Try the demo! A mix between Portal, Zelda and Metroid. Explore, find secret upgrades, solve puzzles, beat up monsters, find new abilities that help you reach new places.
Seneste anmeldelser:
Meget positive (136) - 93% af de 136 brugeranmeldelser fra de seneste 30 dage er positive.
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Overvældende positive (1,300) - 96% af de 1,300 brugeranmeldelser for dette spil er positive.
Udgivelsesdato:
5. apr. 2019
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Seneste opdateringer Vis alle (146)

4. juni

Warum warum on spotify and others



The beloved credits song "Warum warum" is now available on Spotify as lots of you requested: https://open.spotify.com/album/0TcQgo2hlD65JzgpE16Xk6

You will also find it on all other music platforms. Just look for "Con Fetti Pesto".
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16. maj

Update V1.6



In this update I tried to iron out all the cases where people felt they were missing important hints to solve certain puzzles. And there are a couple of new things and lots of fixes. Here is the list of the major changes:

V1.6
- All MacGuffins are now on majestic thrones to make them stand out from the rest
- Added obvious/important hint to the firefly puzzle because it was unfair and inconsistent with the previous behaviour
- New map feature in your house in endgame mode
- Added new fast travel jumppad between shieldgenerator region and carrot town
- Added new decorative elements in stomp region to distinguish it a little bit more from the ones surrounding it
- Added one more puzzle step in the big lava building after you get the translocator
- Added additional mini puzzle behind the green moon door that serves the purpose of tutorializing a mechanism that is needed for the endboss but wasn't known to most players
- Chromatic Abberation effect decreased from 0.66 to 0.2
- Reduced flickering while using the magnet because it was driving someone crazy
- Updated portuguese translation
- Removed coin counter from stats because people went too obsessive about it and it's not worth your time getting them all
- Moving platform now kicks the force cube away when it gets stopped, so people don't think the cube has to stay in that place
- Jumppad in endboss arena better visible; many people thought they were stuck
- Shooting ball into yellow sockets is now much easier; standing on top and aiming down will now work
- Door in first desert part that closes when you get too close now has a circle showing that distance instead of a cable
- Fixed OOB at the transition between the 2 first desert parts
- Forcecube now has a much bigger cooldown if you are in the air while spawning it, preventing glitching up walls
- Fixed getting stuck in bonus area next to locker room if you got in without opening the door first and you don't have the beam yet
- Panic light puzzle now turns your head to your cousin when you put a light in so you better see what effect it has
- Removed a few NPCs when you progress instead of keeping them around
- Groupies at your house are not an 8 legged monster any more.
- Allow stomping during fast travel that makes you fly over the locker room
- Fixed glitching through cave door with translocator
- Multijump sound much quieter now
- Added coins hinting towards the secret of an upgrade behind the locker room
- Removed marty skin from red guy in locker room because it was a useless reference really
- Added fallback to respawn orange harassment guy incase he is invisible
- Fixed a few slippery bricks that didn't allow walking on them
- Fixed blue king thanking you too early before you solved the quest
- Fixed getting out of bounds in Blue ville above battery socket
- Added tutorial button display when first picking up the chest detector
- Added health refill opportunity before end bosses
- Made 2 changes that make it easier finding the way into the 2. green moon building
- Removed button after you make the big jump out of carrot town; the button turned on the jumppad permanently and now it will turn on automatically without a button
- Fixed "get to purple crystal" quest activating again when you already solved it
- Metal ball in blueville has more friction now so it won't roll away forever
- Fixed detector text in key options menu (is now "Ability 3" - I'm hiding the names to not spoil what's to come)
- Fixed the game not saving the endgame state if you closed it during the end scene
- Added date related easter eggs to main menu
- Fixed that while in menu you could still trigger weapon actions in the background
- Fixed being able to activate a quick travel jumppad out of carrot town way earlier than allowed
- The volcano panic light is now much lower so it's easier to use
- Lowered position of NPC speech bubbles because they would be invisible if you were too close to them
- Fixed being able to glitch through a wall in the 166 star secret
- Added 2 more blue crystal signs after the double doors and at the chapel to avoid misunderstandings regarding the location of the blue crystal
- Fixed getting stuck in a secret place in the facility with the translocator
- Fixed gun behaviour if you were charging while running through a yellow force field
- Made Jumppads non magnetic, preventing a wrong trajectory if used with the buckle
- Fixed problem where the diamond pickaxe could not destroy certain bricks
- Fixed that you could get below the big water with the translocator
- Added little hinting wood block over the giant water roof
- Fixed issue with NPC giving you the grave destroy task; the task would only finish when you 'used' him. Now it also finishes when you get close to him
- Replaced one alt-damage-x2 upgrade with a combo damage +25 because you could become happy even before the endboss and break the game
- Little change to how save slot menu behaves
- Increased max FOV from 120 to 125 because on widescreen monitors 120 would still be a little to small
- New assets in desert 2 region
- Lots of small improvements not worth writing down in detail
- Updated Demo version to newest state
18 kommentarer Læs mere

