Supraland Six Inches Under Press Kit

Supraland Six Inches Under on Steam

– Description –

Supraland Six Inches Under is a First-Person-Metroidvania. That means, you’re in a gated world and the more abilities you gather, the more parts of the world you can access.
– The gameplay consists of roughly 55% exploration, 40% solving puzzles and 5% combat.
– The adventure will take between 8-20 hours.
– Has absolutely zero skilltrees
– Hundreds of gags
– 2 funny gags

Compared to the first Supraland game:
– Half of the player abilities are the same, the other half is new
– The puzzles are simpler in the main path; hard puzzles are mostly optional
– There is less combat and all enemy types are new
– Much more optional content, a lot of it only accessible after the credits
– Almost all music was tailor made for the game while the first Supraland was using inexpensive, licensed music

The story behind the game
“Six Inches Under” was a little sideproject that was established to introduce new dev team members to our tools and workflow. Essentially it’s our preparation for the sequel to Supraland.
While David Münnich made the first Supraland game pretty much alone, he had a smaller role in this one. The core team for this one had 6 people.
Pretty much everyone on team built 1 or 2 regions of the game world and in that sense it is very experimental.

It was supposed to be a little DLC for Supraland , but it got a bit out of hand and got more and more ambitous. Instead of 3 months it took us 27 months to make this (Supraland 1 was in development for 16 months).
It can be considered “Supraland 1.5” because there are still a lot things from the first game, but at the same time it’s a new world with a bunch of new mechanics.

Combat:
If you’re a fan of the first Supraland you might be interested in the approach to combat in this new game. After having learned a lot of lessons, the core concept was changed a lot and can still be considered experimental. We will surely learn some more lessons from this one for the next game.
The enemies are now much more separated from puzzles and won’t get in your way there. The all new enemy types behave much more different from each other and there is no more one-fits-all solution to them. Hope you like it!

– Supraland Press Kit – Hires Images, Screenshots, Key Arts, Transparent Logos –

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– Supraland Six Inches Under Credits –

Alex Shedlock:
Narrative Design

Alexey Boyko:
3D Assets

Anna Eerkes:
Programming
Level Design

Benjamin Thomas Blodgett:
Programming
Level Design
Voice Acting
Ommmmmmmmmmm

Daniel Sadowski:
Music

David Münnich:
Project Lead
Level Design
Programming
Sounds
2D Art
Music
CEO
Trailer
Marketing

Joshua Carrick:
Animations

Stephen Ferguson:
Lead Level Design

Stuart Baron:
Programming
Level Design

Additional Sounds:
Gianluca Romano
Jack

Additional animations:
Mihail Okunev

Additional 2D art:
Ethan McLean (Decals)
Manuel Molohua (Keyart)

Additional 3d Assets:
Vlad Ost

Credits Song “Das nennt ihr Himmel?”
By Con Fetti Pesto (David Münnich and Alexx Grimm)

Localization:
German: David Münnich
French: Louis Juppet
Portuguese: Guilherme Dias
Italian: Paolo Savio
Japanese: Toyoch
Chinese: 蹦轟章魚
Russian: Svetlana Albycheva
Spanish: Marcos J. Camp
Hungarian: lostprophet
Polish and font editing: Kamil Tajs
Serbian: Marko Mirdinja
Turkish: Yusuf Mete Cerrahoğlu
Korean: Muhah Jeong

 

Essential DevBlogs by David:

2022 January – Six Inches Under Postmortem and David’s Puzzle Design process

2021 March – Includes writeup about how the abilities for SL2 are being chosen

2021 January – Why I added achievements and what they show us

2021 Janurary – How Supraland puzzles are different from other games

2020 December – Includes Supraland 2 design process explanations

2020 July – “Crash” DLC Postmortem – What to learn from it