upgrade it to shoot faster or hold more rounds.
The real depth comes from the gadgets.
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- Binding Bile: Freezes enemies in place.
- Shock Fruit: Stuns them.
- Acid Gall: Dissolves armor.
Mixing these during a boss fight is where the game shines. Speaking of bosses, there aren't many of them, but they’re memorable. The first one, Cragclaw, is basically a giant lava-crab that tests if you’ve actually learned how to use your jump jets. It’s not about precision headshots; it’s about movement and using the environment.
The game encourages experimentation. If you see a weird plant, throw something at it. If you see a hole in the ground, jump in. Usually, you’ll find a secret or just die in a hilarious way. Either way, you’ve learned something.
Is It Better Solo or Co-op?
Honestly, this is a rare case where both are great for different reasons. Playing solo makes the planet feel more alien and mysterious. You take your time, scan everything, and soak in the atmosphere.
Co-op turns the game into a chaotic mess.
Having two people slapping Pufferbirds and accidentally blowing each other up with grenades is a blast. The game doesn't change much in co-op—enemies don't suddenly become bullet sponges—it just becomes a shared comedy of errors. If you have a friend who likes games like Outer Wilds or Subnautica but wants something less stressful, this is the perfect recommendation.
What Most People Get Wrong About the Ending
Without spoiling things, some players felt the ending was a bit abrupt. But that misses the point. Journey to the Savage Planet is a tight, 10-to-12-hour experience. In an era where every game wants to be a "live service" that you play for three years, there’s something refreshing about a game that says what it needs to say and then stops.
The "Tower" you’re investigating isn't just a plot device; it’s the climax of the game’s themes about exploration and exploitation. When you finally reach the top, the answers you get are perfectly in line with the game's weird, satirical tone.
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The Employee of the Month DLC
If you finish the main game and want more, the Hot Garbage DLC is actually worth the five bucks. It adds a new biome called DL-C1 (get it?) and focuses even more on the corporate satire. It introduces flying, which completely changes how you navigate the world.
It’s more of the same, but when the "same" is this much fun, who cares?
Actionable Insights for New Explorers
If you're jumping into ARY-26 for the first time, keep these things in mind to avoid unnecessary frustration.
Don't ignore the scanner. It’s tempting to just run around and shoot things, but scanning everything gives you the science points needed for essential upgrades. If you don't scan, you don't progress.
Watch your feet. Fall damage is the number one killer in this game. Prioritize the jump jet upgrades and the "Landing Impact" reduction as soon as they become available.
Use the bait. The "Groat Bait" isn't just for lure. It can distract enemies, lure them into traps, or group them together for a big explosion. It’s the most versatile tool in your inventory.
Check your ship's emails. There is a ton of world-building hidden in the terminal. It’s not just fluff; it often gives you hints about where to find hidden alloys or how to deal with certain environmental hazards.
Slap everything. Seriously. Almost every interactive object in the game has a unique reaction to being slapped. It’s a core mechanic for a reason.
Journey to the Savage Planet is a reminder that games can still be colorful, funny, and relatively short. It’s a polished, weird, and deeply satisfying adventure that respects your time and makes you laugh at the absurdity of corporate space exploration. Go play it. Just try not to get eaten by a Meat Vortex.