Anmeldelser

“I had already decided Supraland was my favourite game of 2019 so far before I noticed it was almost entirely made by one man. [...] It really does stand comparisons with Portal, Zelda and Metroid, which is no mean feat, and not words I’d offer lightly.”
Rock Paper Shotgun

“Talking about a game like Supraland is really hard as it is the kind of game that you have to experience to realize how special it really is.”
10/10 – MadDownload

“If you're looking for a unique take on the Metroidvania experience I can highly recommend checking out Supraland.”
9.5/10 – GameSpace

Om dette spil

Try the free demo!

Supraland is a First-Person Metroidvania Puzzle game. The main sources of inspiration are Zelda, Metroid and Portal.
Supraland assumes that you are intelligent and lets you play independently. The story is minimal, gives you an overarching goal to pursue, and then sets you free. Despite child friendly visuals, the game targets experienced players. Playtime: ~12-25h


- Metroidvania -

You explore a large interconnected world in which most ways are at first unpassable until you find new abilities to overcome those obstacles. A cornerstone of Supraland's design was to create abilities that are so versatile, they will keep on surprising you by how many different usages they have. If you combine your abilities, the possibilities become even bigger.

- Exploration -

Most of the game is about exploring the sandbox world to track down secrets. Often you will think you are about to get out of bounds and beat the level designer, but right there is a chest waiting for you with a very rewarding upgrade. Supraland respects your lifetime and doesn't bloat the playtime with unlimited no-brainer collectibles.

- Puzzle Design -

The deeper you get into the game the more you will be facing creative puzzles you've never seen anywhere before, encouraging you to stop and think about what abilities you have and how you can use them in yet another way. Puzzle types that I already knew from other games were immediately rejected in the design process. And it's important to me that once you understand the idea behind a puzzle, you can pretty much immediately solve it instead of having to go through a cumbersome, frustrating execution.

- Fighting -

The fighting mechanics are inspired by old-school, fast-paced shooter games like Unreal, Doom and Quake, encouraging high-speed strafing and jumping while throwing shot after shot at hordes of charging enemies without ever having to worry about weapons reloading.

- Free Demo -

In the demo you can play the first big section of the game and decide if it's for you. The demo progress continues into the full version; you don't need to play anything twice!

Systemkrav

    Minimum:
    • Styresystem: Windows 7
    • Processor: Intel Core2Duo 2.66GHz
    • Hukommelse: 4 GB RAM
    • Grafik: GTX 780
    • Diskplads: 3 GB tilgængelig plads
    Anbefalet:
    • Styresystem: Windows 10
    • Hukommelse: 4 GB RAM
    • Grafik: GTX 1050ti
    • Diskplads: 3 GB tilgængelig plads

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