
Supraland stands out as one of the best Action/Adventure titles in recent memory.
90
Verdict
95%
Steam
80
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Overwhelmingly Positive on Steam (95% positive from 15K reviews)
Critically acclaimed (80/100 critic average)
Rich open world to explore
Still in Early Access — content may be incomplete
Supraland is a Metroidvania-styled video game developed by Supra Games. The game was originally self-published for PC and left early access on April 5, 2019. Ports for the eighth generation of video game consoles, with Humble Games as publisher, were released on October 22, 2020. Players assume control of a toy figurine and explore a series of themed areas within a child's sandbox.

Runs well on modern hardware.
Last updated 2d ago
After the first hour or two I hated the puzzles. The exploration was mostly just going behind random rocks and getting a +2 Max HP. Not sure why this is reviewed so positively.
Supraland has a visual style that initially made me reluctant to pick it up, as the toy theme doesn’t really resonate with me. And I must say, there are other aspects I’m not particularly fond of, like the bare-bones plot, overly sarcastic tone, or somewhat superficial combat. The same goes for 3D platforming, though it’s somewhat alleviated by the third-person perspective. Still, I’m glad I got past my first impression and gave Supraland a chance. Where the game really shines is in its puzzles, metroidvania elements, and exploration. I once saw an interview with the developer, where they outlined the key principles of good puzzle design. I believe Supraland is a great showcase of these ideas. The puzzles constantly evolve, build on each other, and keep you on your toes. My favorite is the coloring machine. It starts simple, but each iteration adds something new to the formula to keep it interesting. What makes the puzzles - and thus the game - even better is how they’re intertwined with metroidvania progression. The upgrades are designed in a similar fashion. Each tool has multiple uses: some help in combat, others with movement and puzzle-solving. The grapple hook gun is a good example. For one, it allows you to swing around like Tarzan, but you can also use it to pull lightweight objects toward you or even attach both ends to create a rope bridge. Some uses may not be obvious at first and only become apparent later - and the coloring machine is, surprisingly, a perfect example of this again. Exploration is the part I always look forward to in games. I must say, I usually prefer when exploration is tied to the game’s plot or lore and helps you better understand the world or current events. Here, that’s not really the case. Supraland rewards you with upgrades. Some may seem laughably small, like +1 to sword damage, but others can open paths to previously inaccessible secrets. This approach appeals to me more than that of Mario Odyssey, where you hunt for secrets just for the sake of it. I dropped Mario Odyssey soon after starting it, here, on the contrary, I ended up finding all the hidden chests. It may sound daunting, but it doesn’t actually require that much effort. Toward the end, you receive such powerful upgrades that finding secrets becomes a breeze. The last thing to mention is the most frustrating experience I had in Supraland. One of the design principles I mentioned above is having a single solution. As you learn to expect this, finding a workaround can lead to serious confusion. It happened to me in the blue village. I won’t go into much detail, but at some point you need to use a metallic ball to power a jumping pad. However, I found an alternative way to conduct electricity and mistakenly assumed that the launch pad was meant to get the metallic ball. So, for the next 15 minutes, I ran around in circles, trying to figure out where the hell I was supposed to use it.
Because of Valve's refusal to adjust the review ranking from an absurd binary selection (which favors publishers/developers) to a graded one (which favors consumers), I will always err on the side of caution when I feel a game has a "Mixed" rating and give a Thumbs Down. If it isn't worth recommending to everyone, it's not worth recommending to anyone. Otherwise, I'd be happy to give this a 2.5/5. Supraland is an adventure game that places its focus more on exploration and puzzle solving than combat. Don't let that fool you, there is plenty of combat, it's just very, very shallow and just gets in the way of enjoying the more relaxed nature of the game...as is most of the game, unfortunately. I'm surprised this game hasn't been sued out of existence with the no doubt unauthorized use of other properties, most notably Plumbus statues (from Rick and Morty) are *everywhere.* But this is an oddity, my main problems with the game are not inconsequential. First of this is a "metroidvainia-lite" type game. However, that being said, it's mostly move forward with the backtracking seemingly only useful to get more upgrades, not actually move the game forward. The issue is that there is no map and no status screen, at all. This makes traversing the world a pain. There is no way to know what is missing in a given section of the game which makes finding anything a mix of trial and error and luck. There is also very little in clear direction. There is a single "Quest Objective" but it is of little help, as are virtually every NPC in the game. There is no map....what kind of metrodvainia game has no map !? There are no secondary objectives, there are no markers, there is no way to know what you've done and what you haven't. The puzzles are also a big mixed bag with some being overly simple and others making no sense to the point where eventually I got tired and frustrated at each new puzzle. The game is pretty solid in the first few hours but becomes tedious, repetitive, and boring after that.
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