And so we come to the final demo from the recent Next Fest. I won't say I've saved the best for last but it is the one I spent the longest time playing. A shade under two hours and it could easily have been longer.
The game in question is
Solarpunk
and the first thing I have to say about it is... what the heck is it with the "punk" thing? I just typed "punk" into the search field on the Steam store and here's what came up, just on the first page:
- FragPunk
- Evilpunk
- Mech Punk
- Noir Punk
- WizardPunk
- TeamPunk
- Ocean Punk
- CatPunk
- WastePunk
- WastelandPunk
- CraftPunk
Sometimes it's all one word, sometimes there's mid-word capitalization, sometimes it's two words - but what does it mean? I understand suffixes in general. I know where "gate" comes from, when you're trying to suggest some kind of scandal, and "core" is self-explanatory if you're trying to emphasize focus but "punk"? What's "punk" about most of these games, in any sense of the word?
That's not a rhetorical question. There is an answer. I looked it up. The problem is, the answer makes no sense.
Here's what Google says the "punk" suffix means:
"a combining form extracted from cyberpunk used to denote a rebellious, alternative genre or aesthetic in speculative fiction, art, fashion, etc., and added to a word that names its distinctive theme, often a form of technology: steampunk solarpunk hopepunk."
That definition even uses the name of this game - Solarpunk - as an example. Only I just spent two hours playing the demo and there is absolutely nothing about it that could rationally be described as "rebellious" or "alternative". If I had to stick a label on it, that label would be "cosy", which is about as far from "punk" as you can get.
I won't derail my own post any further, other than to say there's a long and intersting discussion on the topic on this Reddit thread if you want to dig into it further. I was already toying with the idea of posting something about this before I ever heard of Solarpunk because it's been getting on my nerves for a while now but I think this little rantette may have gotten it out of my system, at least for the moment, so you've been spared the full two thousand word essay on the subject.
On to the game. If it isn't rebellious or alternative, just exactly what is it?
It's a twee survival game with cute airships, that's what. Set among an archipelago of islands floating in the sky, of course. What else would it be? If there's anything less rebellious or alternative in gaming in 2025 it would be hard to think of it. I guess it could be a PvPvE extraction shooter...
Is it a good survival game? Hard to tell from the demo, really. I mean, let's not kid ourselves here. They're all the same at the beginning, aren't they? Pick up some sticks, pick up some stones, make yourself an axe and a pick, chop down some trees, break some rocks, make a workbench, build a shack, realize you're starving, pick some berries, scoop some water...
All of that. As these things go, I thought it asked a little bit more of me than some, although the notes on Steam say certain mechanics have been "adjusted" for the demo, so presumably the game proper asks even more.
For example, the night is quite long and I couldn't do a lot while it was dark. That was offputting, until I managed to make a shelter, put a bed in it and sleep through the hours of darkness. Hunger and thirst seemed quite insistent, too. I didn't quite die of either but the edges of the screen went red a couple of times. There was no shortage of water on my island but berries were hard to come by until I tilled the land and planted some. Ditto cotton, which I needed for some of the key tasks. It's not Valheim but it's not as easy as the child-friendly graphics suggest it might be, either.
The demo is the tutorial, give or take, and it's quite an extensive one, although the game seemed to think the instruction phase had finished well before I did. I think I got a message at one point saying the tutorial was over and then it just seemed to carry on. Or maybe I imagined it.
There didn't seem to be much of a storyline - in fact, at this remove, a few days later, I can't recall if there was any kind of narrative at all. I don't think there wast but I guess there could have been... but it would have had to have been somthing so unremarkable I've already forgotten everything about it.
There is a structure to gameplay beyond simply surviving, all the same. The demo offers a number of suggestions as to what you could do, the most compelling of which is obviously to build your own airship so you can get off the damn island and go look for somewhere more interesting. You can also build ladders of seemingly infinite length that require no support, so maybe you could skip the airship and just make a bridge.
I didn't think of that at the time so I made an airship. It took me maybe an hour and a half to get airborn. For the rest of the time I was failing to fly it.
This is not one of thiose games where you just get in your ballon and steer it like World of Warcraft before Dragonriding. It requires actual flying skills, something I do not have and which it's clearly going to take longer than the natural length of the demo to acquire.
I did at least manage to lurch and yaw my way across the sky far enough to establish that, in the demo, there's not really anywhere much you can go, anyway. You can see other islands in the distance but if you try to get closer a whole mesh of electric-blue lines criss-crosses the sky and there's a message telling you onward travel isn't available in the demo.
The only place you can go is to another, larger airship. It's easily visible from your island and I'd wondered what it was from the moment I noticed it. It turnes out to be a home and garden hanging from two large gasbags. I did eventually manage to get to it but I wasn't able to dock, due to my own incompetence with the controls, so I had to jump out of my ship and hope I didn't miss.
Luckily I landed safely in the back yard. Less luckily, when I'd finished looking around, I couldn't find any way to get back to my ship. I had to jump over the side and kill myself so I could re-appear at home in bed, which I'd earlier set as my respawn point.
Inbetween the two leaps into the unknown, I fully explored the mystery airship, something that took me about thirty seconds. It's a shop. Unfortunately, it was closed. I peered through the window but no-one was home. Something else not available in the demo, obviously.
And that's a bout it, I think. There's not an awful lot more to say. Solarpunk: it's a survival game. That just about covers it.
Actually, I think that should be a survival sandbox. Reading the full description on Steam there's no suggestion of any gameplay other than exploring, building, crafting and farming. The farming and automation options look quite extensive but there's no hint of a story, not even the flimsy pretence for one most similar games throw in as a sop to convention. Maybe that's what's supposed to be rebellious about this one.
Mechanically, there's certainly nothing to frighten the horses. It works like every other survival game. I can't recall any surprises or even moments of puzzlement, where I couldn't figure out what to do. It's textbook. I also came across no bugs or glitches and everything worked so it seems very competently put-together.
One thing that's missing is personalization. There's no character creation in the demo. My character was completely anonymous and also invisible, since I couldn't find any option other than first-person. There must be one because the game is multiplayer and there are videos on the Store page where you can see other players and what certainly looks like the player-character, too.
Character models definitely exist but whether there's any sort of character customisation in the full game I can't say for sure. It would be crazy if there wasn't, wouldn't it?
I can already imagine waht clothes in the game would look like. Aesthetically, Solarpunk is extremely coherent and consistent. Too much so, in my opinion. It looks lovely but it all looks much the same. The color palette is restful on the eye but rarely shifts far from blue-green-yellow. Design-wise, everything looks charming and homespun. It's a toddler's picture-book come to life.
I did only see the tutorial island, of course. It might be that different islands have different aesthetics. That would make a big difference. I've looked at the screenshots on Steam and watched the videos, though, and there isn't much sign of variety there. All the same, it is a beautiful game. It seems a bit unreasonable to complain that the developers have chosen a look and then stuck with it.
All things considered, Solarpunk seems like it should be very successful. All the necessary parts are there and they're all in the right order. If it doesn't take off, that's most likely because there are more cosy survival games these days than people willing to play them. I think we probably passed peak Survival and peak Cosy a while back.
Nevertheless, I had a good time playing and I might well play again. The demo is open-ended so I could carry on for a while longer but I'd really like to see a few more islands. Always assuming I could figure out how to fly the airship, that is. It's definitely not a given that I could.
Wishlisted and Recommended, if you're not survivaled-out already.