Jul 5, 2019
Supraland - DavidM
- Teleports you back to your home if you glitch over the cliff between Redtown and the Supraball pitch so you cannot screw up the progression
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.
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