WOODPUNK brings you back to the Middle Ages, but with a catch: You are an expert inventor who (stupidly) chose a science career in an era dominated by art majors. Using wood and other scrap material, you’ve made yourself the ultimate tool: A robot that can create weapons.

This grotesque and brut- … uh - This “classy interactive experience” features:

  • A wide arsenal of PROCEDURALLY GENERATED WEAPONS, both melee and ranged, with over 1400 possible creations at the time of the game’s launch!
  • Battle over a hundred enemies on screen at a time, each with different strategies and fighting styles, along with massive bosses!
  • Beauty from destruction: Everything inside the map is destroyable. Trees crumble, boxes explode into the air and entire 2-story buildings collapse. Corpses, pieces of furniture and rubble are all left behind, and can have special gameplay effects later on!
  • Play with a friend! Asymmetrical local multiplayer: One player plays the inventor, the other plays the robot, each with their own complementary skills.
  • Research new weapon parts to build your custom weapons. Develop and unlock new modules to expand your robot’s combat capabilities or enhance your own.
  • Fast-paced, action-packed gameplay with slick and responsive controls in 60 FPS. Prepare to sweat! Oh, and it’s gamepad compatible, of course!
  • … And all the yadda-yadda that every other rogue-like has: Random levels, random pickups, all that random generation stuff that you love. Of course, we got that, too!

Forget cybernetics and steam power! Come with us back to the Middle Ages where WOOD is the cutting edge, leading energy source!

Why? Because there’s MACHINEGUNS THAT SHOOT BOMBS. That’s why.

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WOODPUNK out on PC Today!


Meteorbyte logo

HI guys!

At last, after 2 and a half years, countless coffees, several all fighters, WOODPUNK is releasing today!

These past week has been frenetic. We launched a closed beta-test where we corrected/fixed a couple things that we’ll comment further on! But first, we have to thank our awesome Beta-testers / Community! Thanks to our Discord members who wanted to become beta testers, WOODPUNK has improved vastly in the last couple of weeks and this is all thank to you guys!

Logo Final

For the new readers here: WOODPUNK is a new roguelike/action shooter where the player will fight hundreds of simultaneous on screen enemies with more than 1400 different weapon combinations in their arsenal!

So today we’ll speak about what we have worked on this week related to the WOODPUNK’s development.

Fixing Bugs


So we’ve fixedthe last couple bugs we could find. We’ve discovered several of these thanks to our beta-testers and their extensive hours of play. We’ve implemented a few features that created bugs, others appeared out of the blue (don’t they all do?)…. The most worrying bug was one where the first time a player saved the game, we would lose their progression. So yeah… fun week right?

Changing game difficulty

Artifact 2

The beta testers complained that a few game modes were impossible to complete, specially “Destroy the artifact” where the player has to destroy 4 “turrets” before the clock reaches 0. Every time the player destroys an “artifact” they will receive more time!

This game mode was not balanced because the players could only destroy the artifacts if they received an overpowered weapon. Ranged weapons practically didn’t damage these structures, and too many enemies were spawning. All this lead the beta testers to practically surrender the run when they arrived to this game mode. We decreased the hit points these turrets have and decreased the amount of damage melee weapons do to them. We want the players to be able to destroy these turrets with their ranged weapons! We also decreased the spawn rate enemies had for it to become easier!

Art-style upgrade

art before art after

Thanks also to the beta-testers we received feedback the enemies weren’t visible enough and that it was difficult to distinguish them from the background. This led our artist to slightly change the color pallet and adapt the enemies outline. A few changes here, and a few changes there and now the game is as you can find it now! In the image below you can see the difference in the game color palette, saturation and gloom from now, to a couple of weeks ago!

Options Menu

We finished implementing the option Menu. Now the players can assign key bindings to their mouse and keyboard. In the future, after release, the player will be able to re-bind their controllers.

Other options we included in the Menu our the language options, sound and music, and lower the weather effects in case the player does not want to strain as much their CPU.


slow mode

One of the biggest assets we included these last couple of weeks is a slow mode camera when you’re choosing weapons! We received feedback from our beta-testers (those who aren’t used to playing fast paced games) that they had no time to view which was they weapon they were going to receive if they were mid battle.

Our solution was to include a few seconds of slow mode when the player is close to a weapon that has dropped from his robot companion. We implemented this slow mode as a direct frame drop. This lead to two issues. Some players identified this asset as bug, they did not feel it was a clear asset. Other players were cheesing or trying to use this slow mode to their benefit. Therefore now when the slow mode activates, the screen turns black and white, and if the player shoots during the slow mode it will deactivate!

Well last couple of words guys, thank you all for reading our articles the last few weeks, we’re really excited and nervous for WOODPUNK’s release. It has been a couple of exhausting last few weeks, but alas, it has sort of ended. We’ll continue updating you guys on development as WOODPUNK continues!

Concept Aquinas in Action

Fun & Serious event + IndieDB Indie of the year!

Fun & Serious event + IndieDB Indie of the year!


We discuss what happened during the Fun and Serious event and thank you all for voting us into IndieDB Top 100 Indie's of the year!

Update 1.00.11 Changes to the Jetpack and more!

Update 1.00.11 Changes to the Jetpack and more!


We discuss what lead to the changes in update 1.00.11.

Managing Feedback for roguelike WOODPUNK

Managing Feedback for roguelike WOODPUNK


In this week article we discuss how we approach feedback management, and how we commmunicate with our community!

How we designed achievements in roguelike WOODPUNK

How we designed achievements in roguelike WOODPUNK


In this week post we discuss how we designed roguelike WOODPUNK in order to effect player strategy and promote replayability


_Very impressive screenshots, really nice collection of art pieces to see with eyes..

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Latest tweets from @meteorbyte_stu

WOODPUNK is out on PC, and we're constantly adding new content, go check it out! Store.steampowered.com T.co

19hours ago

RT @evaction: We checked out #RaptureRejects #MutantYearZero #OverrideMechCityAssault #Omensight #Woodpunk and more for the lates… T.co

Dec 14 2018

Thanks to all of you we reached @IndieDB Top 100 Indie of the year! Thank you so much guys😀! We need your help agai… T.co

Dec 12 2018

RT @JavierRamello: Supporting @meteorbyte_stu. The #indiegame of our booth neighbors from @funandserious is listed as one of the most… T.co

Dec 11 2018

Last Hour you can vote for WOODPUNK for IndieDB's indie of the year award! Indiedb.com

Dec 10 2018

Last day of voting for the @IndieDB Indie of the year award! It "wood" #pun mean the world to us if you voted for u… T.co

Dec 10 2018

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