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  3. Let’s (Super) Catch-up | The Mooseletter July 2025

Let’s (Super) Catch-up | The Mooseletter July 2025



Hey Super Animals, we’ve been extremely busy this past month. Between steady progress on Super Animal World, showcasing the game in Kyoto, and hosting this year’s Super Summer Royale event (complete with a brand new weapon), there’s a lot to dig into, so let’s get started!

In this edition of the Mooseletter:
  • Super Summer Royale recap
  • Super Animal World progress update
  • Our BitSummit experience in Japan
  • Triple Barrel Blunderbuss insights
  • Pixile AMA, Community Roundup, and fanart showcase

[h2]Super Summer Royale[/h2]



Last month’s Super Summer Royale debuted our first-ever limited-time gun, the Triple Barrel Blunderbuss (more on that later), along with fresh cosmetics and Super Animal breeds, including the community-inspired Super Sea Dragon (thanks Tank and Unflappedflea for the suggestion!).

Thanks to everyone who joined in and shared feedback! It was a blast seeing players experiment with the new weapon and have fun with the event. We’re already looking ahead to our next seasonal event, so if you have ideas for Howloween (or future Super Summer Royale fun), let us know in the Discord server or in the Steam comments.

[h2]An Update on Super Animal World[/h2]

The team made incredible strides this past month, so let’s dive right into our very scientific progress bars!



All our core mechanics are feeling great, especially after a significant breakthrough that improved fishing gameplay this month. There’s still some polish to apply, but we’re thrilled with how everything is shaping up! Progression systems have also come a long way, and we’re now nearing completion on their development.

Thanks to the extra development time, we've built out more quests and expanded the story beyond our initial plans. It’s exciting to see it all taking shape, and this month we’re focused on wrapping up the main storyline’s conclusion. We’ve also finalized key decisions around our social and friend features and can’t wait to show them off when ready!

On the UI/UX front, designs and UI implementation have entered their final phases. Soon, all screens will be fully designed and implemented, leaving just polish and refinements to interactions.

It’s incredibly motivating to see each of these bars approaching the finish line. As you might imagine, this stage of development is very busy and focused for the whole team, right before we shift into localization, porting, and QA. Most importantly, we’re eager to finally start sharing more of Super Animal World with all of you soon!

[h2]Super Animal Royale @ BitSummit![/h2]

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Cheryl and Michael recently returned from Kyoto, where they showcased Super Animal Royale at BitSummit ahead of its upcoming console release in Asia! Until now, SAR has only been available on PC/Steam in the region, so we’re excited to finally bring it to consoles when Super Animal World launches later this year.

We had a blast introducing new players to the game, handing out travel-themed Super Animal World brochures, and having fans stop by to snap photos with our adorable Super Animal standees. One of the highlights of the trip was getting to meet longtime community members in person: thank you so much to everyone who stopped by to say hello! And a big thanks to Famitsu and IGN Japan for helping spread the word about the game and giving us a chance to talk about the game on stream.



If you haven’t already, you can redeem code BITSUMMIT for a bundle of cosmetics we created for the event, including the new Super Macaque. The code was originally set to expire today, but we’ve extended it to Sunday, August 3rd so there’s still time to claim it!



[h2]Dev Deep Dive: Limited-time Weapons[/h2]



With Super Summer Royale now wrapped up, we wanted to take a moment to reflect on our first limited-time weapon: the Triple Barrel Blunderbuss! We’re thrilled with the response to it so far, and since this was our first time experimenting with a limited-time weapon, we wanted to talk a bit more about how it went, why we’re excited about the format, and what might come next.

As we mentioned in the Patch Notes, the idea behind limited-time weapons is to give us more creative freedom to test new ideas without worrying as much about long-term overlap or balance in the main weapon lineup. SAR already has a strong, well-established set of core weapon roles, so temporary additions like this let us experiment with fun new mechanics like the Blunderbuss’s powerful knockback, while keeping the loot pool from getting bloated or the meta from being disrupted.

From both the community feedback we saw and the early gameplay data, it seems like most of you enjoyed the Blunderbuss, and it was a ton of fun to see all the ways players used it during the event! While we don’t plan to make it a permanent addition, we’re already brainstorming ideas for what the next limited-time weapon could be.

Eventually, once we’ve built up a larger roster of them, we’d love to rotate limited-time weapons in and out to keep things feeling fresh from season to season. If you’ve got a weapon concept you’d love to see make its way into the Super Animal arsenal, share it with us in the Steam comments or in our Discord server!

[h2]Ask us Anything![/h2]



Every month, we put out a call for questions on Pixile’s Twitter and Bluesky and answer them right here in the Mooseletter!

If you're curious for more, you can browse past Q&As:
https://store.steampowered.com/news/app/843380/view/498325386812195997
https://store.steampowered.com/news/app/843380/view/498322850680145537
https://store.steampowered.com/news/app/843380/view/498320313411437016
https://store.steampowered.com/news/app/843380/view/498317142563750061
https://store.steampowered.com/news/app/843380/view/506195274633314529
Each one covers a wide range of questions, and you might just find something you've been wondering about too.

