End of 2021 Status - SIU Trailer - Supraworld Clip

Supraland

Try the demo! A mix between Portal, Zelda and Metroid. Explore, solve puzzles, beat up monsters, find secret upgrades and new abilities that help you reach new places. Playtime 12-25h.

[h1][b]Six Inches Under:[/b][/h1] First of all, we put up the Six Inches Under Trailer today. If you want [b]to not get spoiled at all, don't watch it![/b] https://www.youtube.com/watch?v=VfXXy1cA8Ms I'm very curious how new players will feel about the game. For oldskool Supralanders it is mostly familiar territory and for others it is a much more unique experience. It will also be interesting how those, who start with 'SIU', will react to Supraland 1 if they happen to play it afterwards. I guess a while after release I'll also write a 'SIU'-Postmortem article, like I did with 'Crash'. There were a lot of lessons learned during the development and after the release we'll sure be made aware of more things to learn. [b]Here you can wishlist 'SIU':[/b] https://store.steampowered.com/app/1522870/Supraland_Six_Inches_Under/ [h1][b]Supraland 1[/b][/h1] Other good news is that Supraland 1 will be yet another year on Gamepass, which is a very significant thing to us. [b][h1]Supraworld[/h1][/b] In 2021 we worked with two teams basically. The core team was busy wrapping up 'SIU'. The art people were preparing lots of assets for Supraworld (formerly known as Supraland 2). We have so many fantastic looking objects and characters, it's gonna be beautiful. We also have a lot of newly written music for Supraworld by Daniel Sadowski and I'm eying having it recorded by a big orchestra. But it's expensive, so I'll have to wait for the 'SIU' sale numbers first before I make a decision. Our art team did a fantastic job with the assets and Unreal Engine 5 makes it all look so beautiful, I can't believe it. I prepared a little [b]1 minute clip of Supraworld assets[/b]: https://youtu.be/IF6YPgH_XY0 Be aware that this is barely gameplay; there is not really any functionality coded yet, it's mostly just visuals. You can only jump around and dash. The coding will start once the 'SIU' team wraps up completely. With Supraworld we are making the jump to having every asset tailor made for the game. In Supraland 1 all the environment was made by us but I was using stock music and stock enemy models. In Crash and SIU we upgraded to our own music, but we still used stock enemies. But it's not like you just buy enemies from a store, put them in and it works. Nope, it's just the models and some animations. You need to create all the behaviour, sounds, AI, effects, interactions with other systems... it's a lot of complicated work you still need to do. That's also a thing we learned a lot about in the past year and it will just get better in Supraworld. I expect that after the upcoming 'SIU'-Release it will take a couple of weeks of maintenance before we can all switch over. While a lot about Supraworld is already pretty clear, there is still a lot of story and general game structure things we need to figure out and it's shaping up more and more every day. I'm totally obsessed with Supraworld and pouring all my heart into it! - David Münnich