A mix between Metroid, Portal, Mario and Zelda. Explore, solve puzzles, upgrade abilities, fight monsters, discover new regions. Find the way on your own without the game holding your hand.
All Reviews:
Very Positive (112) - 98% of the 112 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 (62)

September 16

Dev Blog 16.9.18

I am using the achievements mainly to track how far people get in the game.
Like pretty much everyone finishes the tutorial.
But only about 75% get to have a Force Cube.
Only 59% get the gun. And it keeps decreasing like that to about 15% in the end. Most people seem to get lost at the blue crystal facility.

There are 2 problems:
1: I added the achievements a bit too late so that a huge chunk of people played without them, so they are not counted and the numbers are now lower than they should be.
2: It's depressing to know how few people actually get to the point you're currently trying to work on. When you know you just work for the remaining 10-20% of the players it's hard to be motivated. That makes me want to streamline the game a little more, so that more people reach the later parts.
But I don't know if they leave because it's too hard or because they are bored.

But the question how much love you put into late-game-content is one every studio has to deal with. You must not drop the quality, but it's sort of not paying back.

These are the numbers of how many people finished those games and how long it took on average:

10% - 24h - Shadow Tactics
11% - 13h - Psychonauts
13% - 10h - Fieldrunners 2
13% - 100h - Factorio
15% - 10h - Thief
20% - 45h - Metal Gear Solid 5
22% - 31h - GTA 5
23% - 13h - Half Life 2
27% - 49h - Witcher 3
28% - 8h - Ori and the blind forest
41% - 8h - Portal 2
43% - 12h - Sherlock Holmes, Crimes & Punishments
46% - 13h - Rise of the Tomb Raider
48% - 7h - SteamWorld Dig 2
60% - 4h - Firewatch


Being in the 20's is normal for most games. Only few outstanding games get over 40% of their players to get to the end.
But it's of course also dependent on the difficulty. Tomb Raider and Firewatch are so easy, they nearly play themselves and Firewatch is also by far the shortest game on the list. So the numbers mean different things for every game. Shadow Tactics is very hard to get through so not surprising it has only 10% finishing.

Supraland currently has a playtime of about 8-15hours and is pretty hard in some places. So maybe I should throw in some more hints for the harder parts? What I definitely should do is make the facility easier. It drops from like 40 to 16% between the locker room and the blue crystal.

Are you a player that stopped playing Supraland at some point? I guess those players will not be reading Dev Blogs. But if you are, I would be super interested to know where you lost interest to play and why.

I'd also like to know which parts in the facility were the hardest to figure out for you?

Thanks!

EDIT: was just told that many people stopped to wait for the finished game. Ok... I didn't take that into account that you don't quite want to play an unfinished SP game.
3 comments Read more

September 11

Dev Blog 12. September 2018

I finally started with Blue Ville. Actually I only finished the puzzle that lets you enter the village once and for all.
I've also added a lot of other puzzles and things to the rest of the world. I wanted to release that as an update but I ran into a problem...

Before entering Blue Ville someone robs some of your tools. I had to get rid of some gameplay options for a moment because a cool puzzle could otherwise be solved in a way too boring simple way. You'll get your stuff back a bit later, but if I released this now and let you get to the early access ending, you would not have all abilities and couldn't go hunt for chests. Or if I gave you the abilities back, your progress would be screwed up once you picked the game back up, because you would have the abilities while you should not have them.

For that reason I will only put out another update once I'm at the point where you got all abilities back.
But then it will be a huge update.
Right now the changes list already requires some scrolling down. I did so much polishing work in many areas.

The changes most interesting to dev blog readers are these:

- Hero souvenir system
I added 5 more fallen heroes (9 in total now). And now you can pickup a piece from them and it will be stored on your shelf at home. When you found all of them (should be 12 in the end), you will be rewarded with something cool. I haven't thought of anything yet. At least there will be an achievement.

- I like the concept of having puzzles in early parts of the game that you can technically solve, but you don't have the knowledge yet how to do so. You're not missing any items or abilities, just the knowledge of how certain things work. That's why I put in a bunch of puzzles in that style in Red Town and around the Supraball Pitch.

- A couple of new puzzles. For example a new puzzle in the facility right before you get the float buckle will teach you a new mechanic that you didn't know exists. I've also added a completely new way to use the force beam. So far it's not explained how and it's only needed to get an optional chest. But it's so much fun that I will make it mandatory at some point.

- The strength upgrade will let you destroy pixel bricks with your sword - no more pickaxe needed.

Regarding the last bit and similar mechanics I've run into a bit of a problem.
If you for example find a pixel brick somewhere else in the world, but you don't have the optional strength upgrade, you could get the idea that you would need to carry a pickaxe all across the map. Same for carrots and purple flies.
I always provide a solution that is right around the corner. But in those cases it's possible to solve puzzles by carrying things a very long way. I'm not fully sure how to prevent all of this in a satisfying way. I just don't want you to do tedious, boring tasks.

So even if I somehow prevent you from getting the item all across the map, many people would still try and have wasted time. For example there are now waterfalls you need to run through, and purple flies would be killed there to prevent you from taking them past this barrier.
So you will now find flies in other regions of the map too, so if they are needed somewhere they will be close by. I hope I will get it right.

Progress will probably be a bit slower at the moment, because I also have to take on another project that should take me some weeks to finish. One of the books I wrote was translated from German into English and I have to do the layout for 280 pages and translate all the 120 graphics. This will have priority until it's done.

Thanks for your time!
David
0 comments Read more
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About This Game

Supraland is a mix of Metroid, Portal, Mario and Zelda.
Solve puzzles and fight cute monsters. Explore the world to find secrets, get upgrades, new abilities and to progress in the world.
Find the way on your own without the game holding your hand.

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

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