
First-person superpowered high-speed combat.Exaggerated physics destruction—destroy everything from streetlights to skyscrapers.Explore diverse stages, complete challenges, and defeat enemies.
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About
Note: This is an indie game developed by a solo developer. The current Early Access version offers approximately 40 minutes of gameplay, including 10 types of monsters, 3 boss fights, and one theme level: "Ruined City."
Please check the roadmap, the game will be 3~4 hours,featuring no less than six superpowers, as well as three main levels and some subsequent interesting updates.
《WhamPunch》 is a first-person superpowered combat game that focuses on high-speed battles, environmental destruction, and uniquely designed levels.

Fight using your fists—charge up your punches to send enemies flying with shockwaves and air pressure, creating exaggerated knockback effects. Smash them into buildings, causing massive explosions and large-scale environmental destruction.
Almost all enemies and NPCs can be punched into the air, and most buildings in the world can be destroyed—from streetlights and water towers to even skyscrapers and mountains.

Defeat enemies to gain new superpowers and develop your own combat style. Players can unlock various "over-the-top" abilities like "Fists of Fury," "Rage," and more.

Engage in brutal combat against other superpowered beings. The current version features 10 monsters with unique skills and 3 boss fights. Some enemies are lightning-fast, others possess brute strength to knock you back, and some use high-tech weaponry. You’ll need to adapt your strategy and use your powers wisely to survive.

Master your abilities to defeat enemies or complete challenges to reach portals at the end of each level. Explore diverse linear environments—from massive cyberpunk neon structures and decaying post-apocalyptic cities to floating eastern islands or satellite cities in the atmosphere. (Note: The current EA version only includes the "Ruined City" level).



This is a solo project aiming to simulate a brand-new first-person superpower combat experience. We value your feedback via Discord or X! Thank you for your support!
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Spanish - Spain, Russian, Japanese
Engagement
Hours played at review time, across 28 reviews with recorded playtime.
Reviews
[h1]一拳超人模拟器?[/h1] 《超能打》是怎么做到把硬核和荒诞融入到同一款游戏里面的,在游戏中玩家将以第一人称的形式扮演一名赤手空拳的人,但是无论敌我都拥有一些超能力。在UE引擎的加持下,玩家需要使用冲刺、跳跃、爆发进行移动与战斗,用双手将敌人打飞。被打飞的敌人则被化为核弹,轰炸远处的建筑,造成荒诞而又爽快的喜剧效果。 本作游戏也是相当硬核的,除了一般的小兵可以被蓄力一拳打飞之外,稍微壮一些的精英敌人和boss敌人都是无法被直接击飞的,这个一拳超人并非完全体。而游戏最硬核的部分也是这一部分的战斗,仿佛神仙打仗一般的超能力对决。其中玩家通过击败一些拥有超能力的boss敌人之后也可以获得其超能力,使自己的战斗力大大增强,战斗方式也变得更加多样。 游戏的战斗击飞效果真的让人捧腹大笑,当玩家与敌人进行肉搏的时候,可以累积击飞值,对付一般的小兵可以直接蓄力一波带走,被击飞的敌人会向着被击飞的方向快速射出,仿佛一颗直冲云霄的火箭。游戏远处的背景和建筑都是有实体的,无论是大楼还是树木或是任何其他的建筑物,都是可以被摧毁的。当敌人快速射出的时候,碰触到这些建筑物就可以造成核弹一般的损伤,随着可怕冲击力的接触,大楼也是轰然倒下。游戏带来的视觉冲击力是相当独特且有趣的,也是本作游戏我感觉非常爽快的原因。 游戏中除了主人公的生命值之外还拥有一个SP值,可以用来爆发进行快速移动或是蓄力攻击造成更大的伤害,SP的回复可以通过普通攻击恢复,相对来说还是比较好控制的一个数值。 不过我在游玩的过程中感觉到有一些按键上的问题,我是使用PC键鼠游玩的,其中空格短按是跳跃,长按则是爆发,跳跃会向空中跳跃,而爆发的状态则是在地面下蹲,消耗SP进行一次高速长距离移动。然而这个长按与短按的区别我很难掌握,有时候只是很小的一个跳跳乐,我需要跳跃一下,但是按了一下空格发现主人公下蹲了,但是此时我的W是一直在按的,然后就想当然的掉了下去。甚至有的时候还会吞键,导致经常跳不起来,而游戏偏偏又设置了很多跳跳乐的内容,玩起来步步为营的,很是诡异。有的时候我需要使用爆发来跳过一些远距离的空间,长按之后主人公会原地起跳,然后再也没了动静。不过好在原地起跳并不会造成什么损失,顶多就是再爆发一次,但是这两个功能之间的长按与短按的区分,我真的很难掌握。 [table][td][b]欢迎关注我们 [/b][url=https://store.steampowered.com/curator/10591434/]突突突发糖辣![/url] [/td][/table]
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 玩的就是一个“爽”字。第一人称视角的超能力对波太上头了,尤其是把小兵当炮弹蓄力一拳轰进大楼里,看着整栋楼连环倒塌,那种物理破坏的反馈简直解压到不行。 不过作为EA版本,缺点也很明显。强烈建议先修音量! 默认音量巨响且设置里调了没用,为了耳朵我不得不调低系统音量,结果切出去开会差点错过电话,这Bug必须急修。另外键鼠操作有点折磨,空格键短按跳长按冲,判定极其玄学,跳跳乐环节经常因为判定失败直接掉楼下复活,非常搞心态。 总的来说,目前内容大概一小时就能通关,虽然糙了点,但那种把城市当玩具打碎的感觉真的很上头。期待作者把优化做好,把后续关卡补完,潜力很大!
