Kind of out of nowhere, Raccoon Logic decided to pull the curtain back on a sequel that many fans of the original 2020 cult hit weren't even sure was coming. It isn’t just a simple "part two." Officially titled Revenge of the Savage Planet, this follow-up takes that neon-soaked, satirical DNA from the first game and stretches it out into something way more ambitious. If you remember the first one, you know the vibe. It was colorful. It was gross. You spent half your time slapping aliens and the other half wondering if your corporate overlords at Kindred Aerospace were actually trying to kill you. They probably were.
Now, things have changed.
What’s Actually Happening in Revenge of the Savage Planet?
The biggest shift here isn't just the name change from what people expected to be a direct "Return to the Savage Planet" style title. It’s the perspective. For the first time, the series is moving to a third-person camera. Honestly, that’s a big deal. The original Journey to the Savage Planet was a first-person adventure through and through, focusing on that tight, platforming-heavy exploration. Moving the camera back suggests Raccoon Logic wants you to see your character—and the absolute chaos they’re causing—from a new angle.
The plot kicks off with a classic corporate gut-punch. Kindred Aerospace has basically been dismantled. You’ve been fired. To make matters worse, you’ve been left stranded on a bizarre planet with absolutely nothing but your wits and whatever junk you can scavenge. It’s a revenge story, but because it’s this franchise, it’s wrapped in layers of sarcasm and bright, gooey alien guts. You aren't just exploring for "science" anymore; you're doing it because you're ticked off.
Alex Hutchinson and the team at Raccoon Logic—many of whom are the original creators from the now-defunct Typhoon Studios—are leaning hard into the "Space-Age Satire" label. They know exactly what they’re doing. They’ve seen the state of the games industry, the layoffs, and the corporate restructuring, and they’re using Revenge of the Savage Planet to poke fun at all of it.
Exploration and the New World
This isn't a procedurally generated mess. Thank goodness for that.
The game features four distinct planets, each handcrafted to be a weird little playground. You’ve got your lush jungles, your rocky barrens, and things that look like they were pulled out of a 1960s sci-fi paperback. The "Metroidvania" loops are back, too. You’ll see a ledge you can’t reach or a door you can’t melt, and you’ll know that somewhere, three hours from now, you’re going to find a gadget that makes it all click.
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It’s satisfying. It’s also funny.
The creatures remain the stars of the show. You’ll encounter the iconic Pufferbirds again, though they might not be thrilled to see you this time around. There’s a specific focus on "scanning" and cataloging the world, which feeds back into your progression. But unlike the first game where you felt like a low-level intern, here you feel a bit more like a disgruntled ex-employee with a grudge. That shift in tone matters. It changes how you interact with the world. You’re more aggressive. You’re more desperate.
The Co-op Factor and Cross-Play Dreams
Let’s talk about the multiplayer because that was the soul of the first game. Revenge of the Savage Planet is doubling down on the cooperative experience. It’s designed to be played with a friend, and let’s be real, slapping a Pufferbird is twice as funny when someone is there to witness it.
The developers have confirmed split-screen co-op. In 2026, that feels like a miracle.
Most studios have abandoned local multiplayer because it’s a technical nightmare to render two viewpoints at once, but Raccoon Logic seems committed to that "couch play" energy. They’ve also mentioned cross-play support, which is basically mandatory these days if you want a game to survive the first month of release. Whether you’re on a PC or a console, you can jump into a friend's world, steal their resources, and "accidentally" throw a bait canister at them when a giant monster is nearby.
Why the Third-Person Shift Matters
Some purists might be annoyed by the move away from first-person. I get it. First-person feels more immersive, like you’re the one breathing in the toxic alien fumes. But third-person allows for much better character customization and more expressive movement. When you’re jetpacking across a canyon, seeing your character struggle and flail adds to the comedy.
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It also opens the door for more complex platforming. You can see your feet. You can judge distances better. In a game where one missed jump means falling into a pit of acid, having a better view of your surroundings is a massive quality-of-life upgrade.
Scavenging, Crafting, and Corporate Cynicism
The loop is familiar but tighter. You land. You explore. You die (probably). You respawn.
The crafting system has been revamped to feel less like a chore and more like a reward. You’re looking for "Alloy" and "Carbon," sure, but the way you interact with the 3D printer back at your hab-unit feels more tactile. You aren't just ticking boxes; you're building a ridiculous arsenal to take down the corporate goons who left you for dead.
The satire is also sharper. The first game poked fun at the "pioneering spirit" of space exploration. This one is aimed directly at the "gig economy" and the disposability of workers. It’s timely. It’s biting. And it’s wrapped in a package that looks like a Saturday morning cartoon.
The game isn't trying to be Starfield. It doesn't want to give you a thousand empty planets to walk across. It wants to give you four planets that are dense, weird, and slightly terrifying. It’s a "B-game" in the best sense of the word—high personality, focused scope, and a refusal to take itself seriously.
Tackling the Learning Curve
If you haven't played the first one, don't sweat it. Revenge of the Savage Planet is a fresh start. The mechanics are introduced at a pace that doesn't feel like a lecture, and the "AI assistant" (who is usually mocking you) acts as a chaotic guide.
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The real challenge isn't the combat; it's the environment. The world is a puzzle. How do I get over that wall? How do I distract that giant crab-thing? The answers usually involve some combination of "Gristle" and "Groob," the series' iconic (and disgusting) consumable items.
- Observe the wildlife before attacking. Not everything wants to kill you, but everything can be used to your advantage.
- Prioritize mobility upgrades. The jetpack and the grapple are your best friends. Combat is secondary to movement.
- Scan everything. Information is the only currency that Kindred Aerospace couldn't take away from you.
Where the Series Goes From Here
There’s a lot of pressure on this sequel. The original was a surprise hit, released under a different banner before Google bought (and then closed) the studio. Raccoon Logic is basically the phoenix rising from those ashes. They bought back the rights to their own IP, which is a rare and cool story in this industry.
Because they are independent now, Revenge of the Savage Planet feels more "unfiltered." There’s no corporate committee smoothing over the edges. It’s weird, it’s gross, and it’s unapologetically itself.
It’s easy to get lost in the sea of hyper-realistic shooters and massive open-world RPGs. Sometimes, you just want to go to a purple planet, kick a bird, and find a way to stick it to your former boss. This game provides exactly that.
The visuals are a significant step up from 2020. Lighting is more dynamic, and the textures on the alien flora look almost tangible. It keeps the "plastic" look of the original but adds a layer of modern polish that makes the colors pop even more.
Final Thoughts for the Aspiring Explorer
If you’re looking for a deep, emotional narrative about the human condition, look elsewhere. But if you want a game that respects your time, makes you laugh, and lets you explore a world that actually feels "alien," this is it.
To get the most out of your time on these new planets, keep these points in mind:
- Don't rush the main quest. The best gear and the funniest writing are found in the corners of the map you aren't "supposed" to be in yet.
- Experiment with the "Bait" mechanics. Luring two different species together and watching them fight is often more effective than using your actual weapons.
- Play with a partner. The game is balanced for solo play, but the sheer absurdity of the world is amplified when shared.
The game is a reminder that AA gaming—the middle ground between indie and blockbuster—is where the most creative risks are being taken right now. Revenge is a dish best served with a side of neon slime and a sarcastic AI voiceover.