Jul 4, 2019
Supraland - DavidM
- More optimisation (lowering draw calls, less work for CPU)
- Fixed steel balls puzzle not working right
- Small improvements and fixes everywhere
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.
Supraland

It’s 2 pm in Germany, and David Münnich is ready for bed. His sleeping patterns have been "screwed up" for the past two decades, he tells me, and his working habits are equally erratic: sometimes he’ll work 20 hours straight, sometimes he’ll do nothing for a week and feel guilty about it. Currently he likes to work at night, when his kids are in bed and distractions are minimal, which is why he’s planning to sleep after our phone call in the middle of the afternoon.

I have no clue why everyone thinks their Metroidvania needs to be a sidescroller. Opening those 2D games up to 3D just makes it easier to create more interesting exploration.

David M nnich

It’s an unconventional approach to indie development, but then his latest project, Supraland, is an unconventional game—part puzzler, part point-and-click, part first-person shooter, all set in a Metroidvania version of a child’s sandbox. Münnich says he had zero expectations before last month’s release because "nobody cared about it" during Early Access. "I would’ve been happy if I got 2,000 people to buy it," he says. Now, it’s approaching 50,000 sales, and 96% of its 1,100 Steam reviews are positive.

It’s not hard to see why: Supraland is delightful. You play as a toy exploring a series of themed areas, each full of wonderful ideas. I watered seeds to make flowers grow, then arranged them to please a companion. I triple-jumped huge gaps, blasted skeletons, and summoned purple cubes to activate pressure plates. In my favourite puzzle, I dyed a wooden circle yellow and held it over another toy’s head so it looked like a halo, letting them charm their way into a chapel.

I did all this in the first few hours, and I know Supraland only gets wilder later on. It feels like an instant indie classic made by a large team—but Münnich made it alone in just 16 months. How did he pull it off? Where did he get the inspiration for a first-person Metroidvania? And is he working on a sequel? (Spoiler: yes, and it sounds exciting).

Münnich’s initial idea was as vague as they come: he wanted to make a first-person adventure game. "I'm fascinated by the ability to freely look around in first-person, find things, handle objects," he says. "In first-person, it’s me in that world instead of me controlling some dude in third person... they’re the only games that really immerse me." 

To hone his plans, he played his favourite games and made a long list of everything he liked, before further narrowing them down to a few must-haves. That list, he says, gave him the "Supraland formula"—a first-person Metroidvania full of varied puzzles, which he wanted to feel as tactile as Portal's.

Supraland’s choice of perspective is unusual, and he kept searching the web for evidence of other first-person Metroidvanias, only to come up empty. But to him, it seemed like an "obvious combination. I have no clue why everyone thinks their Metroidvania needs to be a sidescroller. Opening those 2D games up to 3D just makes it easier to create more interesting exploration," he says.

Map time

First-person meant Münnich could let players follow their natural curiosity without much guidance. You orient yourself by looking at the large objects in the distance, so when an NPC tells you that an important upgrade is hidden near a giant chair, you just need to glance at the horizon to know which direction to head. You never need a map, which Münnich says was a "central design decision."

"Maps might bring comfort, but they also degrade the entire 3D world to meaningless geometry," he argues. "I want people to always carefully look at their surroundings because this is where the immersion and satisfaction comes from."

His first step to designing the puzzles was to nail the abilities. He started with a list of 30 before whittling it down to only those that were versatile. "Unlike in a regular Metroidvania, where an ability can be used for one or maybe two things, I dismissed any ability that didn't at least have six completely different use cases," he explains. "So the magnet will not only allow you to climb metal things, but at some point you will be able to use it to erase a hard disk." 

From those abilities—double jumps, air stomps, a gun that fires yellow blobs—he crafted his puzzles. The aim was to make it feel like "a point-and-click adventure, but better," and to reward experimentation. 

"In the old school point-and-clicks... you would drag one object onto another and then hope the game would execute the solution. But most of the time it would just tell you that it isn't working," he says. "What I wanted to achieve is that you have lots of abilities, and you execute them yourself... if it happens to not work after all, you will at least have seen exactly why it didn't. And sometimes some unintended solutions might even work. So I'm just giving you the tools, and you [play] around with them."

By gradually layering in puzzles to match those abilities, and building the world so that it constantly loops back on itself, Münnich has created a game that feels rich and varied. By its very nature it feels bigger than it actually is—players can end up spending a lot of time in a small area.

Lessons for a sequel

Supraland 2 won't be a one person job. M nnich has already secured a combat designer and a narrative designer.

Like most game designers, Münnich isn't fully satisfied with what he's made, despite the early success. There are "tons of things" he wishes he'd done differently, from the angle of your jump—it doesn't get you high enough—to parts of the world being too linear. He's not planning expansions or major updates, and says most patches will just be bug fixes, but the lessons he's learned will go into Supraland 2, which he's already planning.

The sequel will be an extension of the original, and you’ll control a tiny character inside the child’s bedroom. But with a bigger budget, Münnich is aiming for higher production values, and to make the world more interactive. "[In Supraland], most objects are just normal big objects scaled down. In Supraland 2 you will really be surrounded by real-world objects…that have their actual purpose. Think of a giant match box, and you hold a giant match in your hands and scratch it over the side of the box to get fire. I hope to have the world filled with these kinds of things."

He wants to beef up combat, which feels undercooked in Supraland. He wants a system in which difficult enemies bar your progress, and can only been defeated after you’ve found certain abilities by searching secret areas. "Right now, combat is actually pointless—you can die your way through the game because dying doesn’t matter. I want… not quite like bosses, but rooms where you have to beat enemies and it will be quite hard unless you get a lot of secrets and upgrade your stuff properly."

He's currently trying to work out how to marry this system with making the game world feel open, which is one of Supraland’s strengths. He’s considering having the giant child following the player around, giving hints about abilities they’ll need in a given area, and sees GLaDOS from Portal as a possible comparison.

Supraland 2 won't be a one person job. Münnich has already secured a combat designer and a narrative designer, and is looking for two more developers to join the project. Working alone has its advantages, he says, such as being able to put his "crazy ideas" straight into the game without running them past other people, but it also means all the pressure is on you. "You grow a lot in the process, but I don't feel like doing it again," he says.

He admits he feels under "so much pressure" to push out a console version of Supraland, and further pressure to get the sequel right. "I hope it wasn’t a fluke and I know what I’m doing so that I can repeat it." He hasn't had time to take a proper break since the game came out on April 5, and rarely has even a free day to relax. 

Münnich doesn’t mind that heavy load, and loves working on a game that he’s passionate about. But hopefully he finds some time to enjoy Supraland’s success and recharge in the coming months. He doesn't know when his ambitious sequel will take shape but, judging by his first effort, it will be worth the wait, however long it takes. 

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