Punch Club 2: Fast Forward
45

Players in Game

292 😀     146 😒
64,00%

Rating

Compare Punch Club 2: Fast Forward with other games
$19.99

Punch Club 2: Fast Forward Reviews

You have come here to read game descriptions and play fighter management sims…and you’re all outta descriptions.
App ID1161590
App TypeGAME
Developers
Publishers tinyBuild
Categories Single-player, Steam Achievements, Steam Cloud, Full controller support, Steam Trading Cards
Genres Indie, Strategy, Simulation, RPG, Adventure, Sports
Release Date20 Jul, 2023
Platforms Windows
Supported Languages English, Portuguese - Brazil, French, German, Spanish - Spain, Simplified Chinese, Japanese, Russian, Korean, Ukrainian, Polish

Punch Club 2: Fast Forward
438 Total Reviews
292 Positive Reviews
146 Negative Reviews
Mixed Score

Punch Club 2: Fast Forward has garnered a total of 438 reviews, with 292 positive reviews and 146 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Punch Club 2: Fast Forward over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 342 minutes
Very unbalanced game.Too bad I can't refound.
👍 : 1 | 😃 : 1
Negative
Playtime: 1461 minutes
punch club 1 was better, this is just bad, dont trust those glazing it.
👍 : 1 | 😃 : 0
Negative
Playtime: 1452 minutes
Really fun game was looking for a different type of management game this for sure scratched the itch.
👍 : 0 | 😃 : 0
Positive
Playtime: 2545 minutes
Nothing like the original. The Developer has spent all their time making a sprawling mess of a game with no story. Theres just so much unneeded dialog that you spend all your time clicking away to try and skip it. Then, as you get to the end of the game, the 4-5 different sub-plots are all just 'finished' with a single scene for each which covers the history, and answers all outstanding questions. To top it off the final boss is so unbalanced that the game GIVES you additional ability points each time you fail. So it becomes less of a game of skill and more just a 'die 99 times to win'. Its clear that after the success of the first game, the developer wanted to make a much bigger sequel, with a huge sprawling story but got lost in building it, forgot why they started it, and perhaps didn't even realise what made the first game great.
👍 : 1 | 😃 : 0
Negative
Playtime: 1116 minutes
I'm gamedev myself and that's what I think [h1]Worth mentioning (what is unique) [/h1][hr][/hr] The story is insanely weird. If you read the plot as a plain text, you would think what the hell am I reading? Despite that, when you play it's actually gripping, especially in combinations with lots of Easter eggs and good sense of humor. So that showcases that you don't actually need to think about plot much, you can just make it weird and fun :D [h1] Overall rating 5/10[/h1][hr][/hr] Main goal - to become stronger. You do trainings to become stronger, you earn money to buy food, equipment and so on to be able to train and so become stronger. Endlessly repeating same stuff can become boring, so the main thing to keep you engaged - the plot. Despite plot being weird, whenever you start to get bored, the game throws more and more events, there are plenty of them for the indie story game and keeps interest. Events are based on your strength let's say, so if you'll get stuck on some point where you would need to train a lot, it would be quite repetitive and boring. Fighting itself is fine, there are things you can experiment with, but nothing crazy. Replayability is mediocre, you spend around 20 hours to finish the game and that's it. Overall, I would call it average point and click. By the way, "Iron Fist" DLS for me was very repetitive, not recommended. [h1]Extra[/h1][hr][/hr] Follow my curator page [url=https://store.steampowered.com/curator/45084582-Dev-inspiration/] Dev inspiration[/url] for more reviews Not all my reviews that short. Some have different structure even
👍 : 0 | 😃 : 0
Positive
Playtime: 1066 minutes
This game is a meow-mentous journey! From the hilarious media references to the constant 4th wall breaks, Punch Club 2 is a catnip-fueled rollercoaster of cyberpunk pugilism. But be warned—this game has claws! The grind towards the end gets a bit hiss-terical, but if you’ve got the patience of a cat waiting to knock something off a shelf, you’ll be just fine. What really paws-itively stood out? The message: neglect your feline overlords, and you’ll end up in a dystopian future throwing hands for protein bars. A true cautionary tail! If you love strategy, humor, and have the endurance of a cat staring at a wall for hours, Punch Club 2 is a knockout. Just don’t forget to feed your real-life fur boss, or you might end up in your own cyberpunk survival story. 😼🥊 Final Verdict: 9 lives out of 10 – would punch again!
👍 : 0 | 😃 : 0
Positive
Playtime: 1315 minutes
Si te gusto el primero, este segundo no te va defraudar es mas de lo mismo, pero mejor, un tanto mas intuitivo, continuando con la historia del primer juego y con la caracteristica del humor de Lazy Bear, igual si has jugado sus otros juegos ya sabes a que tipo de humor me refiero. Si no conoces sus otros trabajos te recomendaria que jugaras primero otros, especialmente le primero de esta serie antes de comenzar este, que igual aunque comenzaras con ese te van a dar ganas de ir al primero para ver los detalles. Como conclusion sin duda recomendado si te gustan este tipo de juegos pasivos, que tienes que intervenir de lo minimo pero que es mas de estrategia, me recuerda a Monster Rancher de GBA, es algo muy parecido a esos juegos pero con un poco mas de historia. Si ese tipo de juegos te gustan o te llaman la atencion, vas a estar en casa.
👍 : 0 | 😃 : 0
Positive
Playtime: 37 minutes
