Super Gear Quest cover
Super Gear Quest screenshot
Genre: Platform, Adventure, Indie

Super Gear Quest

Update (v1.4.9)

Hi everyone!

Another patch, this time with probably even more fixes than the last one. A ton of stuff was fixed for this one.
Also though, some minor stuff elsewhere and some small steps towards new content was made, too. There's nothing big quite yet, but there's a few new things you can see in the post-game if you've made it there. Enjoy!

Patch Notes


New Stuff


  • Added some new tiles to post-game, updated some existing tiles, and added some new doors (you can't enter them just yet, though)

Changes & Improvements


  • Updated the "True Final Boss #2" music a little bit

Bug Fixes


  • Fixed a bug where the teleporter in the Factorium was missing
  • Fixed a layering issue in the Mokula Lab scene, which caused some text when interacting with a bed to not be visible
  • Fixed a bug where grabbing a rope/pole while airdashing caused some minor bugs
  • Fixed a visual error where Starter would still look "different" during a late-game cutscene until the cutscene ended
  • Fixed the "Press Any Button" screen on the main menu sometimes not responding to controllers properly
  • Fixed the page buttons in the Costume Shop not working properly when 8+ items were for sale at once. Basically it wouldn't move between pages properly, but it should do that now
  • Fixed a bug where you could press the pause button to unpause the game and keep playing while having the button remap menu open
  • Fixed a bug where the music during a certain boss in Greendome would bug out if you paused at the start of the fight
  • Fixed a minor bug where an item you lose in a cutscene in Deep Factorium wouldn't disappear until you enter another level or reload the level. Also fixed a missing effect when a character leaves during said cutscene
  • Fixed a bug where Starter would be holding the wrong version of a specific weapon after a late-game cutscene
  • Fixed a spot in Swamplands where you could see out of bounds
  • Fixed a very specific bug where if you jumped and entered a cutscene within 0.1 seconds (or 3 frames) after jumping, Starter would be stuck in an aerial state during the cutscene
  • Fixed some spots in the Haunted Chateau and Sky Facility that didn't load in correctly if the player respawned there
  • Fixed a specific room in Haunted Chateau where you weren't supposed to be able to walk back in immediately, and fixed some visual bugs with it
  • Fixed a minor bug where Avatar Duo's location would be wrong after a late-game cutscene
  • Fixed some minor visual map bugs in Swamplands


- Felix

Update (v1.4.8)

Hi everyone!

This patch is mostly just a bunch of fixes, as some issues were reported. Hope you like it anyway!

Patch Notes


Bug Fixes


  • Fixed a bug where the teleporter in the Factorium was missing
  • Fixed a layering issue in the Mokula Lab scene, which caused some text when interacting with a bed to not be visible
  • Fixed a bug where grabbing a rope/pole while airdashing caused some minor bugs
  • Fixed a visual error where Starter would still look "different" during a late-game cutscene until the cutscene ended
  • Fixed a minor issue where you could use Starter's core while carrying a big object
  • Fixed some minor map issues in Blue Corridor
  • Fixed a lighting error with Pauline's projectiles
  • Fixed multiple typos
  • Fixed a bug with strafing in a specific cutscene


- Felix

Update (v1.4.7)

Hi everyone!

First update in a little while. Fixes a bunch of things, adds a little bit of new content, and improves on quite a few things. While there isn't too much new content just yet, a bunch of these changes should hopefully still feel good.

I'm currently trying to develop my next game as well (Solarblade), so I'll try to release some patches for Super Gear Quest occasionally. More stuff is planned, and thank you for your patience!
Also, if you're interested in following the development of Solarblade, see what I do with Super Gear Quest earlier than you would here, and all the other things I do, you can feel free to come visit us on Discord!

Anyways with that all out of the way, I hope you enjoy this update for now. Patch notes below!

Patch Notes


New Stuff


  • Added a new late-game item; the Item Finder! It lets you find secrets easier, by telling you if there is something in the current area you're in... If you can find the Item Finder first.
  • Added a new post-game item (for now it doesn't do anything, but it might tie into something in the future)
  • Added a screenshake sensitivity option. So if you don't like screenshake, you can lower it (and setting this to 0 means no screenshake at all, so you can disable it too)
  • Added some characters to post-game who weren't there before (which includes some new dialogue with them, of course)
  • Added some new scenery and objects to Mt. Mokula, Mokula Base, and the Mokula Lab. Makes them a lot less empty than before


Changes & Improvements


  • Starter's Core has been redesigned and changed a bit. The old one didn't fit very well with a Kewtian or what Starter is, so the new one should fit much better
  • Related to the above, Starter's new core will also change color during a specific part of the game
  • Pi and Halt now have some extra animations and poses, which they use at some points during the game
  • Resprited an NPC in the Haunted Chateau
  • Improved the sprite for the teleporters
  • Improved some sprites and tiles
  • NPCs with random dialogue now avoid their previous two dialogues when possible. Should make it quicker and easier to see everything they have to say, since they wont repeat dialogue as much


Bug Fixes


  • Fixed some bugs with the Ancient Weapon boss fight
  • Fixed a respawn bug in Sky Facility Underside
  • Fixed a minor typo in Mt Mokula
  • Fixed a fairly major bug in the true final boss fight
  • Fixed a bug where 3 costumes were only buyable on save file 1
  • Fixed a pretty big oversight on the shops, specifically when you tried buying something you couldn't afford. It caused multiple very buggy interactions that could cause stuff like softlocks
  • Fixed a minor visual thing where some post-game NPCs wouldn't receive lighting


- Felix

Super Gear Quest Anniversary!

