$29.99Supraworld A Toy World Full of Secrets
Solve puzzles, poke into every corner of a handcrafted world, and put off rescuing the princess for as long as you like.
Is Supraworld worth it?
Supraworld is worth it if…
- you like games that assume you are clever and never tell you where to go
- you want a metroidvania where new abilities keep reopening the whole map
- you enjoy poking at out-of-bounds corners more than following the main quest
- you would rather make a wrong accusation than be told the right answer
- you have patience for puzzles that do not explain themselves
Screenshots
A world that trusts you to be clever
Supraworld does not hold your hand, and that is the whole point. There are no invisible walls: the geometry you see is exactly what you get, and what you can climb, cross or exploit. If a rooftop looks reachable, it probably is, and reaching it might be the solution. Decoration is nearly nonexistent here. Everything you see exists for a reason, so when something looks odd, that oddness is a hint. You hunt for new abilities that open up the vast, interconnected world, and the more you find, the more the map unfolds. It is a game for experienced players who are tired of being told where to go and want to be surprised instead. Fair warning: it is hard.
Puzzle storms and a princess in a castle
The setup is cheerfully absurd. Puzzle storms are rising all over the world, making everyone's lives harder, which makes solvers the most important people around. You are an apprentice of the solver's guild, and your final exam is a classic: save the princess from the nearby castle. What you do between here and there is up to you. Most of your time goes to exploring, solving puzzles and poking at secrets, and the game explicitly invites you to ignore the main quest, exploit its mechanics and get out of bounds. The princess is the goal. She is not the schedule.
Five murders, one verdict, no answer key
New to the series are detective cases, and they play by their own rules. You are freely deducing who committed one of five murders: gather what you can, weigh the motives, and lock up whoever you believe is the culprit. The game does not grade you. There is a culprit in your head and a cell in the world, and you decide who goes in it. If you like your mysteries without a confirmation screen telling you that you were right, this is your corner of the game. It is deduction with consequences you have to live with, which is either the most nerve-racking or the most honest part of the whole adventure.
How much combat is in it?
How much combat is in it?
Even the fights you do get are sometimes puzzle heavy, so do not come expecting a shooter first.
Can you ignore the main quest?
You can, and the game encourages it. Cracking mysteries, exploiting mechanics and getting out of bounds are all fair game. Saving the princess is your exam, but the world rewards wandering long before it rewards heroics.
Is it finished?
Not yet: the game is in early access, and updates so far have mostly expanded its scope. The core of exploring, puzzle solving and deduction is already there, but expect rough edges while it grows toward full release.
























