released on Apr 05, 2019

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.

– 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.

Reviews View More

Surprisingly high-quality game. The gameplay is very entertaining, the level design is well-thought, and the skill progression is amazing, I wish more games had similar coherence. I loved that you could re-explore the world after each gained the ability to find lots of new hidden passes and rooms in places you've been a hundred times. The plot itself was not the strongest, but I still think as a low-key game this works exceptionally well. Highly recommend!

An immaculate 3D interpretation of the metroidvania concept. Movement is dynamic and fast paced without ever feeling uncontrolled, puzzles and tools are creative and engage with each other in tons of fun ways, and the style and art of the game is playful and wholesome.
Only gripe, and very fitting to much of the metroidvania genre of old, the combat is majorly lacking. I'm torn between saying the game would be better without combat all together or that combat needed to be doubled down on. It's not unpleasant although the first few minutes are stiff, but it quickly becomes something you barely engage with.
Overall a blast, a great collectathon with awesome gameplay.

I picked this up because it was tagged as a Metroidvania, and I guess, to an extent, it is.
Area gating definitely happens, but the monster holding the power-ups at least in the first four hours I played happened to be the merchant that wanted to sell you your double jump, triple jump, force cube, and such. I did eventually pick up a few other power-ups on my own through puzzle solving, but a number of them felt extremely optional.
For what it's worth, the puzzles are pretty fun to figure out, but because they're the meat of what this game is, the game really feels more like a puzzle sandbox than anything else. There's combat as well, but combat is pointlessly awful. Sure, it's briefly fun to drop your Force Cube power-up on an enemy or blow them up by spawning it inside of them, but that's like 30 seconds of enjoyment amidst A LOT OF TIME in which you just slash-slash-slash-slash-slash-slash-slash until an enemy is dead because they're in the way of the next puzzle you're heading for...or worse, shooting at you or launching themselves at you to distract you from the puzzle you're working on.
Exploration is simultaneously fun and frustrating because the game is happy to push a triple jump on you fairly early on along with the Force Cube you see in the title image for the game -- basically another free jump that you can spawn beneath you. Exploration is thoroughly encouraged...until it isn't. Sometimes, you can find yourself getting up to places you don't belong and the only real signal is when your body no longer touches the ground you're standing on and proceeds to slide around in a spastic manner. Sometimes, you can get another jump or two out despite this happening, and sometimes you can't. It shouldn't sound like a big deal, but the game also will let you into areas you shouldn't be in at all in certain instances.
I definitely softlocked myself twice by making it onto seemingly easy ledges with my jumps and the cube, only to think I found a secret cave because you could crouch and sneak into the cave like all the other previous crouchy-sneaky caves, but I ended up finding dead ends and could not crouch my way back out of the area I ended up in. Of course, I also used space like this to reach chest loots (usually some attack or regeneration stat power-ups) I shouldn't have been able to access from where I was. The end result is that it's fun when things work and occasionally rather annoying when they don't.
The game seems very reward heavy -- it reminds me a bit of Lootbox Lyfe in that regard, but I had a lot more fun with the power-ups from Lootbox Lyfe, even if it felt a little more linear in terms of exploration at times. I guess the difference between the two for me is that I finished Lootbox Lyfe and this one is going back into the backlog. All the positive reviews I saw on Steam make sense, but this game isn't grabbing me like it grabbed so many other people. If there's a demo, check it out. If you're hard-up for a Metroidvania, this feels like it fits the mold, even if it also feels strongly like nothing more than a puzzle game with monsters that get in the way.

Completed with 100% in-game progression, all achievements unlocked. This was a wonderful surprise. Supraland blends gameplay elements from classic franchises including Super Mario, Metroid, Zelda, Minecraft and Portal, presenting players with a 3D open world to explore, solving puzzles from a first-person perspective to progress, collecting new equipment and upgrades to expand your means of interactivity, with a smattering of simplistic combat to break up the puzzles. Rarely are the puzzles too obscure to solve, judged just right for satisfaction, but there's good support from the forum community with tips for those who occasionally find themselves getting stuck.
Graphics are fairly simple (the player and NPCs are all stylised stick-people, for example), but more in a charming way rather than being a negative, and fit quite nicely with the game's theme of taking place in a miniaturised world, with everyday objects such as scissors, erasers and chairs being obstacles to navigate
Very impressively, this was developed pretty much just by a single person - and who now continues to interact actively with the community in the Steam forums and on Discord, with responsive updates/patches to the game to improve the experience - and plans now for a sequel, which I very much look forward to!

Decent little adventure game, make sure to ini edit off the depth of field. The puzzles were fun but the combat I could do without.

There is barely any good puzzles