You’re just an ordinary guy who happens to have superpowers and decides to go on a rampage. The action takes place from a first person perspective, and you use your fists to deal damage, with a charged punch performed by holding down the button. You can also jump and dash, and travel farther in a straight line by holding the jump button to build up power and then releasing it. Both the charged jump and punch use SP, which is refilled by dealing damage. The game is still in early access, so there is only one stage available, a modern city with skyscrapers on floating islands. Progress through the stage is linear, with a mix of platforming sections and plenty of fights. Enemies can hurt and kill you, but the stage has checkpoints, so you do not have to complete it in one life. Falling into the void below is harmless, as you respawn at the last checkpoint, though it wastes time. The appeal lies in destruction. With certain objects and enemies, you can mash the punch button to send them flying into a skyscraper or another object. Objects are often used in platforming, as you need to punch something into an obstacle to destroy it and create a path. These objects respawn, so you can try as many times as needed. However, common situations where you need to punch a rock into swinging canisters, which are then launched into other objects, are broken. Even when you get the trajectory right, the rock may pass straight through the canister or respawn before reaching it. Sometimes you might get lucky and hit the canister, but it will still miss the target. When punching enemies into obstacles, basic enemies die instantly, while elite enemies only take some damage. Elites are challenging because they fly back toward you and perform special moves that you need to dodge by jumping or running away. They are not too difficult individually, but they can quickly overwhelm you in groups, especially since you must first destroy their shield before damaging their health. The problem is that there is no map or indicator for attacks coming from behind, so while you are focused on one enemy, others can shoot at you from all directions. The worst are the fast enemies, as you never know where they will come from. They strike, then quickly retreat. The good news is that defeated enemies stay dead even after you respawn at a checkpoint, so it is often best to eliminate weaker enemies first and deal with elites last, no matter how many respawns it takes. There is also an exploit involving invisible walls that appear when you enter a combat area. If an enemy is knocked out of the fight area, which can happen due to all the movement, and you then die, that enemy will remain outside when you respawn. Since enemies only become active when you enter their designated area and trigger the invisible walls, those outside remain inactive and can be defeated easily. The game has some interesting ideas, but it needs significant fixes before its full release.
