Supraland - DavidM
Linux version is ready!

Steamcloud is ready (save games will get synced with Steam).
Supraland - DavidM
This update increases the performance. And I polished it so much, it now has a Polish translation.... and Serbian. Because of the optimisation that we did, this update was in the making for a long time, much longer than expected!

Remember the Supraland 2 kickstarter campaign: https://www.kickstarter.com/projects/supragames/supraland-2

Here are the changes for this new version:
- Optimisation, lowered CPU use a lot, FPS might go up a lot with this update
- Added first draft of polish and serbian translation
- Added more characters to fonts filling in missing ones in some languages
- Changed control setting behaviour, it was weird
- Options menu now saves SHOW FPS, DEPTH OF FIELD, MAX FPS (previously it reset after every start of the game)
- Fixed save slot loading taking very long (only works for newly saved savegames, old ones still take long to load but will get fixed once they get saved again)
- Added menu option for force feedback
- Resolution scaling can now be increased beyond 100% up to 200%
- Fixed some ultrawide screen problems in the menu
- Fixed grave in desert 2 area being inside of wall
- Fixed being able to get stuck in a steel beam
- Fixed save slot showing 100% while you were actually only at 99,5; it rounds down now
- Added glass plane next to 3-steel-ball puzzle to prevent player from going over the fire
- Prevent multiple coin sounds from playing at the same time when you collect a lot
- Made sure the battery slot puzzle with the beam in blue ville works reliably (so the battery doesn't remove the beam).
- Forbid using menu during blue king cutscene (pls test!)
- Can now use the controller in the menu to move the cursor
- Preventing some out of bounds opportunities
- Fixed unlikely chance to get stuck at the blue ville gate
- Added kickstarter ad in the main menu
- Fixed quest box still showing when you're out of quests
- Lowered game size by a few hundred MB
- TONS of small improvements


First to comment is a loser!
Supraland - DavidM


We have a great announcement for you!
Supraland 2 is now on kickstarter!
The first 500 backers can save 25% on the "Early Bird" perk.

All the things you might want to know are on the kickstarter page. Ask any question you like!

Support Supraland 2 on Kickstarter!
Jun 25, 2019
Supraland - DavidM


A whole new Singleplayer campaign called "Crash" is in development right now! It will be released as a DLC for Supraland by the end of the year.

I don't want to tell you too much about it because it should be a surprise party for you when you play it. But basically: an experimental rocket journey ends in a desaster. Crash land in the now wiped (but same) sandbox and meet a different folk and get some old and some new abilities for your metroidvania pleasure.

Originally Crash should have been a part of Supraland 2, but I noticed it would not really fit in there for various reasons. But the idea behind it is so cool, I totally want to make it, so I decided to make it a SL1-DLC.

We have another cool announcement coming by the end of the week!
Supraland - DavidM


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".
May 16, 2019
Supraland - DavidM


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
May 16, 2019
Supraland - DavidM
Gamasutra interviewed me about "exploring the potential of metroidvania design in Supraland"

https://www.gamasutra.com/view/news/342119/Exploring_the_potential_of_metroidvania_design_in_Supraland.php
Supraland - DavidM
PCGamer interviewed me about the design philosophies that went into Supraland and what I have planned for Supraland 2:

https://www.pcgamer.com/uk/how-first-person-metroidvania-supraland-became-a-hit-and-whats-in-store-for-the-sequel/

There will be a crowdfunding campaign coming for Supraland 2 probably at the end of June.
Apr 25, 2019
Supraland - DavidM
- Fixed juicer getting bugged and not working anymore until you reload the game
- Fixed that if you close the game while entering a key into a lock, you could save that the key is gone and the lock is not yet open and you were screwed
- Fixed some holes in the map where you could slip through with the translocator
- Small green pipes in the facility and other places now suck up the gun projectile and not making it so hard to hit in the middle of the pipe
- Some door sounds now increase or lower pitch while opening or closing, giving a better sense of what's happening
- Floating platforms now do a beep sound when activated
- Little skeletons now have less health (25 to 15)
- Skeleton warrior now has a little bit less health and doesn't always get thrown back when you hit him
- Fixed wallet upgrade in endgame in own home missing
- Added "Press F11 note" in main menu because people who have a wrong resolution setup couldn't use the menu until they pressed f11
- Added readme file to game's folder with instructions on how to recover backup savegames
- Added a check to prevent enemies from shooting through walls
- Reworked Russian translation
- Added missing Turkish characters in speech bubbles
- Should fix weird constellations where you get stuck when dying while entering blue ville for the first time
- Made guns humming sound quiter
- Fixed chest detector being seemingly on after loading the game, but it was actually off
- Changed "FPS" to "Max FPS" option - text was wrong
- Fixed that non-wood crates could be burned
- Jumppad near giant pickaxes now kicks you up automatically onto the wall next to it because people kept missing it
- Added more metal elements in facility to allow easier navigation with the buckle
- Steelbeam melting NPC now tells you exactly how much 2nd fire damage you need (128)
- Hint-NPC in cube-stomp room in power2 region now longer waves at you from inside the building while you are outside
- Added new Hint NPC in desert 2 region telling you to drop the cube onto monster's heads
- Added new NPC in catacombs telling you to not doubt the chest detector, in a place where people always think there is a bug, but there isn't
- Turned black hole in front of Red Town into a lava hole, because people were often unsure if they could jump into it.
- Fixed fake solution to the 166 star room puzzle
- Updated outdated picture in Volcano3 part of the hintguide
- Fixed yellow pipe leading to chapel section didn't let you walk through, but it was slippery inside
- Grave detect beep louder
- Fixed and improved lots of other small things
Apr 21, 2019
Supraland - DavidM


I want to add developer commentary spots all over the map. They will get unlocked in endgame, after you beat the main quest.
You simply go to the commentary spot and use it. Then you will hear me talk about the development process of that scene.

Are there particular spots/puzzles/things where you are interested in the development or my thoughts?
Write them in the comments and I will add them.
...