Lost in space but found the fun
By Paul Hunter
Revenge of the Savage Planet takes everything that worked in the original and gives it a fresh spin. Developed and published by Raccoon Logic, this sequel swaps the first-person view for a third-person one, bringing you closer to the world without losing the charm of the first game. It’s a bold move that pays off in surprising ways.
The game builds on the smaller-scale exploration formula that helped the first entry stand out. You’re still jet-packing around strange alien terrain, poking at weird wildlife, and collecting tools that open up new paths. But this time, you’ve got tighter controls, better mobility, and a few handy gadgets that make the experience more fluid and fun.
If you played the original solo, good news—you can still do that. But this time, there’s local splitscreen and online co-op, making the journey even better with a buddy. There’s also a personal base you can decorate, upgrade, and use as a central hub. The humour’s still here too, baked into everything you do in this world.
So, does this sequel manage to grow without losing its roots? Let’s find out!
You start out stranded—again. This time, you’re working for Alta InterGlobal, stuck on a planet that doesn't just want to kill you, but also mock you while it does. Your only companion is a talkative drone named Eko who offers commentary that’s half helpful, half sarcastic.
Compared to the original, things have escalated. Instead of a single location, there are now four hostile planets to explore. Each one is packed with strange creatures, violent wildlife, and chaotic environmental hazards. The plot remains light and weird, leaning into sci-fi absurdity with a heavy corporate satire streak. You're not saving the world—you’re just trying to survive long enough to get a promotion.
The narrative mostly serves as a loose framework to support exploration and experimentation. While the stakes aren’t world-ending, the tone is confident in its ridiculousness. Ridiculous adverts pop up on screens at your base. Enemies have names like babutts and fecal beetle. And your missions are peppered with the kind of over-the-top nonsense only a universe run by greedy mega-corps could cook up.
There’s a personal touch to it all, too. The home base is more than a backdrop—it grows with you. You decorate it, upgrade it, and start to take some ownership over your odd little corner of the galaxy. Despite the satire, there’s something oddly cozy about returning to a place where you can unwind next to a giant lava lamp or a hug machine before heading out to slap another alien.
It’s not a story about destiny or rebellion. It’s about making the best of a bad situation, dodging tongue-lashing beasts, and climbing the corporate ladder one scanned creature at a time.
Revenge of the Savage Planet drops the first-person view of the original in favour of third-person action—and the switch works better than expected. Movement feels tighter, jumps connect more consistently, and you get a clearer sense of the world around you. That awareness pays off during combat and platforming alike.
You’ll unlock new gear at a steady pace, each tool doubling as both a puzzle-solver and a way to get around. One standout is the water sprayer, which lets you clean goop, freeze enemies, and launch yourself through traps. It’s equal parts Powerwash and chaos. Then there’s the lazo, which lets you grab aliens, zip across gaps, and launch into mid-air grapples. It makes vertical areas a blast to navigate.
Combat is light but satisfying. You’re not juggling complex combos—you’re zapping, dodging, and using tools in creative ways. Enemies are aggressive and oddball, forcing you to adapt. I remember flailing through a fight where I accidentally sprayed water on a swarm and froze them mid-attack. It wasn’t exactly tactical genius, but it worked—and I laughed all the way back to my base.
That base isn’t just a menu screen. You upgrade your suit, install weird gadgets, and tweak decorations. It slowly transforms into a place you actually want to return to. That sense of progression is subtle, but effective.
Exploration still drives everything. The maps are dense with secrets, hidden paths, and goofy environmental puzzles. There’s no rigid path—you’re free to wander, mess around, and poke things to see what happens. The more you explore, the more tools you get. The more tools you get, the deeper you go. That loop keeps things moving without ever feeling like a checklist.
Revenge of the Savage Planet might be built to work solo, but it’s clearly tuned to shine when you bring a second person along. The full campaign can be played cooperatively, either online or on the same screen. Local splitscreen co-op is rare these days, and having it here adds serious value.
Levels don’t just feel busier with two people—they adapt. Enemy behaviour subtly shifts, puzzles adjust their rhythm, and combat becomes more chaotic in the best way. Grapple points and traversal puzzles that seemed tricky alone become wild stunt courses when timed together. More than once, I messed up a jump only to have my co-op buddy slingshot over me mid-air and save the run. It was chaotic, it was messy—but it was hilarious.
Coordination becomes a low-key challenge. One of you might be solving a puzzle while the other sprays water to freeze a moving platform. Communication isn’t required, but syncing up makes everything smoother. And if it all falls apart? No big deal. Respawns are forgiving and the game never punishes failure too harshly.
The base even supports co-op customization, letting both players interact with upgrades and mess around with décor. It gives the home space a lived-in, shared quality that’s rare in games like this.
Multiplayer doesn’t feel like a bolt-on feature. It’s fully integrated, and it brings out the best in the game’s systems. Whether you're solving a puzzle or getting slapped around by alien wildlife, everything’s better with backup.
Revenge of the Savage Planet doesn’t try to overhaul its look—it just sharpens what was already there. The game leans into its alien weirdness with worlds full of strange colours, oddball creatures, and environments that don’t follow Earth logic. It’s bold, silly, and consistently fun to look at.
Visual clarity takes a step forward. The third-person camera gives you more awareness, and the world’s layered design benefits from the wider perspective. Landmarks pop better, and spotting traversal points or enemies from a distance feels more natural now.
Creature design sticks with the offbeat tone, avoiding standard sci-fi tropes. Everything has a certain cartoonish bounce to it, like someone mashed biology textbooks with a Saturday morning show. Even enemies that try to knock you off cliffs have some charm—right up until they actually succeed.
The home base continues that visual language, with customizable interiors that reflect your time on the planet. Decorating your space feels lighthearted and silly, but it adds a personal layer that makes each return feel earned.
Audio holds up its end. There’s a solid mix of ambient noises, creature sounds, and gadget feedback that make the planet feel alive in its own oddball way. The music isn’t showy, but it does its job, stepping up during fights or exploration without taking over the spotlight.
Final Score: 8.5/10 - Great
Developer: Raccoon Logic
Publisher: Raccoon Logic
Genre: Action Adventure
Modes: Single-player, Multiplayer
A key was provided by the publisher.