WhamPunch 超能打 feels like a game created with one clear mission in mind: make players feel absurdly powerful at all times. Developed and published by AWE_some_ZT, this indie action title embraces exaggerated destruction, superhuman combat, and chaotic physics with almost reckless enthusiasm. Instead of focusing on realism or tactical complexity, the game prioritizes speed, impact, and spectacle. From the first few minutes, it becomes obvious that the experience is built around unleashing devastating punches, smashing enemies through buildings, and turning entire city blocks into debris-filled battlefields. The result is an action game that may still be rough in places, but consistently delivers explosive entertainment. The combat system is the centerpiece of the experience and easily the strongest reason to play. Every attack feels intentionally exaggerated in the best possible way. Punches send enemies flying across streets, shockwaves tear through environments, and the sheer momentum behind each movement makes encounters feel energetic from start to finish. The game captures the fantasy of being an unstoppable superpowered force far better than many larger-budget releases. Rather than encouraging careful positioning or defensive play, WhamPunch 超能打 constantly pushes players toward aggressive movement and nonstop offense. Charging directly into groups of enemies, launching them into walls, and following up with devastating finishers creates a satisfying rhythm that rarely loses its appeal. Movement also plays a huge role in making the combat enjoyable. Sprinting at extreme speed, leaping through destroyed structures, and chaining attacks together gives battles a fluid and chaotic flow. The game almost feels like a hybrid between a superhero sandbox and an arcade shooter. There is a strong sense of momentum throughout the experience, and the developers clearly understood that speed is just as important as raw power when creating a compelling combat system. Even when enemy encounters become repetitive, the movement mechanics help maintain excitement because traversal itself remains entertaining. One of the game’s most impressive features is its destruction system. The environments are not just static backgrounds meant to decorate combat arenas. Buildings collapse, structures break apart, and debris fills the screen during major fights. This level of destruction gives the game an intensity that many indie action titles struggle to achieve. Watching enemies crash through walls or seeing parts of the environment collapse after a powerful attack reinforces the illusion that the player possesses overwhelming strength. It also creates memorable moments naturally instead of relying solely on scripted cinematic sequences. The destruction mechanics may not always be technically polished, but they successfully add weight and spectacle to every encounter. Visually, the game carries a raw but appealing style. The urban environments, glowing effects, and exaggerated explosions combine to create an atmosphere that feels heavily inspired by anime-inspired superhero action. There are moments where the visuals look surprisingly impressive considering the project’s indie scale, especially during large battles filled with destruction and particle effects. At the same time, some animations and textures reveal the limitations of a smaller production. Certain visual elements can appear inconsistent, and large-scale destruction occasionally causes scenes to become visually cluttered. Still, the game’s artistic direction remains energetic enough that these shortcomings rarely ruin the experience. As enjoyable as the combat is, the Early Access nature of the game becomes noticeable fairly quickly. Content is currently limited, and players will likely see most of what the game has to offer within a relatively short amount of time. Enemy variety is somewhat lacking, and repeated encounters can start to feel predictable once the novelty of the destruction systems begins to fade. Some enemy behaviors also feel underdeveloped, leading to moments where fights become messy for technical reasons rather than intentional challenge. Bugs, collision issues, and occasional performance problems are also present, especially during more chaotic sequences involving large amounts of destruction. Despite these flaws, the game succeeds because its foundation is genuinely fun. Many indie projects attempt to build large-scale power fantasies but fail to make the player actually feel powerful. WhamPunch 超能打 avoids that problem completely. Every mechanic, from the oversized punches to the environmental