Journey to the Savage Planet

The Fourth-Best Space Adventure You’ll Ever Love

by Typhoon

Action gameSteamSwitchPlayStationXbox$29.99

Reviewed by the Rankeno Action DeskUpdated Oct 2026

Journey to the Savage Planet is an Action game for Steam, Nintendo Switch, PlayStation and Xbox. It scores 6.4 out of 10 — Mixed.

6.4Mixed#700 of 785 Action games

How it scored How we score

  • Design7.5
  • Innovation5.5
  • Value6.5
  • Utility6.5

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

A gorgeous, funny, tightly-built first-person Metroidvania undermined by shallow combat, relentless joke density, and late-game padding — hard to recommend for most people, but a rewarding weekend for co-op duos and genre fans who can tolerate a game that never stops making jokes.

Released Jan 28, 2021

The verdict

What we liked

  • Outstanding, durable art direction with genuine visual identity
  • Handcrafted, vertically layered world that rewards real curiosity
  • Full-campaign drop-in co-op, no compromises
  • Zero systems bloat — crafting and upgrades stay legible throughout
  • Corporate satire that occasionally draws blood

What could be better

  • Combat is shallow and repetitive by the midpoint
  • Late-game resource farming pads an otherwise tight campaign
  • Relentless joke density flattens into background noise
  • Short campaign with thin replay value once mapped
  • Switch port sacrifices the visuals the game depends on

Pricier than 77% of the 732 Action games we price-check.

Is it for you?

Best for

  • Metroidvania fans who want the genre in first person — the upgrade-gated map reveal is the real product here.
  • Co-op duos looking for a complete campaign to share rather than a horde mode or a raid grind.
  • Players burned out on 100-hour open worlds who want a densely designed weekend instead of a second job.
  • Anyone who has worked at a company with a mission statement and would enjoy watching that genre of language get vivisected.

More reviewed in Action

Overview

Most open-world games in the last decade have confused scale with density. They hand you a map the size of Rhode Island, sprinkle it with question marks, and call the resulting drudgery “freedom.” Journey to the Savage Planet does the opposite, and that’s the entire reason it works.

Typhoon Studios — founded by Alex Hutchinson, who spent years shipping the very Ubisoft open-worlds this game is quietly mocking, and Reid Schneider — built something small on purpose. Planet AR-Y 26 is not procedurally generated. It is not vast. It is a handful of interconnected biomes stacked vertically like a wedding cake designed by someone on hallucinogens, and every ledge, cave mouth and suspicious purple orifice was placed by a human being who wanted you to find it. You arrive as a fresh hire at Kindred Aerospace, “the fourth-best interstellar exploration company,” equipped with a jumpsuit, no return fuel, and a corporate mandate to determine whether this world is fit for human habitation. The joke lands immediately: you are disposable labor sent to do a survey nobody funded properly.

The market positioning was always awkward. This is a $30 game in a category dominated by $70 tentpoles and free-to-play survival sandboxes, and its launch history did it no favors — an initial Epic exclusivity window on PC, a Switch port that arrived later, and the surreal timing of Google acquiring Typhoon roughly a month before release, then dissolving Stadia Games & Entertainment a year after. The studio died. The game survived. 505 Games kept the IP alive, and the surviving team eventually regrouped as Raccoon Logic to ship a sequel in 2025.

The critical reception landed in the mid-70s on Metacritic, which feels about right. This is a very good small game with real flaws, and it knows exactly how small it is.

