Full notes
Full Super Bio-Man update
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What changed
- Gameplay
- Events
Super Bio-Man changes
Hi!
Haven’t posted any updates in a while since most of them were about the full version of the game, which hasn’t been released yet :D
This project is being developed in free time outside of work, so when a heavy crunch started at work, we had to pause Super Bio-Man’s development for half a year. Now the crunch is finally over, and we’re back to working productively on the game.
We finished work on the penultimate level of the first campaign—stuffed it full of variety—and then went back to the demo levels and updated them.
Now the game runs small skill checks to make sure the player has grasped the basic mechanics: you can no longer skip the dash tutorial, and you’ll have to hit an electric transformer at least once to learn that the blue current doesn’t hurt you.
We also updated the visuals a bit—added electric fences, turbines on platforms, repainted the park in darker tones so that monsters stand out more. Enemy waves were slightly adjusted to fit the story better. Some character icons in dialogues were redrawn.
Now, about the “full” version.
If the first level can be completed in about 7.5 minutes, and the second in 11, then I run through the third in as much as 14. It’s packed with tons of new stuff for maximum variety: buildings collapse, the world floods, the plot thickens, allies crush enemies, enemies turn out to be allies, allies become enemies, enemies of friends’ enemies turn into brothers, grandfathers of sisters’ fathers become friends, and so on.
For this, we had to update the scripting system to more flexibly configure enemy waves and tasks. Two new guns were added, a multi-phase boss, and enemy abilities were expanded (which in turn created new gameplay situations).
We’re still recording the soundtracks with “vocals” ourselves for every new level. Specifically for the second chapter, we prepared a killer track with throat singing.
“Vocals” in quotes because I can’t really sing, but I try hard, and then our composer works magic with autotune, compressors, equalizers, and other effects. The main thing is—the result is bom-bas-tic! :)
On Saturday, September 13, 2025, we’ll bring the latest version of the game to Saint Petersburg for the KONFA event, which will be held from 12:00 at 18 Bolshaya Morskaya Street. If you’re around—come hang out, play, and take pictures.
Here’s how we currently see the plans for the future:
Finish the first story chapter
Add a couple more arcade levels
Release in Early Access. Yes, this will most likely negatively affect sales, but our goal is not to make all the money in the world, but to create a great game that will still be fun to play in a year, or even five
Make the next story chapter and not release it until it’s fully ready, but as consolation content we’ll create new arcade levels with content from the second chapter (new monsters, environments, arsenal, etc.)
Watch your playthrough videos, read reviews, fix bugs, move forward
Repeat the same with the third chapter
Source
Changelog.gg summarizes and formats this update. How we read updates.
