Supraball - (RPS)

Summer. The heat age. Scorch season. Spring’s hangover. It’s the mid-point of the year and you know what that means. No, not “mojito time”, Geoff, put those away. It’s time we told you what the best games of the year are so far. There are quite a lot of them. Just look how many videogames have escaped from their developers in the past six months and are now running amok through the blistering streets, getting stuck in the melting tarmac, like ants in jam. It’s unsanitary. So allow us to round up these unruly games and trap them in a handy list. Here are our favourite sword swingers and space ‘splorers so far this year (and a couple of DLCs for good measure).

Okay, Geoff, now> bring the mojitos.


Supraball - DavidM
On Thursday 25.04.19 registrations for the one-day SUPRA mini tournament will start. The tournament itself will be held on Saturday evening.

All information, registration and coordination happen on this discord:

There is also a channel that helps find a team or players.
Supraball - DavidM

You thought the coolest part of Supraball was finding hidden coins in the Training Court? Say no more! SupraLAND releases today and is all about exploring the world of Supraball!

Beat up little monsters, solve puzzles and find lots of upgrades in this Metroidvania!

Get your copy today:
Supraball - DavidM
A mini 3v3 tournament accepts registrations until 28. March 2019.
Matches will be played on the 30. of March.

All information, registration and coordination happen on this discord:

Supraball - (Sin Vega)

It is the season for what the hell is going on out there>? Do I plant my garden now? Are we going back to normal late-winter murderfrost or what? Lord, we’re all doomed. If I didn’t have a cold I’d have no tether to normality at all.

Unknown Pleasures is, you may be aware, our round up of the best indie games on Steam that, more often than not, hardly anyone is talking about. It’s a bit good, you know. There are loads of solid indie games these days languishing in obscurity. Support your local bedroom dev and try out this week’s siftings.

Harbingering the end times but trying not to think about it this week: questing meeces, quad-jumping ball bouncers, and jazzy shootouts. (more…)

Supraball - DavidM
A 3v3 tournament accepts registrations until 24. February 19.

All information, registration and coordination happen on this discord:

There is also a channel that helps find a team or players.
Supraball - DavidM
There is a hidden map in the game that cannot be selected in any menu.

It is a Singleplayer skill map.

To play it, open the tutorial map and then in the console enter "open db-skill". You open the console with ~ or ö in at least Germany.

Get a score as high as possible and post a screenshot of your end result. You take steam screenshots with F12.
Supraball - DavidM

Please fill in this form so we have a better idea on how to run the next Supraball League:

Supraball - DavidM

This is now the release of Supraball and not quite what anyone has expected.

We've been working on this for exactly 7 years now and we worked our way into a corner that we see no way out.
The UDK engine that we use limits us so much, that it's bordering impossible to debug a lot of problems and our motivation to go on like this is near zero.

We're maybe disapointing some players with this, but please read on! In the long run it will be better this way.

We now have a game that can be played very well and is a lot of fun if you take it seriously, but it is far from being a polished experience. Given all these circumstances Marenz and I (David) decided to release it as it is. We really want to start over, having learned hundreds of lessons, to make Supraball the game it deserves to be. Knowing how to do things right usually requires having done it wrong before. Trust us, we learned a lot from the many mistakes.

The complexity of our current system is way too high. It has way too many separate parts that are very hard to coordinate. The game is hard to update. We want to have the game in one piece, no separate launcher; have it all focussed way more on the core gameplay, not have so much clutter and menu options around it. What we cannot fix is, that in the past 5 years the gaming scene exploded with countless games being released every day, and even AAA games coming out for free all the time, all trying to get attention. All we can do about it is to not try to please everyone but go more for the hardcore niche player. I have no doubt the gameplay itself will stay unique; no other game can really compare to what Supraball is.

I personally couldn't help on the game production anymore in the last 12 months, and in that time I made an entire game (which will be finished within the next month). The production of SupraLAND, using Unreal Engine 4, was such a smooth experience and it turned out to be a polished game without real problems during development. All we really wanna do is make another SupraBALL in this new engine. Not only can this engine solve all the issues that we're having in the production of the past 7 years, I also learned to code in it.

A year ago it seemed impossible, but everything I needed to get coded for Supraland I could actually make on my own and I learned so much in the past 12 months. In SupraBALL I could always only do art stuff and for coding related things I always depended on others and was forced to wait and wait and wait. Now I can finally do all the gameplay and menus by myself. I'm really looking forward to do all that for SupraBALL, because I know it can be just as polished as SupraLAND.

We expect this release on steam now to automatically generate some buzz, so we'll keep a close eye on what's going on, and maybe we'll do some support updates if it's worth it.
Apart from that, we will inform you on our various social media channels the moment we have concrete future plans.

If you want to give us feedback please use this form:
Supraball - DavidM
Sorry for making you update the game almost daily!

- Removed personal goal challenge
- Fixed a UDK crash at the start of the match
- Made changes to dash code, also added more log information - if a dash doesn't work online, please send us udkgame/logs/launch.log so we can learn from that
- You can now release a full power shot while being hit-shaken (instead of a weak random direction shot - your aim might only be slightly off because of the view shake)
- Increased intensity and duration of camera shake when being hurt
- The overcharge shot now doesn't go in a random direction anymore, it's only a weak shot (5% of the charge power)
- Fixed that kicking in lobby matches was sometimes not possible (if the server was configured to be ranked, even though lobbies allow no ranked matches)
- Fixed 3v3 lobbies showing the 5v5 rank for unassigned players
- Match report flipping speed increased a lot (going left and right to next or previous match report took very long)
- General stability fixes

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