Compare Punch Club prices across trusted key stores and find the best deal. Developed by Lazy Bear Games. Published by tinyBuild Games. Released on 1/8/2016. Available on PC, Xbox. Genres: Indie, RPG, Strategy. Metacritic score: 73/100.

A retro stat-management RPG where you train a boxer, chase your dad's killer, and juggle sleep, hunger, and ego, all rendered in chunky pixel art.

Punch Club sits at a genuinely odd intersection: part boxing management sim, part revenge thriller, part 80s pop-culture nostalgia trip. You play as a young fighter whose father was murdered in front of him, and the entire mechanical loop is built around proving yourself in the ring while slowly unraveling who pulled the trigger. It sounds grim, but the tone is persistently tongue-in-cheek, leaning hard into Rocky, Karate Kid, and Bloodsport references to the point where the game practically winks at you every other cutscene. The core loop is a juggling act. Your character has stats for strength, agility, and stamina, plus basic survival meters covering food and sleep. Every action, training at the gym, working a job to pay rent, socializing with friends, costs time and shifts those bars in different directions. Train too hard and you collapse. Ignore the gym for a week and your stats decay. It is genuinely stressful in a satisfying way, like a Tamagotchi that can throw a cross. The fight system itself is passive: you build a skill tree that defines your fighting style (brawler, agility-based striker, stamina tank), slot in abilities, then watch the simulation play out. Wins depend almost entirely on whether your build counters the opponent's. That hands-off combat is either zen or frustrating depending on your patience for preparation-over-execution gameplay. Build variety is real and meaningful, at least through the first two dozen hours. Choosing a strength path opens different late-game abilities than an agility build, and the branching skill tree rewards experimentation across playthroughs. Narrative choices are lighter, this is not a game where dialogue trees reshape the world, but some story forks do affect which ending you reach, which gives completionists a reason to return. The writing is serviceable rather than sharp. It lands jokes reliably, but don't come here expecting prose that rewards a second read. The mystery plot has momentum in the second half, though the pacing wobbles in the middle section where the game stretches its content a little thin and the daily grind starts to feel repetitive before the story picks back up. Where Punch Club earns its positive reputation is in its compulsive moment-to-moment loop. The constant resource balancing creates genuine tension, and reaching a new fight tier or unlocking a skill you have been grinding toward feels proportionally rewarding. The pixel art is clean and characterful, the soundtrack is synth-heavy and fits the era it is riffing on, and the runtime sits around 10-15 hours for a single run, which is the right length for this kind of sim. It respects your time more than most management games do. That said, if you showed up hoping for narrative depth or choices that genuinely sting, you will hit a ceiling fairly fast. This is a mechanical game wearing an RPG's jacket. Monika, Scout Team

Punch Club

Punch Club

Jan 8, 2016Lazy Bear GamestinyBuild Games
GamerScout Says

A retro stat-management RPG where you train a boxer, chase your dad's killer, and juggle sleep, hunger, and ego, all rendered in chunky pixel art.

PCXbox
Steam Deck PlayableProtonDB Gold
Best Price Available
€0.00
at N/A
Historical low: €0.63

GamerScout Verdict

Best for players who enjoy tight resource loops and retro charm more than deep narrative choices or hands-on combat.

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Price History

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€0.638 Jul 2026
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Screenshots & Media

About Punch Club

Punch Club sits at a genuinely odd intersection: part boxing management sim, part revenge thriller, part 80s pop-culture nostalgia trip. You play as a young fighter whose father was murdered in front of him, and the entire mechanical loop is built around proving yourself in the ring while slowly unraveling who pulled the trigger. It sounds grim, but the tone is persistently tongue-in-cheek, leaning hard into Rocky, Karate Kid, and Bloodsport references to the point where the game practically winks at you every other cutscene. The core loop is a juggling act. Your character has stats for strength, agility, and stamina, plus basic survival meters covering food and sleep. Every action, training at the gym, working a job to pay rent, socializing with friends, costs time and shifts those bars in different directions. Train too hard and you collapse. Ignore the gym for a week and your stats decay. It is genuinely stressful in a satisfying way, like a Tamagotchi that can throw a cross. The fight system itself is passive: you build a skill tree that defines your fighting style (brawler, agility-based striker, stamina tank), slot in abilities, then watch the simulation play out. Wins depend almost entirely on whether your build counters the opponent's. That hands-off combat is either zen or frustrating depending on your patience for preparation-over-execution gameplay. Build variety is real and meaningful, at least through the first two dozen hours. Choosing a strength path opens different late-game abilities than an agility build, and the branching skill tree rewards experimentation across playthroughs. Narrative choices are lighter, this is not a game where dialogue trees reshape the world, but some story forks do affect which ending you reach, which gives completionists a reason to return. The writing is serviceable rather than sharp. It lands jokes reliably, but don't come here expecting prose that rewards a second read. The mystery plot has momentum in the second half, though the pacing wobbles in the middle section where the game stretches its content a little thin and the daily grind starts to feel repetitive before the story picks back up. Where Punch Club earns its positive reputation is in its compulsive moment-to-moment loop. The constant resource balancing creates genuine tension, and reaching a new fight tier or unlocking a skill you have been grinding toward feels proportionally rewarding. The pixel art is clean and characterful, the soundtrack is synth-heavy and fits the era it is riffing on, and the runtime sits around 10-15 hours for a single run, which is the right length for this kind of sim. It respects your time more than most management games do. That said, if you showed up hoping for narrative depth or choices that genuinely sting, you will hit a ceiling fairly fast. This is a mechanical game wearing an RPG's jacket.

Monika
Monika · Scout Team

RPGs

Tags

steamManagement SimPixel ArtStat BuildingPassive CombatSkill TreesRevenge Story80s NostalgiaResource ManagementSingle PlaythroughRetroStat ManagementAuto-CombatSkill TreeTime ManagementResource LoopRetro AestheticMystery Narrative80s ReferencesSingle Playthrough RPG

System Requirements

Minimum

Processor
1 GHz and up
Memory
1 GB RAM
Graphics
Toaster
Storage
1 GB available space

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Reviews & Ratings

Metacritic
73
Steam
80%(15,575)

Game Info

Developer
Lazy Bear Games
Publisher
tinyBuild Games
Release Date
Jan 8, 2016

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Frequently asked questions about Punch Club

How much does Punch Club cost?

Punch Club pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is Punch Club available on?

Punch Club is available on PC, Xbox.

When was Punch Club released?

Punch Club was released on 8 January 2016.

Who developed Punch Club?

Punch Club was developed by Lazy Bear Games and published by tinyBuild Games.

Is Punch Club worth buying?

Punch Club holds a Metacritic score of 73/100, making it one of the standout Indie titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.