Revenge of the Savage Planet on Steam - User reviews, Price & Information

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Revenge of the Savage Planet is an upbeat, satirical action adventure Sci-Fi. Jump, shoot and collect your way across vibrant alien worlds, uncovering new gear and upgrades, while discovering various hidden secrets.

Revenge of the Savage Planet is a adventure, co-op and action game developed and published by Raccoon Logic Studios Inc..
Released on May 08th 2025 is available only on Windows in 10 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Simplified Chinese and Traditional Chinese.

It has received 1,785 reviews of which 1,457 were positive and 328 were negative resulting in a rating of 7.8 out of 10. 😊

The game is currently priced at 29.99€ on Steam, but you can find it for less on Gamivo.


The Steam community has classified Revenge of the Savage Planet into these genres:

Media & Screenshots

Get an in-depth look at Revenge of the Savage Planet through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5-8400 / AMD Ryzen 5 1600
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 1060 / AMD Radeon RX 580 - 6GB VRAM
  • DirectX: Version 12
  • Storage: 20 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

July 2025
If I had to say it in a nutshell, I'd say Revenge of the Savage Planet left me with mixed feelings and some slices of disappointment. If you enjoyed the first one, it’s worth diving in, but in my opinion we need to talk about a shedload of things. The humor is quirky again sure, but this time it often feels a bit over the top. The key should always be finding the right balance, the more poopoo and revolting stuff gets tossed in, the more the whole thing starts to reek of it. And as for the story and lore, it’s like reheated baby puke stew with pus cream served in sweaty waffles for dessert. And while not every update hits the mark, some deserve a mention. Having a map now is a nice touch, though it would've been far more useful with deeper zoom levels and the option to place custom markers. The enclosures where you can visit all the captured alien creatures are briefly amusing, but the novelty fades rapidly. The costume variety is definitely cool, yet it's a missed opportunity not giving players more freedom to get truly creative with them. Same goes for designing the habitat, it feels like the potential wasn't fully tapped. Can't say much about the co-op mode, only that I've seen plenty of comments suggesting it doesn’t seem to work that well. It’s really disappointing that the photo mode didn’t make a return, apparently it’s coming later (at least according to the roadmap) but I wish it had been available from the start. I get the idea of adding new game modes over time, but holding back the photo mode was a pretty dumb move. Locking all achievements behind a DLC was also pretty stupid. There's something refreshing about approaching each enemy differently, sometimes you can get really creative or just go in for a brutal smash, as long as you've got the right weapons with you. That said, their erratic movements and bizarre sounds sometimes turned into a source of frustration, that balance issue again. Stylistically the music complements the game well again, but it tends to start and stop at random, which drove me crazy more than once. Yes, the game works in third-person too, and the movement animations were amusing at first, but it wears off quickly. Personally, I prefer the first-person perspective like in the original game. Just give us both options next time and everyone's happy.
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May 2025
fun game if you're into pure exploration, but it felt like there was just too much going on. tons of things to see, hear, and scan, but after a while it all started to feel overstimulating. it gave this false sense of a rich, filled world, but most of it wasn't really usable or something you could dig deeper into. scanning plants, creatures, and materials across different planets was cool at first, but there wasn’t much you could actually do with them. a few interactions with creatures, almost nothing for plants. it came off like they packed the game with a lot of half-baked ideas to keep you hooked early on, only for you to hit a point in which you realize... there’s not much left underneath
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May 2025
I really enjoyed the narrative aspects of this game — both the writing style and the animations felt unique and engaging. I played using a controller, and my main playthrough took about 15 hours. Overall, I would recommend it. Here are some areas I think could be improved (spoiler warning): Must Have: - The only part I found truly frustrating was how often enemies would interrupt exploration and collection. Objectively, about 75% of my gameplay was accompanied by combat music, especially in the desert (Chapter 2) and Acacia (final map). Subjectively, it felt like I was constantly under attack. I suggest adding a “Pacifist” skill that reduces enemy aggro. Since only a small portion of collectibles are combat-related, this change could significantly improve the experience for exploration-focused players. - The tree that eats amber lacks proper tutorialization. The game teaches that watering the flower defeats it, but never explains that its projectiles are amber. I figured it out eventually, but not all players may be that lucky. At first, I thought I had to let myself get frozen into amber by enemies and then feed that to the tree (honestly, an interesting mechanic idea). Then I thought I needed to bait flower attacks toward the tree (which works for many puzzles). Ultimately, it seems the intended design was to parry the bullets into the tree — clearer guidance here would help. - Some bosses lack clear cues. In particular, the crab in Chapter 3 and the robot in the bonus stage. With the crab, I didn’t realize I needed to extinguish its fire before attacking. With the robot, I broke its shield but didn’t understand that it could be attacked again. It would help if scanning the boss highlighted vulnerable parts. Also, with the crab, I often failed the ground slam, and the downtime waiting for a proper attack window felt pointless — the boss simply didn’t attack often enough. Plus, the ground slam input is finicky and requires fast reactions. Nice to Have: - When health is low, it would be great if scanning showed the locations of healing items. I already instinctively scan for health when I’m low, so this would be a helpful quality-of-life feature. Bugs & Issues: - While ziplining, the player can still rotate — and the controller vibration during this sequence is a bit too intense. - While diving, the map’s direction indicator doesn’t match the player’s facing direction. - Since the key remapping patch, I’ve been unable to shake the left stick to break out of abnormal states (like being frozen). This might be something worth investigating. - Some creatures can grab the player through solid objects, similar to an old bug involving Roadhog in early Overwatch. - Underwater, enemies still try to attack, which breaks animations. - A burrowing enemy in the desert moves through quicksand, but the visual effect doesn’t look right. - Lightly pushing the analog stick doesn't trigger a proper slow-walk animation — it just slows the standard walk, which looks awkward. Maybe Next Time: - Compared to the previous game, this one improves on repetitiveness. However, tutorials in each area feel rushed. I get that the design encourages players to unlock teleport points first and then introduces mechanics, but this formula is a bit too rigid. Perhaps each planet could have a short mainline quest, and leave the rest for players to discover — after all, this is an exploration game! - Focus more on the core! Personally, I don’t think the home base system was necessary — and it clearly took a lot of development effort. That effort might have been better spent expanding new features like the spray system or other mechanics. Of course, this might have been influenced by internal planning or production goals. - I noticed the traditional "big studio" elements — foliage, desert, snow — and I suspect they were originally meant to be full-fledged planets before being condensed. If that’s the case, consider cutting them down. Big studios include these things to showcase advanced graphics, GPU-driven rendering, and subsurface scattering — but for this game, I was much more drawn to how special and fresh it felt. Focus on what makes the game unique. If you do want to expand, DLC might be a better avenue! - I also noticed a lot of resources went into in-game video content — specifically the humorous ads shown through the in-game video player. As someone who played the previous game, I knew to watch for these and found them entertaining. But for new players, these might not have the same impact. Looking at the credits, I saw a significant number of film production roles, so maybe consider reallocating some of that effort toward features that more players will actively engage with — it might help with broader player retention and early game impact. Well done overall — I’m excited to see more from this team in the future!
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May 2025
Just saw a note from the devs to Sharon. Laughed. The whole game has that vibe. I'm more used to first person, it's maybe a bit more clunky than the last game but it's good to see a second entry in the series. I'm pleased the devs reunited after the studio was shut down.
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May 2025
As a massive fan of the original Savage Planet, Revenge is such a massive improvement over the original. I was not fully on board when I learned the game would be 3rd person and not 1st, but after playing for a bit it works way better than I thought. I speed ran the first game a few times so I wanted to see if I could break the game or find a skip, and the game actually acknowledges if you do something without a required tool which is fun. Comedy is fun, there's no micro transactions, no battlepass, just a fun game out the box. Although not having the option to change keybindings really sucks and not having a fps lock sucks even more
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Frequently Asked Questions

