A mix between Metroid, Portal, Mario and Zelda. Explore, find secrets, get upgrades, solve puzzles, fight enemies, find more secrets, get new abilities, discover new regions.
All Reviews:
Very Positive (137) - 97% of the 137 user reviews for this game are positive.
Release Date:
Feb 22, 2018
Developer:

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Curator Review

Recommended
By Ѕtеам 250 December 9, 2018

“Rated 64th best Steam Hidden Gem, with 98% positive reviews from 157 gamers!”

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“To be able to finance the production of the game while already offering players a polished (but shorter) experience. User feedback helps us polish the game down to tiny details.”

Approximately how long will this game be in Early Access?

“2019”

How is the full version planned to differ from the Early Access version?

“The current version has a playtime of about 8-16 hours. The final game will have a playtime of about 12-25 hours.”

What is the current state of the Early Access version?

“The current early access version contains the first 8-16 hours of gameplay of the singleplayer campaign. It can be considered about 70% of the final game.
When you reached the end, you can, as a bonus, find lots of hidden secrets to keep you busy.”

Will the game be priced differently during and after Early Access?

“I'm not sure yet about the optimal pricing for the game.”

How are you planning on involving the Community in your development process?

“Your feedback and your experience is very important to us to make changes, to improve playablity.”
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Recent updates View all (112)

February 21

Update 0.16.6 Hotfix

- Fixed not being able to pickup Volcano Sealer Upgrade
- Fixed Volcano Sealer Upgrade only working after loading the game
- Fixed blue pipes in catacombs missing after finished mainquest
- Fixed grave detector detecting destroyed volcanos instead of healthy ones
- Added one more wallet size upgrade in a chest in Red Town
- Fixed not being able to break some blue boards
- Hint guy next to farm will only spawn once you unlocked the door
- Need less full health to loot coins
- Fixed giant barrel being magnetic
- Fixed that you can get with a ball into the last puzzle
- Fixed some German translation faults and translated more (77% translated now)
- Fixed rare cases in which a color machine kills surrounding trees
- Small fixes
0 comments Read more

February 21

Update 0.16.4



All parts of the game are now included and in beta. All achievements can now be obtained. If you can get out of bounds anywhere, it now matters and you shouId please let me know, because there shouldn't be any OOBs anymore. I changed a million things in this update; here is the list:

