12 Journey to the Savage Planet tips to avoid shamefully burying your body

Journey to the Savage Planet

Explore, level up, play as a dog and more with out Savage Planet tips

So you’ve gone to space and have regrets. Don’t worry, our Journey to the Savage Planet tips will help you. Hopefully death will be kept to a minimum but we’re not guaranteeing anything. Instead we can help you find vital crafting resources, tell you what gear to get and upgrade, and how best to investigate the various areas and places you can explore. 

1. Pick the dog photo when you first login

Journey to the Savage Planet

RIght at the start of the game you’ll have to pick a photo that’s ‘you’ in game. It has no impact on your character’s abilities in anyway. Apart from the your voice that is. You only really make grunts and cries of pain – no actual speaking – as you play so for that reason you really want to pick the dog. That will replace all your explanations with barks, growls and whines. It doesn’t add much but it’s so much fun. 

2. Feeding the birds gets you more carbon than killing them 

Journey to the Savage Planet

This tip only really applies really very early on, but feeding the pufferbirds you meet first, with the canned food you can throw, will net you twice as much carbon as killing them. It’s less important later on, as you uncover larger mineral deposits and creatures, but in the first few hour or so it should give you a crafting boost. You can even earn a trophy or achievement for throwing food ona pufferbird so others eat it. 

3. The Orange Goos make a noise you can hear

Journey to the Savage Planet

The Orange Goos you eat to level up health and stamina make a distinctive pulsing throb you should keep an ear out for. Later in the game you can craft an upgrade that marks them clearly on your HUD, but until then listen near any ledges, or bushes for a clue there might be one hidden away. 

4. Keep an eye out for rock deposits

Journey to the Savage Planet

You can see large crystalline rock lumps fairly easily from a distance once you know how to look out for them. While their main purpose is to spit out 50 units of the various minerals you need for crafting, they also often indicate something else might be around. Things like Orange Goo, Alien Alloys or other secrets. Basically, always check one out just in case, even if you don’t want the resources.  

5. Scan ALL the things

Journey to the Savage Planet

Seriously, scan everything by tapping up on the D-pad when you have a moment. While the game focuses on scanning creatures, almost everything can be scanned and there are collectables you might miss at the start before you get in the habit. Structures, objects, plants and just about anything you can see can be scanned just about once. It’s easy to forget when you first enter an area and get attacked, so just remember to fire up your scanner check whenever you think of it. 

6. Follow the tentacles to open the vaults containing Alien alloys

Journey to the Savage Planet

You’ll see distinctive alien vault plants all over the Savage Planet that snap shut when you approach them. However, you’ll want the Alien Alloys they contain for crafting vital upgrades. Some require you kill all the monsters that appear before they open, which is easy. Others need you to shoot three pulsing orange pods to release the goods. It’s easy enough to find these at the start but later they can be quite hidden away so follow the tendrils that emanate away from the vaults as each will eventually lead to a pod. Be warned though, the further into the game you get the more abilities and gear you might need to reach them. 

7. Don’t ignore Science Experiments or the upgrades they unlock 

Journey to the Savage Planet

There’s a range of Science Experiments in your journal that involve things like killing certain creatures in specific ways, or other tasks. It’s easy to overlook them initially as the rewards aren’t immediately obvious. However, completing these ups your overall rank, which in turn unlocks new upgrades. Things like extra jump boosts and scanner enhancements are best earned sooner rather than later, to avoid backtracking and maximise the efficiency of your exploration. So try and tick off the experiments sooner rather than later. 

8. If you can’t complete an objective but don’t have anything else to do, explore

Journey to the Savage Planet

Journey to the Savage Planet has a slightly odd mission mechanic where your objectives are occasionally unlocked by discovering and scanning new things. Obviously it’s meant to encourage exploration and investigation, but it’s also possible to miss areas or creatures completely and be left at a loose end. If you find yourself with a quest you can’t complete yet but nothing else triggers, poke around previous areas to see what you missed. Start at the last teleporter you unlocked as the story mainly moves forward, but then backtrack if that doesn’t help – it’s possible to reach other areas earlier than the game is anticipating, which can confuse things.

