score.breakdown
the good
- More Supraland 1.5 than a bold sequel
- Cleaner pacing and puzzle flow than the first game
- Strong tool progression that keeps reshaping traversal
- Cagetown is funny, readable, and packed with secrets
- Optional puzzles still reward lateral thinking
the bad
- More Supraland 1.5 than a bold sequel
- Combat remains basic
Supraland: Six Inches Under is not trying to be a new kind of Supraland. It is a more refined version of the first game, with cleaner pacing, clearer puzzle spaces, and enough weird humor to make the underground setting feel fresh.
That is exactly what it needed to be.
The Good
The premise gets to the point quickly. After The Rakening wrecks the toy world above, the blue plumber ends up underground in Cagetown, a vertical society run by a greedy Baron where class is literally built into the floors.
It is an efficient setup for jokes, locked routes, and small environmental stories. Supraland has always been good at making nonsense feel structured, and Six Inches Under keeps that strength.
The biggest improvement is readability. Main-path puzzles are still clever, but they are less likely to stall because a room is poorly signposted or because combat gets in the way. A locked gate, a suspicious cable, a metal surface, or a cracked rock usually gives you enough information to start experimenting without feeling pushed toward a guide.
Tool progression carries the game. Pickaxe tiers turn barriers into goals. The throwable pickaxe changes how you interact with distant switches and objects. The Tesla gun, Force Cube, Magnetic Buckle, and teleport-style traversal each add a new way to read old spaces. The best moments come from seeing a room again after an upgrade and realizing the answer was waiting in plain sight.
Exploration is dense without becoming exhausting. Cagetown works as a central hub, and the surrounding areas branch into secrets, chest routes, optional puzzles, and postgame challenges that expect real lateral thinking. The main route is smoother than the first Supraland, but the optional content still has teeth.
The humor also lands. The Baron, the floor-based class system, and the tiny political absurdities around Cagetown fit the series perfectly. It is silly, but it is rarely random. The jokes usually come from how seriously this toy-sized society treats its own ridiculous rules.
The Not So Good
Six Inches Under is less surprising than Supraland. The first game had the advantage of introducing the whole formula. This one mostly tightens that formula. It is closer to Supraland 1.5 than a bold sequel. That is mostly a compliment, but it does mean fewer moments feel truly new.
Combat is still the weakest piece. It is less irritating here because the pacing is cleaner and the game leans harder on puzzles, but fights remain basic. Enemies create light pressure. They rarely add interesting decisions.
Some optional secrets can still be stubborn. That is part of the appeal for chest hunting, but a few late discoveries depend more on poking every corner than on reading a smart clue.
Verdict
Supraland: Six Inches Under is a strong follow-up because it understands what worked and trims around it. The puzzles are sharper, the structure is smoother, and the humor is still doing real work.
Play it if you liked Supraland or haven't played Supraland and want more of its specific mix of first-person puzzles, metroidvania upgrades, strange toy-world logic, and dumb jokes that are smarter than they look. It does not bring much new, but it brings more Supraland at a higher level of polish.