The idea of the game is nice, but it is so repetitive. You click on your job site, start working. Wait for your shift to end, get booted out. Go to another job site, rinse and repeat. In the middle of this you will click on your house to eat food (and maybe the worst mechanic in the game history: your mother will block you from eating, than you have to figure out how to feed yourself without money while she sleeps) or sleep. And from time to time you have fights where your only action is to pick your moves. The story and art are nice, but the gameplay is just so dull...
👍 : 1 | 😃 : 0
Negative
Playtime: 1081 minutes
Good Game, pretty grindy but I enjoyed that too, had a good story that kept me fairly engaged from start to ALMOST finish, the ending was absolute god awful dogshit that absolutely jumped the gun, leaving so many questions.
👍 : 0 | 😃 : 0
Positive
Playtime: 4688 minutes
Ultimately, I can't recommend this game. Multiple questline events didn't trigger for me (including Ruth's, the subject of months-old bug reports), hours of solo training in the robots in the Iron Fist DLC didn't count toward totals, the inability to train Gold even after the option becomes available, and other lower level bugs really cripple a game that hangs a lampshade on criticizing the devs for taking a great deal of time to release a half-baked product. Just because you joke about it doesn't mean it's not a valid criticism. The jokes in the joke software were not funny and truly a waste of time, which is on purpose, but again: even if your joke is that joke newsletters are unfunny and stupid, you [i]still have put something unfunny and stupid in your game, you just added a ;) to it[/i]. The lengthy development time (that they point out in the game! I'm not even the one who brought this up!) has messed up the game in other ways, too: the promo art doesn't match the in-game art (Player has dark hair in the game and never has the medallion and the cat never climbs into a Holographic Lion!), the plot is an absolute mess that clearly underwent a thousand revisions over the course of the development and so is incredibly patchwork, and the finale act revolves around the introduction of [i]two separate sets[/i] of shoehorned-in tertiary characters (and resolves nothing about the cliffhanger end of the first game). I really liked some of the lifesim game buried under a mountain of references and memes. Unlike in the first game, every item and tool in the game has its place as you work through the upgrade curve and have to prioritize leveraging different resources (currency vs hunger vs time). That's great design! There's still too much repetition and grind involved in raising your stats to viability in the late-game, but I respect that that's a difficult needle to thread. But while these are absolutely crucial to a good game, they're surrounded by so many problems and so much frustration that the majority of the time you spend is not on the resource management subgame, or the improved combat subgame (another area where every option has its place, but there are lots of ways to tackle a problem: good design), but instead, you're spending most of your time playing it trying to understand what the game is telling you and trying to get quests to proc (had to visit the police station several times to get a factory upgrade from Simon Phoenix in the Iron Fist DLC), along with what becomes a very unrewarding (and constantly interrupted! I came to truly dislike my students for taking up my valuable gym time) grind toward getting the stats you need to be able to advance. There are a lot of miscommunications about mechanics that can cause frustration. - The Noodleman tells you not to work for Bobo at all if you work for him, complete with threats. You can still work for both and it's really helpful at certain points! - Mick's gym renovations at first seem like maybe a very minor sidequest resulting in negligible reward (there's nothing good to buy at that point with the OSR you earn), so you can wind up putting it off until the late game when you're pretty deep in the police storyline so that when you wake up your beloved mentor he immediately spits in your face and tells you you're a bootlicker and you don't know why or that you ever had another option. - The importance of talking with your colleagues in the police work subsystem was unclear enough that I failed two shifts in a row and had to try the entire thing again. I figured it out eventually based on trial-and-error and UI observation, but if I had to do that anyway, that's a failure of the explanation given on the front end. - There are no tooltips and therefore no way to figure out what the icons next to some of the attacks actually mean. Yes, this is a kick to the body because there's a foot and a chest there, and also because the descriptive text says it is a kick to the body, but what does that [i]do[/i], and if it's nothing, why the icons and not just the text? - The tutorial guy is a stoned Clippy with a lot of unpleasant personality traits. Why make the thing that teaches you unlikable and a creep? Why invoke Clippy, whose sole notable quality here in 2025 is that people found him incredibly annoying? It's very easy to hit a difficulty cliff in the final battle, which creates a softlock because you can't exit it once you start. The developers solve this problem by making it so that you get bonus stat points every time you fail and restart the last battle. Like most things about this game, it works, but it feels ham-fisted and inelegant. There's a good game here under too much time spent in every other direction: more animation, more characters, more quests, more ambitious setpieces, more references and memes, more sprawling narrative than necessary. That enormous bloat has created a ton of failure points and those failures truly grate.
👍 : 4 | 😃 : 0
Negative
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