9. Don’t waste time trying to get to areas you can’t reach – you probably haven’t got the right upgrade yet

Journey to the Savage Planet

Sometimes you might think you can just reach some materials or an interesting alcove only to fall short. Or find a door slamming on you – it’s not always clear if you’re doing something wrong or just don’t have the right gear. Spoiler: it’s nearly always that you don’t have the right gear. If you can’t reach an area easily don’t waste hours trying, move on and come back when you’re better equipped. 

10. Don’t forget to pop back to your ship from time to time

Journey to the Savage Planet

It’s easy enough to collect your dropped loot when you die but save yourself any worry and pop back to the ship occasionally to bank whatever you collect. Not only will you keep all those crafting materials and Alien Alloys safe, but you might be able to make some new gear, catch up with some emails and watch the odd advert.

11. Craft upgrades you get as soon as possible

Journey to the Savage Planet

This goes hand in hand with completing Science Experiments to unlock more options but always craft things the moment you unlock them. New gear that improves your scanning and jumping abilities will help you find more upgrades and new areas. The slight Metroidvania aspects of the game also means there are areas and things you find early on that you can’t access until later things are crafted so don’t put it off.

12. Seed bags and plants will usually have what you need in new areas, but…

Journey to the Savage Planet

There are various seed bags and plants that provide tools you can use – things like explosive and acid grenades, or grapple seeds that let you create climbable walls. Usually when you reach a new area these will include the thing you need to proceed. So if you need to go up, look for Vines Seeds, and so on. If you think you can’t proceed, or defeat a certain creature, check what’s around you for some help. 

13. …Always stock up for other areas

Journey to the Savage Planet

However, because you will backtrack and crisscross the map multiple times you might occasionally re-enter an area via a different route and think you don’t need whatever supplies are lying around. Pick up everything anyway. You might find a puzzle or challenge elsewhere that needs something that isn’t local, while the more offensive options – explosives, acid and electrical attacks- can make a huge difference in boss fights. 



Journey to the Savage Planet 1


  • Gorgeous environments
  • Spot-on humor
  • Painfully relevant satire


  • Slightly clunky controls
  • Some obtuse objectives and markers
Journey to the Savage Planet 2

Release date: January 28, 2020
Platform(s): PC, PS4, Xbox One
Developer:  Typhoon Studios
Publisher: 505 Games

Journey to the Savage Planet is a unicorn in this day and age. It’s a short game that’s totally satisfying, and it’s a comedy game that’s actually funny. And if that wasn’t enough, it also has a crafting system that isn’t tedious. It caught me totally off-guard the first time that I got my hands on it, and it continued to surprise me throughout its six-hour runtime – so much so that I’m eager to play more of it for post-game exploration, and maybe again in co-op too. 

Journey to the Savage Planet tips

As a new member of Kindred Aerospace’s Pioneer Program, you’re sent to the alien planet AR-Y 26 to scout it out, see if it’s habitable, and shake it down for resources if it’s not. It quickly becomes clear that this planet is a bit more than you bargained for – savage, you might call it – and that your employer isn’t terribly concerned for your safety. So begins an irreverent tale of capitalism and climate change which is every bit as scathing as it is satirical. 

Journey to the Savage Planet is a first-person action-platformer about collecting resources, crafting upgrades, using them to explore the titular planet, and shooting various critters which get in your way. Just as importantly, it’s a blunt and relentless caricature. It’s set in a time when Earth has officially kicked the bucket due to climate collapse, forcing humanity to find a new home among the stars. Naturally, blatantly evil corporations – not unlike Kindred Aerospace – are trying to monopolize the galaxy and monetize free will. 

Journey to the Savage Planet 3

Messages and expository snippets constantly remind you of the state of the galaxy and your meager place in it. You, the player, are around $500,000 in debt, but you can halve that by simply selling the rights to your brain. Your contract with Kindred Aerospace ensures that you’ll be continually resurrected until your job is done – in other words, not even death can free you from the grip of debtors. At one point, I was advised to read the book, “Just Be Rich Instead of Being Poor.” Many key upgrade materials look like oil, and since this is technically foreign territory, I can only assume that war under the guise of democracy is on the way.