By Paul Hunter
Revenge of the Savage Planet takes everything that worked in the original and gives it a fresh spin. Developed and published by Raccoon Logic, this sequel swaps the first-person view for a third-person one, bringing you closer to the world without losing the charm of the first game. It’s a bold move that pays off in surprising ways.
The game builds on the smaller-scale exploration formula that helped the first entry stand out. You’re still jet-packing around strange alien terrain, poking at weird wildlife, and collecting tools that open up new paths. But this time, you’ve got tighter controls, better mobility, and a few handy gadgets that make the experience more fluid and fun.
If you played the original solo, good news—you can still do that. But this time, there’s local splitscreen and online co-op, making the journey even better with a buddy. There’s also a personal base you can decorate, upgrade, and use as a central hub. The humour’s still here too, baked into everything you do in this world.
So, does this sequel manage to grow without losing its roots? Let’s find out!

You start out stranded—again. This time, you’re working for Alta InterGlobal, stuck on a planet that doesn't just want to kill you, but also mock you while it does. Your only companion is a talkative drone named Eko who offers commentary that’s half helpful, half sarcastic.
Compared to the original, things have escalated. Instead of a single location, there are now four hostile planets to explore. Each one is packed with strange creatures, violent wildlife, and chaotic environmental hazards. The plot remains light and weird, leaning into sci-fi absurdity with a heavy corporate satire streak. You're not saving the world—you’re just trying to survive long enough to get a promotion.
The narrative mostly serves as a loose framework to support exploration and experimentation. While the stakes aren’t world-ending, the tone is confident in its ridiculousness. Ridiculous adverts pop up on screens at your base. Enemies have names like babutts and fecal beetle. And your missions are peppered with the kind of over-the-top nonsense only a universe run by greedy mega-corps could cook up.
There’s a personal touch to it all, too. The home base is more than a backdrop—it grows with you. You decorate it, upgrade it, and start to take some ownership over your odd little corner of the galaxy. Despite the satire, there’s something oddly cozy about returning to a place where you can unwind next to a giant lava lamp or a hug machine before heading out to slap another alien.
It’s not a story about destiny or rebellion. It’s about making the best of a bad situation, dodging tongue-lashing beasts, and climbing the corporate ladder one scanned creature at a time.

