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About Supraland Six Inches Under
Supraland Six Inches Under is a first‑person Metroidvania where gathering abilities unlocks new areas. The game blends exploration, puzzle‑solving and light combat, with roughly 55% exploration, 40% puzzles and 5% combat, and can be completed in 8‑20 hours.
It requires no prior Supraland experience, features no skill trees, and offers hundreds of gags. The world is experimental, built by a six‑person core team, and includes a substantial amount of optional content that becomes accessible after the credits.
01 / THE GUIDE
World and Abilities
The gated world expands as you collect abilities, letting you reach previously inaccessible regions. About half of the abilities are carried over from the first Supraland, while the rest are new to this title.
Optional areas, many only reachable after the credits, add depth beyond the main path. The design encourages revisiting earlier zones with fresh powers to uncover hidden sections.
- Try revisiting earlier zones after unlocking new abilities to discover hidden paths.
- Take note of areas that feel blocked; a new ability may be the key.
02 / THE GUIDE
Gameplay Composition
Exploration dominates the experience, accounting for roughly 55% of gameplay, while puzzles make up about 40% and combat only 5%. This balance creates a primarily investigative adventure with occasional action moments.
The main‑path puzzles are simpler than those in the original game, with harder puzzles presented as optional challenges for players seeking extra difficulty.
- Focus on exploration first; puzzles often appear naturally as you progress.
- If you enjoy a challenge, seek out the optional hard puzzles for added reward.

03 / THE GUIDE
Combat Approach
Combat has been redesigned to be more experimental, with all enemy types being new and behaving differently from each other. Enemies are now largely separated from puzzles, reducing interference during puzzle solving.
There is no single strategy that works for every enemy, encouraging players to adapt their tactics based on each foe's unique behavior.
- Observe enemy patterns before engaging; each type requires a distinct approach.
- Use the environment to your advantage, as enemies no longer block puzzle areas.
04 / THE GUIDE
Development Background
Six Inches Under began as a side project to onboard new developers to the studio’s tools and workflow, eventually expanding into a larger, experimental title. The core team consisted of six people, each building one or two regions.
Development took 27 months, longer than the 16‑month cycle for the original Supraland, reflecting its ambitious scope and experimental nature.
- Notice the varied design styles across regions; each reflects a different developer’s touch.
- Appreciate the experimental aspects as a glimpse into the studio’s evolving process.
05 / THE GUIDE
Endgame and Optional Content
After the main story concludes, a wealth of optional content becomes available, much of it only reachable after the credits. This includes additional areas, puzzles, and unique gags.
The game’s music is largely custom‑composed, distinguishing it from the first title’s licensed tracks, and the credits roll earlier while still offering substantial post‑credit material.
- Explore thoroughly after the credits to uncover hidden gags and puzzles.
- Enjoy the custom-composed soundtrack as you explore the optional content.





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