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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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Meteorbyte logo

We are Meteorbyte Studios, an indie developer from Asturias, a small and rainy region in the North of Spain. We've been developing our first game WOODPUNK for a couple years now, and we are planning to launch the PC version in mid-November of this year. Now that development is in its final stages, we would like to share some insights about some of the issues and solutions we found in several key aspects of our game development regarding content and optimization. Think of this as a “pre-lifem” of sorts!

Logo Final

When we first started planning WOODPUNK, we had the clear idea of developing a game which allowed for a wide array of content without sacrificing optimization or game experience. A rogue-like game would be the perfect style, but some issues were found and we had to deeply think of how to provide a lot of content, in a “simple” manner.

Concept Aquinas in Action

There’re already several rogue-likes available and some of them are really successful (The Binding of Isaac, Enter the Gungeon…), so how could we achieve the goal of offering something new with a lot of content?

One way we approached this was by applying the procedural system you can see in everyday rogue-likes in a new way.

Procedural Weapon Generation

In WOODPUNK, weapons are crafted in a random fashion. Each ranged weapon is composed of three parts:

  • The Cannon, which specifies the type of ammunition the gun uses. These include: shrapnel, arrow, fire, ice, bombs and light ammunition.
  • The Grip, which determines the frequency at which each weapon can shoot. There is single shot, automatic shot and spread shot (shotgun).
  • Lastly, the weapons also contain the Chamber. Small, mid and large chambers exist, which have different amounts of ammo, different reload times and varying degrees of precision.

This system allows for hundreds of different combinations of weapons. The player will always have at his disposal one ranged weapon and one melee weapon. By including 4 different kinds of melee weapons (swords, spears, hammers and chainsaws), we have more than 1400 different weapon combinations in the game. This will extend the replayability and game experience of WOODPUNK as the player will never feel he is fighting under the same conditions!

Robot Companion AI

To promote replayability and to allow the player to choose between different playing styles, we have developed a tech-tree that allows players to improve many of Aquinas’ stats with regards to his mobility and ammunition, as well as Theo’s abilities. Theo is Aquinas’ robot companion, he has special abilities that allow Aquinas under certain conditions (at the start of each phase and during combat) to change his weapon, and they can also support him in combat. By allowing Theo to change Aquinas’ weapons, the player will never run into a situation where he feels “doomed” by the random weapon generation system supplying him with a particularly unlucky combination of weapon features. Also, if players invest into the correct branches of the tech tree, they can receive new weapons like the Chain Blade.


In future post we will describe optimization issues, dive deeper into the tech tree and discuss the different game modes players can find in WOODPUNK!

If you want to know more about WOODPUNK join our DISCORD!

Follow us on steam!

Stay tuned!

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Latest tweets from @meteorbyte_stu

RT @libredia: Our friends at @meteorbyte_stu have posted a little article about Woodpunk, specifically on the procedural weapon g… T.co

Oct 11 2018

We started posting weekly on @IndieDB about how we approached developing #woodpunk. This week we discuss content cr… T.co

Oct 11 2018

¡Acordaros! Mañana jueves 11 de octubre podréis probar #WOODPUNK en @bartheguild de #Oviedo. ¡Pasaros y decirnos q… T.co

Oct 10 2018

Join our new awesome Discord, get more info on #woodpunk and ask us anything you want! Discord.ggT.co

Oct 9 2018

Today we bring you #Woodpunk's third map Trintio. Here Aquinas will have to fight in the cold north of #Italy. For… T.co

Oct 9 2018

JOIN OUR NEW DISCORD! Do you: -want to know more about WOOODPUNK? -have any ideas or criticism? -want to join our a… T.co

Oct 8 2018

For our spanish audience: El próximo jueves 11 de octubre a las 20:30 en el @bartheguild #oviedo podréis jugar al… T.co

Oct 5 2018

RT @bartheguild: ¿Te apetece sentirte como un autentico betatester y saber cómo se desarrolla un videojuego? Nuestros amigos de… T.co

Oct 5 2018

More Maria di Medici #pixelart, Aquinas'nemesis. You have to defeat several enemies before fighting her. Do you wa… T.co

Oct 4 2018

Today we show you #woodpunk's #techtree. Here Aquinas can upgrade his weapons, mobility, better Theo's abilties...… T.co

Oct 3 2018

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