Quick take
Supraland: Six Inches Under is not trying to reinvent Supraland. It is a cleaner, tighter version of the same first-person puzzle-exploration formula, and that is exactly what it needed to be.
What works
Cagetown gives the follow-up a fun frame. The vertical toy society, class jokes, and compact spaces are silly, readable, and useful for level design. More importantly, puzzle readability is better. Gates, cables, surfaces, rocks, and tools usually give you enough information to start experimenting without reaching for a guide.
Tool progression still carries the game. Pickaxe upgrades, the throwable pickaxe, the Tesla gun, the Force Cube, the Magnetic Buckle, and traversal tricks keep changing how old rooms read. Exploration stays dense with secrets, chests, and postgame routes.
Where it slips
It is less surprising than the first Supraland, so the whole thing feels more like version 1.5 than a bold sequel. Combat remains basic, and a few optional secrets still depend more on persistence than on clever clues.
Who it's for
Play it if you want more Supraland with better pacing and clearer puzzle reads. Treat it like the refined version of the first game, not a reinvention, and keep checking old rooms when a new tool changes the rules. If you want novelty or combat depth, the improvements will feel too incremental.
