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[Dev Update #4] What We Don’t Like About the Games That Inspired Us

[p][/p][p]Even though PUNCH ARENA is built on ideas we genuinely love, there were also parts of those genres that never felt satisfying to us — and we wanted to fix that.[/p][p]From hyper-casual games, the biggest downside was always how shallow the experience could feel.
You get quick fun, sure… but then it stops there.
No multiplayer, no real progression, no long-term engagement — and you’re not even playing against real players most of the time.
It’s fun for a few minutes, then it fades.[/p][p]From pure roguelites, we loved the progression loop, but many of them become needlessly complex.
Endless stats, endless layers, and systems that require spreadsheets to understand.
That’s great for some players, but we wanted something simpler, more readable, yet still tactical.
A system where you make meaningful round-to-round decisions without getting buried under UI and numbers.[/p][p]Battle royales had another issue:
after a while, many of them start to feel repetitive in a predictable way.
Same rotations, same strategies, same late-game patterns.
The matches blend together because there’s no structural shake-up mid-game.[/p][p]With PUNCH ARENA, our goal is to solve these problems through the upgrade system.
Each round gives you choices — not overwhelming ones, but clear, impactful ones — that push you toward new tactics, new builds, and new match flow every time.
Instead of repeating the same patterns, players can adapt, experiment, and evolve their playstyle as the match goes on.[/p][p]That’s the experience we’re trying to build:
fast-paced action that stays fresh, stays strategic, and never falls into the same loop.[/p][p]👉 If you’d like to support development, you can check out the Steam page and wishlist the game here:
[/p][p][dynamiclink][/dynamiclink][/p][p] 🙏[/p]