Revenge of the Savage Planet drops the first-person view of the original in favour of third-person action—and the switch works better than expected. Movement feels tighter, jumps connect more consistently, and you get a clearer sense of the world around you. That awareness pays off during combat and platforming alike.
You’ll unlock new gear at a steady pace, each tool doubling as both a puzzle-solver and a way to get around. One standout is the water sprayer, which lets you clean goop, freeze enemies, and launch yourself through traps. It’s equal parts Powerwash and chaos. Then there’s the lazo, which lets you grab aliens, zip across gaps, and launch into mid-air grapples. It makes vertical areas a blast to navigate.
Combat is light but satisfying. You’re not juggling complex combos—you’re zapping, dodging, and using tools in creative ways. Enemies are aggressive and oddball, forcing you to adapt. I remember flailing through a fight where I accidentally sprayed water on a swarm and froze them mid-attack. It wasn’t exactly tactical genius, but it worked—and I laughed all the way back to my base.
That base isn’t just a menu screen. You upgrade your suit, install weird gadgets, and tweak decorations. It slowly transforms into a place you actually want to return to. That sense of progression is subtle, but effective.
Exploration still drives everything. The maps are dense with secrets, hidden paths, and goofy environmental puzzles. There’s no rigid path—you’re free to wander, mess around, and poke things to see what happens. The more you explore, the more tools you get. The more tools you get, the deeper you go. That loop keeps things moving without ever feeling like a checklist.
Revenge of the Savage Planet might be built to work solo, but it’s clearly tuned to shine when you bring a second person along. The full campaign can be played cooperatively, either online or on the same screen. Local splitscreen co-op is rare these days, and having it here adds serious value.
Levels don’t just feel busier with two people—they adapt. Enemy behaviour subtly shifts, puzzles adjust their rhythm, and combat becomes more chaotic in the best way. Grapple points and traversal puzzles that seemed tricky alone become wild stunt courses when timed together. More than once, I messed up a jump only to have my co-op buddy slingshot over me mid-air and save the run. It was chaotic, it was messy—but it was hilarious.
Coordination becomes a low-key challenge. One of you might be solving a puzzle while the other sprays water to freeze a moving platform. Communication isn’t required, but syncing up makes everything smoother. And if it all falls apart? No big deal. Respawns are forgiving and the game never punishes failure too harshly.
The base even supports co-op customization, letting both players interact with upgrades and mess around with décor. It gives the home space a lived-in, shared quality that’s rare in games like this.
Multiplayer doesn’t feel like a bolt-on feature. It’s fully integrated, and it brings out the best in the game’s systems. Whether you're solving a puzzle or getting slapped around by alien wildlife, everything’s better with backup.

Revenge of the Savage Planet doesn’t try to overhaul its look—it just sharpens what was already there. The game leans into its alien weirdness with worlds full of strange colours, oddball creatures, and environments that don’t follow Earth logic. It’s bold, silly, and consistently fun to look at.
Visual clarity takes a step forward. The third-person camera gives you more awareness, and the world’s layered design benefits from the wider perspective. Landmarks pop better, and spotting traversal points or enemies from a distance feels more natural now.
Creature design sticks with the offbeat tone, avoiding standard sci-fi tropes. Everything has a certain cartoonish bounce to it, like someone mashed biology textbooks with a Saturday morning show. Even enemies that try to knock you off cliffs have some charm—right up until they actually succeed.
The home base continues that visual language, with customizable interiors that reflect your time on the planet. Decorating your space feels lighthearted and silly, but it adds a personal layer that makes each return feel earned.
Audio holds up its end. There’s a solid mix of ambient noises, creature sounds, and gadget feedback that make the planet feel alive in its own oddball way. The music isn’t showy, but it does its job, stepping up during fights or exploration without taking over the spotlight.

The Verdict
Revenge of the Savage Planet takes what worked before and polishes it like a shiny new alien artifact. Third-person controls feel tight, the new tools spark creativity, and the home base isn’t just window dressing—it actually grows with you. The humour’s dialled down from loud to clever, fitting right in without stealing the spotlight. With colourful worlds and a soundtrack that sets the mood, plus co-op that genuinely changes the game, this sequel proves you don’t always need to reinvent the wheel to make a great trip.Final Score: 8.5/10 - Great

Revenge of the Savage Planet details
Platform: PS5, PS4, Xbox Series X|S, PCDeveloper: Raccoon Logic
Publisher: Raccoon Logic
Genre: Action Adventure
Modes: Single-player, Multiplayer
A key was provided by the publisher.