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 (120) - 98% of the 120 user reviews for this game are positive.
Release Date:
Feb 22, 2018
Developer:
Publisher:

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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?

“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 (73)

October 19

Update 0.10.26

Update 0.10.26

- Made speech bubbles prettier (animation, arrow on talkers head...)
- Fixed that the kings first order to the player is only shown for 4 seconds, too short to read
- Fixed hint guy next to facility having no text in speech bubble
- Fixed seasaw in facility getting stuck at roof
- Added Supra Games logo to menu screen
- Reworked background blurring during menu screen
- Respawning nom-nom-flies next to carrot field instead of inside the carrot field, because that was confusing to some people
- Fixed that invisible NPCs (for technical reasons some are invisible at times...) would turn the crosshair into a hand and the player would get stuck at them
- Made speechbubbles disappear when you are 8+ meters away from NPC

And it would be great if you could fill in this form for me so I can get valuable feedback in order to improve the game:
https://docs.google.com/forms/d/e/1FAIpQLScz8Qg6KCBWnOWbdXi4HphM0EjfwJn5TffYvFVxz__Co16lJQ/viewform?usp=sf_link
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October 18

Update 0.10.25

- Blocked off the upper path between desert1 and desert2 to enforce that you open the door between them; otherwise the progression of your mom waiting at the door would get mixed up
- Fixed that your mom would never leave Red Town if you leave before she reaches the Red Town gate
- Improved visually how projectiles and the force cube disappear in a pipe
- Error sound for not being able to pickup health now only plays when you "use" it, not when you touch it
- Added 1 new achievement
- Hiding crosshair at the start of the game until you leave your home and during the transition after the end of the tutorial
- Fixed that the not yet found souvenirs in your shelf at home would switch your crosshair to a hand when you hovered over them
- Added additional puzzle in locker room to make sure the player really understands the combo
- Prevented another "out of bounds" in Red Town above the color machine

Join our Discord for Supra-Questions, Supra-Feedback or Supra-Friends:
https://discord.gg/zy2utQB
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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

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

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