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Supraworld News

Update 5 - Act 2.2 Green Path

[p][/p][p]
 Changes: [/p][p]- Added Green Region of Act 2
- CPU and GPU Performance (fps up to +100% better in DX11 on low end hardware, in DX12 10-20% faster)
- Optimized Steam Deck support (HUD scaling and 60FPS)
- Added Toothpin jump assist (making it easier to land on it)
- Ghosts now only slowly appear when hovering to avoid involuntary spoilers
- Added Rubber Duck near rune gate
- helps solve all puzzles, maybe
- Added secret areas and puzzle police
- Added new beginner puzzle in start down (under suitcase)
- Added new puzzle in optional area below recycling center
- Decorated outside world
- New music in Worthy areas
- Enclosed Worthy Area behind Floor Town
- Cut stupid harmonica puzzle and replaced it
- Added some oldskool chests
- Improved darkness/brightness issues
- Added "Continue" button to main menu
- XeSS support added
- Map looks much prettier now and takes up waaay less space on disk
- 13 new achievements
- Hundreds of misc. bugfixes and improvements[/p][p]Note 1: Your old savegame will of course stay compatible, no need to restart.
Note 2: The Mime and Fired achievements can be technically acquired but the game doesn't give you the knowledge yet how to do so.[/p][p][/p][p]Overall Progress[/p][p]The next update will be the yellow path. Here is where we roughly think we are right now:[/p][p][/p][p]Act 3 will be a major act, but not as big as act 2. Act 4 is kinda short and mostly the victory lap, so it's not such a big deal to make. Our processes should speed up more and more, I hope, because the code fundamentals are more advanced now. Let's see how that goes![/p][p][/p][p]Supraworld compared[/p][p]There is a lot to come, but Supraworld is now by far the biggest Supra game already.[/p][p][/p][p][/p][p]How puzzles are made[/p][p]I have no idea if there is a target audience for this but I overhauled my concept for how our puzzles are designed. I wrote it down here and there is an example from Supraworld underneath where it all gets applied.[/p][p]https://docs.google.com/document/d/1qxnizWdYWFFssZmLz49e32QQAuYnEpIEgvxykCfOy_0/edit?usp=sharing[/p][p][/p][p]See you soon with the yellow path. Please be patient with us. Rushing us is not helpful, but we're delighted there are so many people waiting for new content![/p][p]As usual, any like on this post reduces the wait time by 1 minute. It's something![/p][p]-David[/p]

When next update??

[p]I know most of you are really just waiting for the full release. I understand.[/p][p]Thanks to all the early access players for all the feedback; it helps sooo much polishing and you keep giving us great new ideas.[/p][p][/p][p]The next update (green path) will take us a little longer before we can start testing because we started creeping in new features![/p][p]The first tests will probably happen in January and we'll release it when we've gone through all the necessary steps of QA.[/p][p][/p][p]Today I have a little development insight for you. A (mostly blurred) overview that shows our dependency map of abilities and knowledge gates throughout Supraworld's main and optional progressions and how they tie together (it's not finished yet but most of the structure is there):[/p][p][/p][p]The abilities so far have been pretty tame, but we have abilities and pieces of knowledge waiting for you, so outrageous, they will make you go, "I CAN DO THAAAAT????".[/p][p][/p][p]We're at the same time laying out the game in a way that you can do major skips in your second playthrough because the game has so many hidden knowledge gates. We're going really hard with the "no decoration" philosophy. So via achievements we basically ask you to play the game completely differently the 2nd time so it's pretty much a new experience
(The knowledge skips are not noted in the overview above yet).[/p][p][/p][p]Everyone at Supra Games wishes you happy holidays and patience![/p][p][/p][p]-David
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PS: every like reduces the dev time by 1 minute[/p]