- Added a 2nd part of the end boss fight which happens before the part that is already in the game
- Added lots of new optional goodies
- The locked part of Red Town is now officially opened
- Fixed that important NPCs get lost if you close the game while they are walking from one spot to another
- Lowered the enemy respawn rate dramatically in some regions
- Fixed music being too loud after loading game
- Cleaned up chest detector code, changed beep rhythm so it's easier to know when it's getting colder or warmer
- Hide chest detector when there are no more chests left
- Preventing fireflies from being carried across the entire map
- Fixed blue king not looking at his sound when returning
- Added "holy" sound when guy is accepted into chapel
- Detached "carry" text from brick during tutorial as it looked weird
- Less fog in shield generator region and in cave
- Changed endboss puzzle: not allowing player to use the jumppad; improved hints
- Made cube catapult puzzle easier in shield generator region, because the tree stump was too subtle
- Changed the way coins are dropped from enemies (they used to always flip quickly, now their rotation rate is random)
- Changed parts of the bonus puzzle next to where you get the stomp; the new solution requires advanced knowledge that you only learn much later but can already perform very early on
- Fixed that you can get to the stomp without solving the puzzle the right way
- Fixed that near the stomp there will be 100s of enemies when you first get there
- Changed some of the interiors of the locker room building
- Added a little secret next to the locker room building
- Made the continuing path next to the locker room building wider so it's more obvious
- Added new fast travel pads from the center of the map to the lava region; these will not get activated for people who already got the translocator before these were introduced
- Fixed that inserting the green moons can kick you up in the air
- Added the remaining achievements
- Fixed pipe travel visuals (you could see ugly parts inside of the pipe)
- Added new puzzle behind the Blue Ville castle
- Added Star upgrade in the farm house
- Demons now longer produce gore when dying, they make a lava explosion now
- Fixed that you could get locked in a part next to the locker room building
- Removed the pumpkin race
- Supraball players now get removed after the prison scene, people thought they need to provide them with something, but they were just there for fun
- The skeleton warrior has more health and his health is a bit randomized
- Fixed wrong text of armor upgrade
- Fixed small hole in Redtown where you could get stuck
- When you hover over a small button the pole is not highlighted anymore, only the top part
- Added a cable to the first door you need to open for your mom so it's more clear where you need to go
- Added the remaining last 2 heroes
- Added percent in save slot (will work after you save once ingame)
- Relocated a red moon crystal chest from the volcano building to the endboss area - replaced the other one with a new upgrade; will not work with old savegames
- Reduce savegame filesize
- Added language switcher in main menu (English and German work, Chinese and Russian still deactivated); German is 73% translated, rest still English.
- Changed puzzle in house near Supraball Pitch
- Changed something about the prison sequence
- Added rattle hag part to puzzle guide in community hub
- New powerups
- Added new NPCs near Blue Ville gate
- 3 NPCs in Desert2 region now only spawn after you get the gun
- Fixed Out of Bounds next to Red Town
- Made sure Rattle Hag can't get too close to the yellow pipe and glitch through it
- Fixed fake solution in Volcano 2 region
- Region where you get the stomp is now more hidden
- Fixed being able to jump from Shieldgen region into stomp region
- Fixed red guys walking around in Blueville before Endgame
- Fixed problem with electricity receiving antennas not disabling when losing power
- Fixed rank plates leaving a static shadow when moved
- Corrected fast travel pad behind locker room throwing you onto a tree
- Enemies will now be unspawned when they are far away from you; they used to stay forever and drain CPU
- Fixed being able to get caught in room near rattle hag area when using the translocator
- Fixed fake solution to getting into the crystal hall where you get the holy sword upgrade
- Fixed bug that allowed to keep the door to the crystal tower gun room open
- Less hellholes near red crystal
- Removed decorative wood pieces ear the 2nd last puzzle because they could be distracting on what to do
- Added NPC in red town catacombs after end sequence
- Removed distracting giant carrots in the volcano region that gave you a wrong idea about how to solve stuff
- Added new important upgrade in house near green moon door
- Added "burn wood" hint guy incase you didn'T solve the puzzle after 5 minutes
- Also added hint after 5 minutes in 2nd last puzzle
- Made cousin give you the key immediately on arrival, not only when you talk to him
- Should fix enemies showing a bunch of zeros rising over them for no reason
- Improved look of the text box you see when you pickup a new item
- Forcecube Telefrag damage is now 100 instead of 55, because the skeleton warrior can have up to 90 health.
- Adjusted volume of stone door sounds
- Mage can now shoot up to 9 projectiles but they are slower and they don't predict your movement anymore and they do a little less damage
- Fixed Demon Grunt's shield being the wrong way around sometimes
- Demon grunt projectile doing 20% less damage
- Changed font in tutorial button displays
- Removed steel elements in facility to change progression with float buckle
- Increased width of quest display to be able to carry longer quest lines in other languages
- Made cosmetic improvements to starting room/player house
- Fixed gun explosion being misplaced
- Improved look of gun splash damage explosion
- Small improvements in many places
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About This Game

Supraland is a mix of Metroid, Portal, Mario and Zelda. It is a first-person metroidvania.

Supraland is mostly about good exploration and solving unique puzzles. You will frequently get new items or abilities that allow you to progress in places that were previously locked for you.


My design philosophies used in the making of Supraland:

- I assume that you, the player, are smart. I don't want the game to hold your hand. You are autonomous.

- All abilities and tools you get have lots of different uses. You have to rethink your abilities all the time to progress. You will constantly be puzzled and surprised by what you can do with them. Unlike in regular metroidvanias, where every ability is over and over used in the same way. I also avoid using abilities that are technically like keys, that only enable you to get through a certain color door type or so.

- Easily readable: I don't want the game to get lost in useless clutter. There is nearly no decoration in the game. Pretty much everything you see on screen has a use, even if it's not obvious at first glance. There are many hidden systems.

- I try to avoid mechanisms and puzzles that feel generic. Ideas that feel generic are immediately rejected during the design process. The further you progress, the more you will encounter puzzles that you have never seen before.

- There is no minimap showing you usable or significant things. Maps like this cause you to play the radar instead of the game and not really look at everything closely. The world building is so varied that you will never get lost in a maze of equally looking corridors.

- There are lots of optional things and abilities to discover. If everything is mandatory, there is no mystery and no motivation to play the game again.

Mature Content Description

The developers describe the content like this:

Cartoon violence

System Requirements

    Minimum:
    • OS: Windows 7
    • Processor: Intel Core2Duo 2.66GHz
    • Memory: 1 GB RAM
    • Graphics: GTX 780
    • Storage: 4000 MB available space
    Recommended:
    • OS: Windows 10
    • Memory: 1 GB RAM
    • Graphics: GTX 980
    • Storage: 4000 MB available space

What Curators Say

13 Curators have reviewed this product. Click here to see them.

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