This is the kind of exaggerated corporate hellscape as depicted in works like Wall-E and The Outer Worlds, and it’s grounded in such a way that it’s sometimes hard to laugh it off. Topical descriptions of the Amazon Rainforest and the Great Barrier Reef – both totally annihilated in the game, and at risk of a similar fate in real life – are especially harrowing, but this is all just a grim backdrop to the game’s surprisingly chipper presentation. And it is nice to see a game actually say something about the serious topics it’s skewering without getting bogged down with negativity. 

Journey to the Savage Planet 4

Cute new world  

More than anything, Journey to the Savage Planet reminds me of Rare circa Conker’s Bad Fur Day. It’s bright, cute, colorful, and endlessly charming. AR-Y 26 is filled with adorably boggle-eyed creatures as well as ferocious predators, and there’s a dark silliness to it all that plays into its Dr. Seuss aesthetic perfectly. The best part is that every last element serves as a comedic vehicle. This gives the game a Far Cry 3: Blood Dragon quality where I feel compelled to find more creature descriptions and lore entries just to see what they say, because it’s usually hilarious. 

Speaking of creature descriptions: your main method of cataloging the planet’s flora and fauna is a Metroid Prime-style scanner, and this quickly became one of my favorite features in Journey to the Savage Planet. Sure, scanning enemies and puzzle pieces gave me helpful hints, but I was mainly in it for the laughs. My first entry was for a Pufferbird which, as my sardonic, Glados-esque AI overseer informed me, totally loves me. I was picking up what this game was putting down by this point, so I knew I was going to be doing terrible things to this Pufferbird in the near future, so I apologized in advance. Sure enough, not 10 minutes later, I lured it into what I can only describe as a venus flytrap wood chipper so that I could open a door. I’m sorry again, Pufferbird.

“Journey to the Savage Planet is bright, cute, colorful, and endlessly charming”

Some creatures aren’t as naive as Pufferbirds and require a more forceful touch, which brings us to the game’s simple but serviceable action. Your main weapon is a laser pistol with infinite ammo (but a limited magazine), and you’ve also got a grappling hook and jetpack to get around, as well as consumables which fuel an array of gadgets I won’t spoil. You can dash to avoid incoming enemies or projectiles, slide under and into gaps, and mantle up ledges. It’s not Mirror’s Edge or Apex Legends, but Journey to the Savage Planet is fun to play moment-to-moment. I was especially impressed by the game’s boss battles, which are far more difficult and memorable than I expected them to be. The controls are a bit clunky at times, with slide stutter and dodgy grapple registration in particular leading to more than a few mishaps, but there are no deal-breakers. Besides, this is a game where combat and movement improve as you unlock more and more upgrades that expand your abilities. 

You can upgrade gadgets by finding Metroidvania-style upgrades which unlock new areas, and by juicing them up with resources. There are only three main resources – carbon, silicon, and aluminum – which keeps things clean and straightforward. Journey to the Savage Planet is not a crafting survival game. It’s not Ark or No Man’s Sky; you don’t have to smelt any iron or grind any materials. I put together a respectable arsenal just by snagging whatever I saw on the way. Resources exist simply to encourage you to explore, and upgrades let you flesh out your play style in mostly optional ways. They also encourage you to experiment, which works well with the game’s not-quite-linear path. 

The path less travelled  

Journey to the Savage Planet 5

Early in the game, my AI told me to find an alien alloy that I could use to make a crucial upgrade. The target alloy was marked on my compass, but wanderlust set in on the way there and I ended up finding another alloy much closer to my crashed ship. In many games, I would’ve needed to get the marked alloy anyway because it’s what the story calls for. Instead, my AI was like, “Oh, you found a different one, I guess that works too!” 

This was a small interaction, but it taught me that I could do things out of order if I wanted to, and it reinforced that exploration pays off. This shaped the way I played the rest of Journey to the Savage Planet, and while the path forward was still mostly linear, I enjoyed branching off to test the limits of my gadgets and chart my own course. It made my journey feel more personal, especially when I was able to access some things early through clever tactics. In my finest moment, I used deployable bounce pads, gravity, and meticulously timed jumps to access a secret locked behind an upgrade I hadn’t discovered, and the sense of triumph was palpable. I would’ve liked a few more of those freeform moments, but the journey felt well-paced overall. 

