In a lot of ways, Fragpunk is much better than I expected it to be.

GIVE THEM BIG HEADS!!!!"

Okay, card-based power-ups are frightfully old news at this stage.

A slot machine inside the base of a Fragpunk match.

Or at least nottotallyso.

Card-based mechanical twists are old news, yes.

So are team shooters with an overcompensating neon colour palette.

Cover image for YouTube video

But Fragpunk’s are legit.

The key here is in the chaos.

In playing a highly moreish few hours of it this week, I’ve had a blast.

A player picks up a card as they run down a corridor in Fragpunk.

But the chaos is also Fragpunk’s undoing.

Beyond that though, which is ultimately just superficial, is something more troublesome and more genuinely grotesque.

This isn’t a new thought, of course.

The Porcelain Exchange menu in Fragpunk.

This stuff is, I should emphasise, everywhere in games now.

Or just the very act of gambling with your time on the success or failure of a competitive round.

An orgy of Skinner Boxes and operant conditioning.

The rewards screen for a victorious match in Fragpunk.

Exclamation marks abound, highlighting all those freshly acquired swathes of tat, or tat-accumulating busywork.

Most striking of all, though, is that central conceit.

But there are two big problems.

The log in screen for Fragpunk.

I just wanted to keep playing."

There’s your issue with Fragpunk.

The hook here isn’t the fun - though it is fun, no doubt about it.

A screen full of cards in Fragpunk.

It’s the urge to get dealt another hand.

A screenshot showing the UI for the Scavenger Imp being unlocked in Fragpunk.