Key features

  • Handcrafted Metroidvania Progression: A rechargeable laser pistol, grapple hook, boosted double jump and ground stomp are gated behind resource-crafted upgrades. Each one retroactively rewrites the map you thought you’d finished — the ledge you stared at longingly early on becomes trivial later.
  • Scan-and-Catalog Research Loop: Every creature, plant and mineral goes into a research log, which doubles as the game’s best comedy delivery vehicle. The bestiary entries are funnier than most of the scripted dialogue.
  • Full-Campaign Drop-In Co-Op: Two-player online, start to finish, no separate mode or truncated missions. Rare then. Rarer now.
  • 3D-Printer Crafting: Carbon, silicon and alloys feed your ship’s fabricator. No crafting trees, no recipe hunting, no inventory Tetris — just a short, legible list of upgrades and a clear reason to go get materials.
  • Behavioral Combat Tools: Throwable lures and bombs let you weaponize creature AI against itself, which is more interesting than the shooting it’s attached to.

Analysis

The Gameplay Loop

The core loop is simple on its face: explore, scan, harvest, print, unlock, re-explore. What makes it work is the vertical architecture. AR-Y 26 is built in layers — a swamp floor beneath a jungle canopy beneath a floating rock shelf beneath a massive alien monolith — and the game constantly shows you the layer above before it gives you the tool to reach it. That’s the oldest trick in the Metroid playbook, and Typhoon executes it with genuine craft. You are always looking up.

Critically, the onboarding friction is near zero. There’s no skill tree, no stat sheet, no encumbrance meter. You need silicon; silicon is in the glowing blue rocks; the rocks are over there. The design refuses to insert systems between your curiosity and the thing you’re curious about. After a decade of survival games that turn exploration into a spreadsheet chore, a game that just lets you go look at the weird thing is a small relief.

The one place the loop sags is resource acquisition in the back half. Late upgrades demand quantities that outstrip what exploration alone will supply, which means deliberate farming runs through zones you’ve already picked clean. It’s the seam where a tight campaign gets stretched thin. The backtracking itself isn’t the problem; Metroidvanias are made of backtracking. The problem is backtracking to hit rocks rather than to discover something.

Combat Is the Weak Leg

Let’s be direct: the shooting is mediocre. The laser pistol has a serviceable pop and a recharge mechanic that discourages spraying, but enemy variety is thin and most encounters resolve into strafe-and-plink. The bosses are visually spectacular and mechanically simple — find the glowing weak point, hit the glowing weak point, dodge the telegraph. Teratomo, the finale, is a hell of a set piece and not much of a fight.

The interesting design lives in the periphery. Lures that pull a pack of Pufferbirds into a carnivorous plant’s mouth, bombs that trigger environmental chain reactions, creatures whose behavior you can read and exploit — these moments suggest a more systemic combat game buried under a conventional one. Typhoon clearly knew where the fun was. They just didn’t build enough encounters around it.

The Comedy Problem

The satire is genuinely sharp when it’s aimed. The fake corporate commercials — grinning spokesmodels selling nutrient paste and mandatory optimism — nail the specific horror of a company that calls you family while sending you to die uninsured. The research-log copy has real writers’ voices in it.

But the game never modulates. Every scan, every menu, every ambient barker line from your AI companion is another bid for a laugh, and comic density without variation flattens into noise. By the mid-game, the over-eager AI stops being a character and starts being a notification. The gross-out register — orifices, goo, sentient dung — is the weakest seam, the part that reads as written to a demographic rather than written to be funny. A design that mistook constant for committed is a fair target for the criticism, and the tone is the likeliest reason this game struggles to hold a broad audience.

Co-Op Changes the Math

Play this with a friend and the criticisms soften considerably. The shallow combat becomes a slapstick physics playground. The traversal becomes a competition. The relentless jokes become raw material for your own, better jokes. Drop-in co-op across the entire campaign, with no progression penalty, is the single most valuable thing this game offers. Solo, it’s a hard sell. With a second player, it’s an easy one.

Visuals & performance

The art direction is the headline achievement. This is stylized, saturated, silhouette-driven design — chartreuse fungal towers against violet skies, creatures built from readable primary shapes, an environmental palette that changes decisively between zones so you always know where you are without a minimap. It’s a deliberate rejection of the brown-and-grey photorealism arms race, and it means the game holds up better than most of its technically superior contemporaries. Stylization ages. Fidelity doesn’t.