It’s also worth noting that while I finished the game in just over six hours, that was only with 67% completion. I’m the kind of person who generally blasts through story stuff in open-world games, so I’ve still got dozens of upgrades and secrets left to find which could easily push Journey to the Savage Planet over the 10-hour mark. That said, don’t be put off by the length. This game doesn’t need to be any longer, and given the wealth of time vampires on the market, I respect and welcome a good short game. There’s more here than you need, so you can play Journey to the Savage Planet precisely as much as you want. And in my experience, you’ll have a great time no matter what you do. 


MODERN WARFARE – 20 Easter Eggs, Secrets & References

Modern Warfare has a surprising amount of cool Easter eggs and secrets to find and in this video, I take a look at 20 of them. To be honest, this Call Of Duty Modern Warfare Easter egg video is probably about 3 months too late, but hey, its what I’ve been playing so I thought, why not?

This Modern Warfare Easter egg video features: Cargo Beach Ball Easter Egg, Beanie Goat Easter Egg, Camp Fire Easter Egg, Pennywise IT Easter Egg, Predator Easter egg, Snowman Carrot Nose Easter Egg, Back To The Future Easter Egg and many more!


In the sci-fi action RPG Cyberpunk 2077, players are thrown into the dark future of the year 2077 and into a world where advanced technologies have become both the salvation and the curse of humanity. A multi-threaded, nonlinear story designed for mature players takes place in the sprawling metropolis of Night City and its surroundings. Based on renowned pen-and-paper-RPG designer Mike Pondsmith’s Cyberpunk system, Cyberpunk 2077 provides freedom of action and diversity in gameplay thanks to the sandbox nature of the game and mechanics. Players experience the world through their own unique characters chosen from different classes — be they blood-thirsty mercenaries or cunning hackers — that they will equip with vast selection of cybernetic implants and deadly weapons. Gameplay pumps adrenaline through players’ veins with the celebrated Cyberpunk spirit — rebellion, style, edge, uncertainty.


CD Projekt Red’s last work is an ambitious epic, taking everything it learned from The Witcher 3: Wild Hunt and using it to craft a vast, uncompromising vision of our broken future.

I sat down to watch a 50-minute gameplay demo at Gamescom 2019, catching yet another brief glimpse at what awaits in the neon-lit streets of Night City. The world of Cyberpunk 2077 consists of multiple city states, each representing a different aspect of society. Our demo took us to Pacifica, a once prosperous hub that has now succumb to the disarray of gang violence, homlessness and corrupt underground markets.

It turns out, it’s not a very nice place to be, and our character finds that out soon after entering a nightclub and being pulled aside, escorted across the floor to meet the leader of the local faction – Placide. Heading up The Voodoo Boys, he wants our hero (V) to infiltrate a rival gang known as The Animals. A request like this is much easier said than done, as the gang is cooped up in an abandoned shopping mall full of traps, secrets and other things you want nothing to do with.

Nearly every moment in Cyberpunk 2077 is punctuated by meaningful dialogue choices. People’s opinion of your avatar is reflected by each decision you make, no matter how major or miniscule. You can take the aggressive approach, stay completely quiet, or even use your backstory to relate to the population. You choose between three stories creating your Cyberpunk, and after, there’s no turning back.

How you create your avatar is also ripe with customisation options, right down to the facial details on your cheeks showcasing scars of cybernetic tampering. As a queer woman, it was wonderful to hear that you can step into the shoes of a character like that in the full game, roleplaying that feels true to who I am. This simply isn’t a thing in most triple-A experiences, and given the far-flung future of Cyberpunk 2077, I’d expect this diversity.

V is forced to make some of the tough aforementioned decisions throughout the demo, such as whether or not they allow Placite to channel into his Personal Link, a device located on the wrist of almost everyone in Night City. Letting someone in makes you vulnerable, spilling personal secrets alongside the framing of your mind. This comes back to bite our hero, or doesn’t, depending on what choices are made.