destruction, contributes to the fantasy of being an unstoppable force tearing through enemies and buildings alike. Even when the game becomes repetitive or technically unstable, the core gameplay loop remains entertaining enough to keep players engaged. There is also a sense of ambition here that deserves recognition. The developer is clearly aiming for a larger experience than what is currently available, and the existing mechanics already show strong potential for future updates. More enemy types, expanded abilities, additional maps, and improved balancing could elevate the game significantly if handled well. The current version feels more like a proof of concept for a much bigger vision, but it is a surprisingly enjoyable proof of concept nonetheless. WhamPunch 超能打 will not appeal to players looking for deep storytelling, strategic complexity, or polished realism. Its focus is entirely on chaos, destruction, and exaggerated combat. For players who enjoy fast-paced action games that prioritize fun over refinement, however, the game offers a memorable and satisfying experience. It feels loud, messy, ambitious, and occasionally unstable, but it also captures a level of raw excitement that many modern action games struggle to achieve. If future updates continue improving the content and technical polish, this could become a standout indie action title in the superpowered combat genre. Rating: 7/10
[b]WhamPunch 超能打[/b] to świetna koncepcja na pierwszoosobową bijatykę w której to gracz wciela się w superbohatera obdarzonego niezwykłymi zdolnościami które wykorzystuje do walki z lokalnymi przeciwnikami ze świata - stanowiącymi nie lada wyzwanie dla samego gracza aby ich ostatecznie pokonać. Tytuł w dużym stopniu przypomina produkcję UNDEFEATED, jednakże obecnie jej struktura została nieco spłycona do czystej kontaktowej walki z odrobiną nadnaturalnych zdolności (chodź w przyszłości może to się zmienić, jest to w końcu produkcja jeszcze w fazie wczesnego dostępu/produkcji), lecz nie można zaprzeczyć że już teraz wrażenia z batalii są na wysokim poziomie – szczególnie serwując przeciwnikowi potężne ciosy, odrzucające go na pobliskie budynki/wieżowce które pod wpływem uderzenia ulegają zniszczeniu i ostatecznie zawalają się. Jeżeli w przyszłości będą powstawać nowe mapy (większe areny do walki) otoczenie będzie bogatsze w detale, w tym destrukcja będzie mogła maturalnie postępować odkształcając się na otoczeniu to bez wątpienia będziemy mieli do czynienia z tytułem na który warto zwrócić uwagę – a jeżeli dodatkowo powstanie jakaś całun fabularny na kształt tego co występuje we współczesnych bijatykach jak Mortal Kombat, Dragon Ball itp. to by był już ekscytujący strzał w dziesiątkę. Lecz z ostateczną ocena warto poczekać do pierwotnej premiery, bo do tego czasu jeszcze wiele rzeczy może zmienić się na lepsze lub przeciwnie. [quote]Zachęcam wszystkich do obserwacji [url=https://store.steampowered.com/curator/32785706/ ]kuratora[/url] i jego nowej sekcji recenzenckiej [url=https://store.steampowered.com/curator/45946673/]walas85+[/url], by na bieżąco otrzymywać świeże informacje o nowo zrecenzowanych tytułach.[/quote]
较严重问题,默认音量大小很吵且不能调整很是影响听觉体验(虽然游戏里有设置但是不起作用),继而导致只能调整全局音量;但是我又不想调整全局音量,因为那样其它的音量就得每次调整造成不便。请尽快解决问题,什么时候解决什么时候看回归。
[h1]我超能打[/h1] 在超能打中,你将扮演一位拳皇,以第一人称的形式对敌人进行疯狂攻击。 无论是一群敌人,亦或是各种 boss,你都有各种办法将他们打倒,使用连续摆拳将他们一拳击到外太空之外,使用暴走后的冲击将他们一拳打飞。 在我看来。超能打中给予人的游戏体验是极致解压的,因为你可以把所有的敌人全部打到九霄云外。 过程中,你会碰到各类超能力者,他们有的带着拳套,攻击超快。有的飞天遁地,有的超级强壮,你要做的就是一拳一拳将他们全部打飞。 在超能打中,我感觉我好像化身成了一拳超人。在各个关卡中以及不同的世界中,在庞大的赛博朋克和霓虹建筑,在衰败的末日都市,在东方的空中浮岛中,每一个地图各具特色,你将以最强攻击打败所有敌人。 虽然说游戏目前还存在着一些小问题,比如开放地图数量,比如在使用暴走时的方向控制。甚至说,游戏音量无法调节。 这些小瑕疵,或多或少,都影响着游戏体验。 目前,能看到作者已经排出了详细的更新计划,希望在后续优化中,不断修改,期待后面能做得更好。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
this game is lowkey so bad it looks good but is so bunsss
其实游戏的内容还是可以,极致的暴力爽,但是设计上的bug还是有点多,喜欢暴打一切的有福了
[h1]《WhamPunch 超能打》简评[/h1] 第一人称的3D动作战斗游戏,十来米的价格,看着建模也算对得起游戏的质量。然后游戏的内容乍一看有点“一拳超人”的感觉,毕竟游戏名字“WhamPunch”和一拳超人“OnePunch”也非常的相似,游戏也是主角各种出拳出拳还是出拳,也有那种一拳暴揍甚至是揍飞敌人的快乐。只不过游戏的定价其实也就决定了游戏的质量,至少战斗手感、操作视角等内容,玩着还是有亿点点的别扭和难受的,不过,还是那句话,这个价位凑合玩玩也还是可以的吧。 这款3D动作游戏的特色机制不是那种需要技巧的类型,玩家在快节奏的战斗过程中,享受那种破坏性很强的战斗效果,进而激发出玩家“战斗爽”的热血感。要知道这种破坏性强,包括了对场景物体的破坏,对敌人(包括Boss)都可以击飞到天际的那种,看着还是很爽的。 不过,由于游戏本身的一些瑕疵,包括玩家拳头的体积碰撞、操作视角的移动、敌人位置的瞬移、第一视角角色的身高、命中敌人的反馈等等,这些内容很多都是有瑕疵的,进而影响到了玩家的战斗体验,带来结果就是玩着不太爽,有种燃不起来的感觉。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
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Concurrent players on Steam, sampled daily since tracking started.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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