Update 4 - Act 2.1 Blue Path

[p]As I promised, early october! Have fun![/p][p][/p][h2]Update 0.2.9016[/h2][p]- Added Act 2.1 (the blue lamp path) with roughly 25 new puzzles (about +3 hours of playtime). Start the new content by going to the entry of Floor town - a little cutscene should play to guide you.
- Improved GPU and CPU performance
- Combat is harder now; it was waaay too easy.
- You can now pick your favourite currency in the options (and no, we're not adding more than those)
- Added option to adjust strength of screen-shakes
- Added option to adjust speech bubble duration
- New runner challenge added near snail area
- Added more crowd in Act 1 areas outside of town - they get removed after act1 is over.
- Removed and added secrets in act 1 regions
- Overhauled Abilities screen
- Now officially offering DX11 as a backwards compatibility start option. DX11 mode now also has better (less bright) lighting
- 23 new achievements
- Depth of Field reduced
- Tons of little fixes and improvements everywhere[/p][p][/p][p]We get lots of questions regarding translations.[/p][p]We plan to translate the game when it's all done and finished; so not during beta anytime soon. Ingame texts are changing all the time right now. It would not be worth it at the moment.[/p][p][/p][p]You might have noticed, there are a lot of optional knowledge gates in Supraworld and lots of ways to beat every quest.[/p][p]Supraworld generally is designed in a way that you gain so much knowledge in your entire playthrough, that you will play it very differently in your second run by seeing way more possibilities right from the start. It is intended that you play it twice in fact, so that we will add achievements aimed at the second run. The knowledge gained will allow skipping things, taking different paths, doing completely different solutions.[/p][p][/p][p]The next major update will add the green path (2.2).
This is the current status, more or less:[/p][p][/p][p]We'd be happy to see you in our discord community: https://discord.gg/DhWbSbfMqx[/p][p][/p][p]-David[/p]

Hotfix RELEASED - V0.1.7925

[p]This update fixes up some minor issues in act 1. [/p][h2]New Features: [/h2]
  • [p] Toothpick now changes colors based on its upgrades.[/p]
  • [p] Added nearly 20 hats to the hero customization[/p]
  • [p] Added experimental support for the Vulkan render API.
    Use this by adding `-vulkan` to the launch parameters.
    Performance might be better than DX12 on certain hardware.
    [/p]
[h2]Quality of Life: [/h2]
  • [p] Made low health heartbeat way more subtle[/p]
[h2]Fixes:[/h2]
  • [p] Fixed some soft-locks when you're missing certain abilities.[/p]
  • [p] Fixed some missing percentages. You can now 100% on fresh saves again.[/p]
  • [p] Fixed missing solver's page after loading.[/p]
  • [p] Ensured RGB mural is never blurry.[/p]
  • [p] Bunch of small fixes.
    [/p]

Update 3 - V0.1.7876

[h2]New Features:[/h2]
  • [p] Added new area where you can enter the wall in Snail area (previously EA volume) includes 3 secret areas and one achievement[/p]
  • [p] New puzzle in Start town (the Great Failini)[/p]
  • [p] Some new secrets[/p]
  • [p] New "hat"[/p]
  • [p] New building in start town[/p]
  • [p] Added Reverb to certain places [/p]
[h2]Quality of Life:[/h2]
  • [p] Made getting crouch-egg more fair/clean[/p]
  • [p] Added 3 new puzzle police cases[/p]
  • [p] Present-box lids now disappear after opening[/p]
  • [p] Added timed Tutorial character in Starttown helping with trash bag gate if people take too long with it[/p]
  • [p] Added new mood NPCs on green carpet after destroying the gumball machines there (only works on new saves)[/p]
  • [p] Added heartbeat and red screen when low health [/p]
[h2]Fixes:[/h2]
  • [p] Optimized CPU performance[/p]
  • [p] Fixed springs kicking you way too high sometimes[/p]
  • [p] Fixed rare soft lock while trying to get pin for free[/p]
  • [p] Improved toothpick explosion effect[/p]
  • [p] Fixed gasmask guy not entering house when puzzle solved[/p]
  • [p] MANY other little fixes and improvements to all kinds of things
    [/p]