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) - 98% of the 122 user reviews for this game are positive.
Release Date:
Feb 22, 2018
Developer:

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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 (87)

December 11

Update 0.14.2



- Added new part of volcano region and a completely new ability
- Added new achievements for newly added progress
- Removed one part of the first volcano area to solve a couple of problems; one of the hardest puzzles was made optional in that process; moved a "fallen hero" in that optional area to an easier to find spot; added lots of optional big coins
- Improved effects when spawning force cube
- Improved lava effects
- Fixed problem when deleting savegame in menu
- Fixed minute-display of save slot being wrong
- Fixed that after stomp-destroying the cube the beam would be stuck in the air if it was attached to the cube
- The buckle magnetic attract power was increased x4
- The guns now cast a light
- Fixed the red crystal tower seasaw doing clonk sounds all the time
- Changed the order in which you attach the force beam to surfaces; makes fly handling much easier
- Added a hint for the electricity puzzle in the last volcano area before this update
- Fixed savegame problems regarding the blue kings castle and the cutscene; your mom could get lost and if you quit the game at one particular moment you could get in a situation where you would break progress entirely
- Fixed that the hint of the bronze2 guy near the purple crystal was confusing and misleading
- Less enemy spawning in some areas that players complained about
- Lots of small improvements
- Updated Puzzle-Hint guide in Supraland Steam Hub
- You can now toggle the HUD with f10 (for screenshot/video reasons)
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December 5

Dev Blog 06.12.18

Everytime the editor is autosaving I'm glad that the end of this project is not too far away anymore.
In the beginning an autosave would take 3 seconds. Now its taking around 2 minutes and I'm angry everytime it happens.

That's what I get for not using level streaming but having everything in one file!
Very early on I tried to use level streaming, but it brought a lot of unexpected problems that I couldn't cope with back then.

I'm rather amazed how much I could cope with up until now. I started as having no clue about programming and just being an artist. A friend was supposed to help me out with all programming tasks, but he barely had time and I was stuck. So I tried around with the Unreal Engine Blueprints and I figured out more and more stuff and I somehow could get everything done that I needed.

World Building

Today I finished another huge part of the world - I call it "Volcano Part 1" - and I was wondering how much time all the parts of the world actually took me to make them. So I took this topdown screenshot and drew in the regions and when I released them:



Actually I started work on the game in April 2017 for 2 months, then went back to Supraball in June 2017. In February 2018 I couldn't really be any more useful in Supraball and went fulltime with Supraland.

The new Volcano part will be released next week I guess. The puzzles are all there, and they are pretty unique and cool, but there are lots of little things left to do before I can release it.

My biggest worry is with the new MacGuffin, which will be the last one. It enables you to reach so many places, that were unreachable before, I have to at least prevent the worst out-of-bounds cases for now. Which requires me to check every little piece of the world again and maybe change things.

There will be out-of-bounds regions, as usual. The plan is to seal off the world properly when all areas are built and the main story is done.
Then I will make sure, you cannot reach any places that you shouldn't be able to reach. You will in many places feel like you broke out of the map, but it will be intentional and you will be rewarded for it.

I won't be able to use all my puzzle ideas in the main storyline, so I decided to hide puzzle rooms everywhere in the world that will contain all the leftover puzzle ideas.

MacGuffins

I mentioned the new and also last MacGuffin. What does it do? The tutorial for it won't tell you. You'll have to figure it out on your own. :)



Originally I thought the game would be much easier and faster to get through. I thought it would be hard to get up to 10 hours of playtime. But right now the puzzle masters among the players already need 10 hours to get through and more average players need more like 15-20 hours. And this is without major backtracking. Getting to 100% will easily take twice as long. So I would expect a game that takes been 20-50 hours.

For that reason I cut out 3 entire MacGuffins because it will already be big enough and I will get to use those ideas sooner or later in Part 2 or whatever I'll be making.

Why do I keep saying MacGuffins? I realise most players have no idea what it means. I'm just making fun of typical "get this thing" structures of games.

The term MacGuffin is attributed to Alfred Hitchcock. In fiction, a MacGuffin is a plot device in the form of some goal, desired object, or another motivator that the protagonist pursues, often with little or no narrative explanation.
So when Indiana Jones is after the holy grail, it's not really about the grail. It's about having a reason to show an adventure.

I'm just having fun by not hiding it, but calling it just that. Instead of letting you right into Blue Ville to solve the actual problem, I have you puzzle your way through the entire map for no really good reason.

Regrets

One of my worst decisions with the biggest consequences was giving you the triple jump early on. It made building the rest of the world much harder without adding real value. Because by putting the cube under you and using a triple jump, you can always reach all kinds of places I don't want you to get to. I always needed to build everything very widespread and tall to make absolutely sure you can't do things you shouldn't do. Most places would be much smaller if it wasn't for me trying to prevent the abuse of the triple jump.

The triple jump isn't really needed to make interesting puzzles; it's only cool in the beginning right after you get it. For the rest of the game it's not really necessary. Also the only jump'n'run like part of the game is in the beginning until you climbed the red crystal tower. After that it's much more puzzle focused. Most likely because I was bored by building that kind of stuff... even though I love parkouring with accurate first-person controls myself. But I found it much more interesting to introduce new puzzle mechanics over and over again.

The cliff meshes that I use aren't really making the job easier. They have so many steps in them that it's hard to build a wall, that makes it clear, without the shadow of a doubt, that you will not be able to climb it.
You always see some steps in them that you could climb on. Except for the 2 meshes on the right, they are really steep. Next game I will definitely first get more properly steep cliff meshes.


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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

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