Revenge of the Savage Planet is currently priced at 29.99€ on Steam.

Revenge of the Savage Planet is currently not on sale. You can purchase it for 29.99€ on Steam.

Revenge of the Savage Planet received 1,457 positive votes out of a total of 1,785 achieving a rating of 7.83.
😊

Revenge of the Savage Planet was developed and published by Raccoon Logic Studios Inc..

Revenge of the Savage Planet is playable and fully supported on Windows.

Revenge of the Savage Planet is not playable on MacOS.

Revenge of the Savage Planet is not playable on Linux.

Revenge of the Savage Planet offers both single-player and multi-player modes.

Revenge of the Savage Planet includes Co-op mode where you can team up with friends.

There is a DLC available for Revenge of the Savage Planet. Explore additional content available for Revenge of the Savage Planet on Steam.

Revenge of the Savage Planet does not support mods via Steam Workshop.

Revenge of the Savage Planet does not support Steam Remote Play.

Revenge of the Savage Planet is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Revenge of the Savage Planet.

Data sources

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Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 29 August 2025 01:06
SteamSpy data 25 August 2025 17:07
Steam price 01 September 2025 12:54
Steam reviews 01 September 2025 08:02

If you'd like to dive deeper into the details about Revenge of the Savage Planet, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Revenge of the Savage Planet
  • SteamCharts - Analysis of Revenge of the Savage Planet concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Revenge of the Savage Planet compatibility
Revenge of the Savage Planet
Rating
7.8
1,457
328
Game modes
Multiplayer
Features
Online players
213
Developer
Raccoon Logic Studios Inc.
Publisher
Raccoon Logic Studios Inc.
Release 08 May 2025
Platforms
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