The UI follows the same discipline: a diegetic wrist display, a research log organized like a corporate intranet, minimal HUD clutter. A game of this scope is also light on hardware, which keeps the visual presentation within reach of modest setups.

Platform nuances

Steam (PC) is the definitive version. Mouse-and-keyboard sharpens the one thing the combat has going for it — precise weak-point targeting — and the platform’s headroom lets the movement chain feel crisp in a way a locked console frame budget cannot match. Ultrawide support and high-resolution play mean the art direction gets to actually land. It also has the better co-op story: friend invites, no subscription tax.

Nintendo Switch is the compromise. The port scales back resolution and texture detail, and the dense, foliage-heavy zones — precisely the areas the game is proudest of — are where the visual hit shows most. In handheld mode, the reduced clarity works against the design itself, because scanning and orb-hunting depend on picking small glowing details out of busy alien undergrowth. The trade you’re making is real: portability and couch-adjacent play in exchange for the visual punch that is the game’s primary asset. If the Switch is your only option, the humor survives intact. If you have a choice, it isn’t close.

Final verdict

Journey to the Savage Planet is a game whose modest ambitions are a feature, but whose execution can’t carry them far enough. It set out to build one excellent planet instead of a thousand mediocre ones, and it succeeded — AR-Y 26 is a place, not a content-delivery surface, and it remains more memorable than open worlds fifty times its size. But the combat is forgettable, the comedy overstays, and the back half pads a campaign that should have stayed tight. Those flaws don’t erase the pleasure of looking at a distant ledge, wanting to reach it, and eventually earning the tool that gets you there — they just mean fewer people should be expected to make the trip.

Its history adds a bitter footnote. Typhoon was bought and dissolved almost immediately after shipping this, a studio killed at the exact moment it proved it knew what it was doing. That the team reformed and got to make a sequel is the closest thing this story has to a happy ending.

Buy it on Steam. Play it in co-op. Expect a very good weekend, not an epic — and understand that’s the point.

Reviewed by the Rankeno Action Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

Your rating for Journey to the Savage Planet:
Was this helpful?

Are you the developer of Journey to the Savage Planet?

Submit for review or ask about a placement. Paid $49 · expedited $149

Submit your product

Reviewed on Rankeno? Show the badge on your site — a free copy-paste snippet.

Embed this score badge on your site

Embed this review badge

Paste this snippet on your site to show your Rankeno score. The link back to rankeno.com is a normal followed link — no redirect, no ad tracking.

Quick facts

Developer
Typhoon
Publisher
505 Games
Released
Jan 28, 2021
Price
$29.99
Genres
Action, Adventure
Metacritic
76

Questions about Journey to the Savage Planet

Is Journey to the Savage Planet worth it?

Journey to the Savage Planet is a game whose modest ambitions are a feature, but whose execution can't carry them far enough. Our editors scored Journey to the Savage Planet 6.4 out of 10, which puts it in our Mixed band.

Why does Journey to the Savage Planet score 6.4 out of 10?

With a score of 6.4 out of 10, Journey to the Savage Planet lands in our Mixed band. Design is its strongest category at 7.5 out of 10. Innovation is the weakest at 5.5.

What do our editors like most about Journey to the Savage Planet?

Outstanding, durable art direction with genuine visual identity. Handcrafted, vertically layered world that rewards real curiosity.

What do our editors say is Journey to the Savage Planet's biggest weakness?

Combat is shallow and repetitive by the midpoint. Late-game resource farming pads an otherwise tight campaign.

If you liked Journey to the Savage Planet

Similar picks our editors rate highly.

Get our picks when they're worth it

We'll write when there is something worth your time — our newest verdicts and the top-ranked picks across apps and games. No fixed schedule, and we will never share your address.

We use your email only for these picks. See our privacy policy.