Make sure to follow us so you don’t miss the call next month, and as always, feel free to also share your feedback in the SAR Discord or start a discussion right here on Steam. :)

[h3]Question: Blunderbuss Rotation[/h3]
From: Sgt-Lott10

Will the blunderbuss come back in a rotation if other limited time weapons get added to the pool like how SvR and bwoking rotate every week?

Yes, we’re considering something just like that, where limited-time weapons rotate in and out similar to game modes! It’s still too early to say exactly when or how often, but we’d love for the Blunderbuss to return regularly in future seasons. We haven’t finalized the system yet, so if you have a preference, let us know!.

[h3]Question: Other Limited-time Weapons[/h3]
From: Dills the Axolotl YT

The Blunderbuss was a Super fun weapon and I love the idea of limited time event items. Do you have plans for other Limited Time event items for future events this year? Examples: (Howloween, Chrisprmas)

We’re hoping to debut another limited-time weapon in the next couple of months, though that could shift depending on how development goes. Right now, new weapons are tied to events like Howloween since we’re focused on Super Animal World, but that may change in the future!

[h3]Question: Triple Barrel Blunderbuss Name[/h3]
From: Torau

Why is it called a Tripple Barrel when infact is just a tube gun, lmao. Anyway it is a very fun, they have a few flaws that make people seem to ignore the gun entirely: range, kickback, dmg. Most noteworthy is the reload speed, maybe just make it only 1 round & super fast reload

Because it’s the side profile of the gun… :)

We actually had a pretty long, funny conversation about this during development, realizing that the side profile could technically hide any number of barrels.

The Triple Barrel Blunderbuss was a unique challenge to balance because of all the movement opportunities it creates. In SAR, movement is a huge part of high-level play, so giving players the ability to launch themselves across the map has the potential to be oppressive if not tuned carefully. That meant we had to consider not just stats, but also how many shots it fires and how that affects combat flow.

We originally tested it with just two shots and were hesitant to add a third, but we feel like the current version strikes a solid balance, and most importantly, is just a lot of fun. Even if it ends up being used more as a mobility or escape tool than a damage dealer, it brings something new to the battlefield. We’ll continue watching feedback, gameplay videos, and data to decide if it needs more tuning. Keep letting us know what you think!

[h3]Question: Blunderbuss Lore[/h3]
From: Werewusky Avalon

The blunderbuss. I would like to know if there’s more behind it. Not the gun itself, but it’s presence in the game. I enjoyed it a lot, and I had no problems with it, but I feel there’s more behind it. Is there an unknown character we don’t know about yet who it belongs to?

Maybe! It definitely stands out from the rest of the arsenal with its historical design, and that opens up some fun lore possibilities. Thomas Sleddison has some explaining to do...

[h3]Question: Main Menu Chat[/h3]
From: unafer22

Is it planned at some point to have a chat in the main menu when being in duos or squads? Even a voice chat?

We’re working on some improvements to chat as part of Super Animal World, but the way the expansion is structured means main menu chat won’t be as necessary or useful as it might feel in the current game. We’re not quite ready to share all the details yet, but rest assured—we’re cooking up some things we think you’ll like based on this question! ;)

[h3]Question: Rebel Crate Changes[/h3]
From: Phantom “The Dragon” Dergwulf

Weapon bloat is something you're trying to avoid. Do you think there will ever be a rework to rebel caches? its a little frustrating to have all the anticipation of opening one only to get a single blue pistol. I feel like a few blue variants could help removed from that pool personally.

Potentially! This is good feedback. We’ll chat about it as a team and dig into what the root causes might be. Is it about rarity? The blue pistol showing up too often? Or maybe it’s just the feeling of all that anticipation crashing into a loadout you didn’t want?

Either way, we’ll take another look at what’s in the pool and see if it’s due for a refresh!

Community Roundup

[h2]Umbra’s Weekly Events[/h2]



This month, we’re spotlighting community member and Content Creator Umbra, who’s been hosting weekly competitive events for the past couple of months!

While most of the events have been Solos so far, there’s another Duos match coming up soon (Kaity and Logan actually played in the last one and held their own!). The events fill up quickly, so be sure to watch the #events channel in our Discord server for sign-up details. And if you don’t get a chance to participate, you can always catch the action live on Umbra’s Twitch stream every Saturday.

If you’re interested in hosting your own events or checking out others, head to that #events channel and check out the pinned form for everything you need to get started.

[h2]Super Fanart Showcase[/h2]

Next up, we’re highlighting some amazing fanart that’s caught our eye lately, including your fantastic Art Fight pieces!

Art by Lowfire

Art by Torau

Art by Whinteryuk1

Art by Little Hyper G.

Art by Matthew K.

Art by Mitch / taifun

If you’re posting your fanart on social media, use the hashtag #superanimalroyale or tag us in it! You can also share fanart in our Discord server, where we have channels just for fan creations and art discussion.

We’re getting closer to being able to finally share more exciting news about Super Animal World, but if there’s something specific you’d like us to cover in the next Mooseletter, let us know!

For all the latest Super Animal World news, subscribe to our ​​newsletter and follow us on:



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See you on the island, Super Animals!

– Michael, Logan, & the Community team