Zoopunk Gets a Major Gameplay Boost After Revealing its Unique Character-Switching System
A much longer gameplay reveal gives you a better look at its character switching, party-based combat, exploration, and surprisingly complicated world.
News by Tahmid Mahi on Aug 30, 2026
Zoopunk has just received a much longer look at its gameplay, and the new footage does a much better job of explaining what this strange action-adventure game is actually trying to be. The earlier Gamescom trailer showed off its colorful world and unusual animal characters, but it left plenty of the game's ideas unclear.
Now, with more than five minutes of extended gameplay, you get uninterrupted combat, exploration, traversal, character switching, multiple missions, AI companions, new enemies, and even a dual boss encounter. After seeing all of that, Zoopunk suddenly feels like a much more compelling game than it did before.

The original trailer was enough to make the concept look appealing, but it wasn't necessarily enough to make the game feel essential.
You could see that the world had an identity, and there were clearly some intriguing ideas behind what TiGames was building, but the short presentation didn't explain how those pieces would actually come together. The new footage changes that by giving you much more context and letting the gameplay speak for itself.
If the talking animals, bright environments, and strange post-apocalyptic setting remind you of Biomutant, that comparison is fair enough. Biomutant was a game that divided people, but one thing it had was a clear identity that made it easy to recognize.
You could see a few seconds of gameplay and immediately know what game you were looking at, and Zoopunk appears to be going for some of that same individuality. It isn't necessarily trying to copy Biomutant, though, because its gameplay systems are taking the concept in a different direction.
Zoopunk is being developed by TiGames, the studio behind FIST: Forged in Shadow Torch, and the new game is actually a prequel to that universe. The story takes place decades before the events of FIST, but instead of returning to the side-scrolling Metroidvania structure that made that game known, TiGames is expanding the setting into a full third-person action RPG.
One of the biggest things the earlier trailer failed to communicate is that Zoopunk isn't really built around a single hero. You now get a much better look at Rayton, Bratton, and Trixie, and the game appears to expect you to switch between them depending on the situation.
These aren't just different character models with slightly different animations, either. Each one has their combat style, abilities, and traversal options, meaning the character you control can directly affect how you approach both fights and the world around you.
That switching system could become one of the game's most important features because the differences between the characters appear to extend beyond combat.
Some routes and situations are designed around specific abilities, so you need to know what each group member can do as you move through the environment. When you're controlling one character, the others don't simply vanish from the action.

You control one member of the group at a time, while the others fight around you, and you can switch between them as needed. If the transitions are as smooth in the final game as they look in the footage, the result could give Zoopunk a strong gameplay loop.
Rather than loading one character with a giant collection of unrelated abilities, TiGames seems to be dividing different play styles between characters who each have their own identity. That makes the party feel like an actual group instead of one hero wearing several different combat styles.
Rayton will immediately stand out to anyone familiar with FIST. His combat is focused on speed, close-range attacks, and aerial combos, and the footage shows him building energy through his attacks before using that energy for stronger electrical abilities.
That creates a combat rhythm based around keeping the pressure on rather than simply backing away and waiting for cooldowns. You can see some FIST DNA in his moves, but the major difference is that those ideas are now in a fully three-dimensional environment.
Bratton, meanwhile, shifts the pace entirely.
He's a massive rhino character who is slower and much more focused on power, allowing you to push directly through obstacles and enemies rather than relying on speed or maneuverability. His attacks use giant weapons, and his defensive abilities also appear to play a major role in how he fights.
That difference matters because one common problem with games featuring several playable characters is that they can eventually feel like the same character with different animations. Based on the footage, Zoopunk doesn't seem to be taking that approach.
Trixie introduces another major change by focusing more heavily on firearms and acrobatic movement. Her gun-fu-inspired combat has her moving around enemies, shooting while staying mobile, avoiding danger, and keeping track of ammunition.

That means you could potentially approach the same encounter in several different ways depending on who you control. Rayton can stay aggressive with fast melee combinations, Bratton can use his strength and heavy weapons to break through enemies, while Trixie can keep her distance and move around the battlefield with firearms.
Since character switching also appears to matter during traversal, these differences should have a purpose outside of combat. Ideally, you think about switching characters not just when a fight starts, but also when figuring out how to move through an area.
One of the clearest examples of how these systems could work together is the mission of the moving train. You’re fighting your way through a train controlled by the Machine Legion, jumping from section to section and changing characters as you go. But the mission is not only to beat the machines and reach the end of the train.
That discovery adds another layer to the world because the conflict clearly isn't as simple as animals versus machines.
There is an infection spreading among the animal folk, and the game is drawing attention to it during this mission for a reason. You still don't know exactly how important the Crystal Plague will become to the larger story, but its introduction is prominent enough to suggest that it could become an important part of the narrative.
The setting itself also appears to be more complicated than the original reveal suggested. Since Zoopunk takes place decades before FIST, the story is exploring an earlier and more turbulent period in the history of this world, eventually leading toward the setting that produces Torch City.
The Spark, the larger Fire Seed mythology, advanced technology, the Machine Legion, and various animal civilizations all seem to be part of a larger conflict. TiGames has also made it clear the game isn’t just going to be animals on the good side and machines on the bad side.
Each animal group has its own interests, relationships, and alliances, so the political side of the setting may be just as important as the larger machine conflict. There are disagreements between these groups, and one of the deeper philosophical differences between the animals and machines appears to involve consciousness and the meaning of having a soul.

The dual boss fight against Ninto and Weboot Jung helps show that approach in practice. These two aren't machines but animal folk, which immediately reinforces the idea that not every animal you encounter will automatically be an ally.
Different groups have different motivations, and some characters will presumably have goals that have nothing to do with helping Rayton and his companions. The world therefore seems to be setting up conflicts that can exist independently from the main machine threat.
That boss fight also demonstrates why the AI companion system could become important.
You're fighting two bosses at once, while the AI-controlled characters focus on one enemy as you deal with the other. The encounter encourages positioning and separating the bosses, rather than just throwing two large enemies at you while your companions stand nearby.
There is also a fourth playable protagonist who remains largely mysterious for now. She's a female survivor who has only been briefly shown, and the footage suggests that she uses what appears to be a katana while moving with a distinctly samurai-inspired fighting style.
The world surrounding these characters also looks much larger and more varied than it initially appeared. Zoopunk isn't simply taking Torch City and turning it into a three-dimensional environment. The information surrounding the game's Gamescom showing describes wilderness areas, industrial regions, flying airships, isolated civilizations, volcanic industrial fortresses, war-torn locations, nomadic mechanic settlements, untouched sanctuaries, and ruined military citadels.
Even within the extended gameplay, you can already see several of those ideas coming through. The environments change alongside the action, giving the impression that you're moving through a world with different cultures, locations, and conflicts rather than one continuous industrial city.
Combined with the character switching, party-based combat, traversal abilities, and layered factions, Zoopunk now has a much clearer identity than it did from its first short trailer. The new footage doesn't answer everything, but it finally shows why this unusual action RPG deserves a closer look.
Editor, NoobFeed
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