Upon agreeing to his mission to infiltrate The Animals, V makes his way across town aboard a lusciously futuristic motorcycle. CD Projekt Red said there will be a variety of vehicles across Night City, some of which you’ll call your own, while others might be stolen from the street at a moment’s notice. The act of driving looks great, possessing a weight I imagine will matter after spending hours in this world. You can also switch to third-person, providing a better look at your suave cyberpunk.

After arriving at his destination, we finally see some of Cyberpunk 2077’s multi-faceted combat in the flesh. Regardless of how many enemies are in the room or where you are in the world – every situation can be tackled in a multitude of ways. This all depends on your class, which CD Projekt Red has stressed is completely non-linear. You aren’t bound to a specific role, and can mix-and-match however you like once putting the effort in.

The demoist presented us with two distinct class options – one stealthy hacker man and a brutish, hard-punching woman. You can’t switch this easily in the full experience, but for convenience, the developers worked their magic. I loved seeing the hacker crouching through bleak complexes, distracting enemies with rogue vending machines before slicing their hands off with a melee-weapon known as the Nanowire. This bit of kit can also hack foes from afar, if you don’t fancy getting your hands dirty.

While progressing through the facility, we come across a door we don’t have enough cybernetic juice to access, and that’s when our first switch happens. Now, we’re a burly broad capable of tearing people apart with her bare hands. Except, she channels her aggression on opening a reinforced door instead. Soon, we’re in the mall’s atrium crawling with guards.

The objective is to reach a van located in the middle, housing an objective, and getting there won’t be easy. Luckily, V has more than enough firepower. She tears through the building, using a bullet time-esque ability to obliterate squads in seconds. After taking one captive, we use them as a human shield to breach a manned turret and use its cannon for ourselves.

Gunplay looks solid, if a little predictable, as you pop between cover taking potshots. I would’ve loved to see cybernetic powers used to enhance your ammunition, or even transform parts of your body into firearms at a moment’s notice. Cyberpunk 2077 teases so much potential in its world, and I hope its shooting mechanics aren’t constrained to vanilla mechanics. For this demo, there was plenty of blowing nameless guards away until the mission goal was met.

Melee weapons are also common, and V obtains a colossal sledgehammer after taking down a boss known as ‘The Sasquatch.’ Despite her strength, not even she can go one-on-one with this massive beast. She quickly discovers a weak point on her back, which also happens to be the source of her strength-inducing capabilities. Plenty of encounters like this feel engineered for taking advantage of your repertoire, and not being constrained to a single solution.

I didn’t see anything in the realm of gun customization during the demo, but I have to think it’ll be explored in the same way as your character and everything else in Cyberpunk 2077: with absurd levels of detail. After completing the mission set for us by Placide, it becomes clear he shouldn’t be trusted, using his network link to shut us down and free his captive friends from cyberspace. That’s all he wanted, regardless of our survival.

However, it turns out we aren’t so easy to take down, and soon we’re off to Placide’s haunt to enact revenge. If different decisions had been made on the way, or had we known a different load of information going in, the outcome of this mission would’ve been completely different. CD Projekt Red is creating a versatility in it’s design that is genuinely thrilling, and it remains to be seen whether it can maintain the hugely ambitious scope of its previous two demos.

I also have concerns about its world and its depiction of minorities. Both people of colour and transgender individuals have been questionably depicted through the game’s world and dialogue, and it feels unsettling in some ways. CDPR has said “they want to make you feel uncomfortable” but if that doesn’t ascend beyond surface level shock, we should be worried.

I’m likely lacking context, and have no doubt the player character will be fighting to push back against bigotry in Night City as they desperately cling to any hope they have left. However, from what I’ve seen, it does leave an unusual taste in your mouth. For those hoping for plenty of Keanu Reeves – he appeared multiple times throughout the demo, seemingly acting as a spectre of sorts as he shows up randomly throughout quests. Think of him of as a sexier, more violent version of The Legend of Zelda’s Navi.

Cyberpunk 2077 continues to look like a phenomenal RPG experience, with CD Projekt Red keen to push forward benchmarks in open-world design, storytelling and the importance of creating your own character.

Night City is V’s to help grow, destroy or eventually come to call their own, all through decisions the player makes. Of course, it’s all bark and no bite at the moment – but we know CDPR has the chops to pull this off.