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 (122) - 97% of the 122 user reviews for this game are positive.
Release Date:
Feb 22, 2018

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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?


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 (80)

November 4

Update 0.12.1

- Added intro logos when starting the game
- Added main menu
- Added save slot system (old savegames are automatically on slot 1)
- Playtime will now be recorded but old savegames are at zero
- New much prettier speechbubbles
- Added a new fast travel pipe in the purple crystal town (removed the jumppad system instead).
- Made options window bigger so you don't need to scroll
- Fixed enemy healthbar problems
- Added checkpoint when entering castle area of blue ville to prevent loading bug
- Fixed that you can get the stomp the wrong way
- Reworded JesusChristSuperstar-Achievement text to give a better hint
- Added another hint for shooting purple projectiles
- Added more checks for the chapel puzzle, to make sure the NPC stops reacting
- Fixed small bugs in NPC AI
- Made Rattle Hag boss easier to beat (less health, less projectiles, less stomping, slower...)
- Fixed, that the purple crystal town color machine has no activated barrel after loading
- Added Assemble Entertainment and Supra Games to credits displays during tutorial
- Added more health to 2nd skeleton in tutorial
- Misc small fixes
1 comments Read more

October 31

Update 0.11.6

- Fixed that the gun's altfire gets stuck on dead (invisible) enemies
- Fixed health bar behaviour for dying enemies
- Doubled default stomp damage from 25 to 50
- Added NPC comment when you put a ring onto Mr. Miracles head
- Fixed chapel guy text disappearing when you are too far away
- Added fallback solution to ensure, that the guy, who tries to get into the chapel, won't stop reacting to you going to the door
- Remove more Hint-NPC-Guys when their puzzle is solved
- Added fallback solution incase your mom for some unknown reason doesn't walk to the 2nd desert gate where she asks you to shoot the button
- Changed button position and mechanism to open secret door in 2nd shield region area
- Small improvements
0 comments Read more
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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

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

What Curators Say

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