Hi everyone!

Super Gear Quest is now 1 year old. It feels like the game released just a few months ago, but it's been a whole year already... So time flies.

I wanted to release an anniversary update for the game, but it's not quite ready yet. It will add Boss Rush among other things, which I've posted about over in our Discord and on Twitter. I want to take my time with it to make Boss Rush more complete on release and try to maybe pack in some other stuff as well, so releasing it today wouldn't feel right. I hope you guys don't mind.

Either way, this update will be a little late, but it will come sooner or later. For now, happy anniversary!

- Felix

Hotfix (v1.4.6)

Hi everyone!

This is just a quick hotfix, as the previous patch had some bugs. Patch notes below:

Patch Notes


Bug Fixes


  • Fixed a bug where the pause menu would be activated on every scene load (oops)
  • Fixed a specific item in Urudia not reappearing in new playthroughs if you delete a save file and restart


- Felix

Update (v1.4.5)

Hi everyone!

I've released SGQ v1.4.5! I wanted to add a lot more content, but for now I've released a patch that improves more stuff, fixes a few things, etc. Most notable changes include overhauled movement, especially underwater movement, and a controls button on the pause menu that you can access anytime (removing the need for returning to the main menu to see/remap controls). Patch notes below:

Patch Notes


New Stuff


  • Added a Controls button to the pause menu. Now you can check (and remap) your controls whenever during gameplay, without having to return to the main menu

Changes & Improvements


  • Certain cutscenes in Urudia should now have much less bright flashing effects, to be easier on the eyes among other things
  • Slightly increased Starter's run speed. This also affects Avatar Duo, and certain non-playable characters such as Pauline, Halt, and Pi
  • Increased Starter's swim speed, and slightly increased max fall speed underwater. Also in addition to that, when underwater the max fall speed won't be as harsh as before. This means that instead of forcing the player to a maximum speed, it instead just tries to slow you down. Makes using recoil to swim downward more effective
  • When trying to float in water, Starter will fall even slower than before. Should make it slightly better to use
  • When in water, the recoil from most weapons has been doubled

Bug Fixes


  • Fixed the default controls on the main menu being outdated
  • Fixed some bugged/unresponsive behavior on the Game Over screen, caused by the new controls system
  • Fixed some costumes from the previous update being unobtainable and/or only purchasable on save file 1


- Felix

Update (v1.4.4)

Hi everyone!

I've released SGQ v1.4.4! This update is a big deal, as it finally adds remappable controls and full controller support to the game! So if you encountered controller issues before, or you simply prefer a different layout, you can now customize that however you like. Do note that some of the existing default button mappings may be slightly changed in this update as well, but either way give it a try!

Besides that, this update also adds a bit of content, fixes a few things, and more. Patch notes below!

Patch Notes


New Stuff


  • Overhauled the input system, and added remappable controls! This has been a heavily requested feature ever since the game came out, so hopefully it will be useful.
  • Added a brand new optional item! Has a special and useful function, and it also means the Broken Gun item can finally be used for something.
  • Added 9 new costumes!
  • Added a "No Ammo" indicator (with SFX) when trying to fire a weapon while out of ammo. Should help warn the player quicker than before and make weapon switching in general easier to deal with
  • Added a minor feature to the main menu: Pressing Back will move the menu back to the 3D "Press Any Button" section
  • Added another minor feature to the main menu: Starter will now match the costume you're using on the Save File menus etc
  • Added some new tiles and scenery to Kewtia
  • The music in Kewtia is now randomized, and can play Matt and Sol's themes (previously, it would only play Aria's theme)

Changes & Improvements


  • Resprited multiple NPCs to look better than before
  • Improved some scenery in a few areas (Factorium, Mokula Base)
  • A boss in Blue Corridor now disables the players controls on death (mostly to prevent the player from being hit after the boss dies)
  • Once again adjusted some end-game difficulty stuff

Bug Fixes


  • Fixed a bit more on the Core mechanic during boss fights, making it more stable
  • Fixed a coloring error on Starter's shoes during some specific frames


- Felix

Update (v1.4.3)

Hi everyone!

I've released SGQ v1.4.3! Another small patch to fix stuff.

Patch Notes


Changes & Improvements


  • A boss in Sky Facility should now spawn shockwaves at a consistent height (previously it was a little inconsistent)

Bug Fixes


  • Fixed a design oversight in Blue Corridor where you could skip the area early
  • (Hopefully) fixed a bug where a boss in Sky Facility could clip out of bounds


- Felix

Update (v1.4.2)

Hi everyone!

I've released SGQ v1.4.2! Mostly a smaller patch to fix a few more things.

Patch Notes


Bug Fixes


  • Fixed another save file bug with another door in Greendome which wouldn't be properly wiped after deleting and restarting a save file
  • Fixed a bug where the wrong music would play in Grassfields after entering a specific door
  • Fixed a minor sprite error when Starter was picking up heavy objects


- Felix

Update (v1.4.1)

Hi everyone!

I've released SGQ v1.4.1! I wanted to add more stuff to this, but pace has been a little slow on things lately so for now I only have some fixes and other improvements. Still, patch notes below!

Patch Notes


Changes & Improvements


  • Swapping weapons now has SFX
  • Poles and ropes can now be grabbed from a bit further away
  • Costumes and music tracks in the Extras menu now organize automatically. Meaning less scrolling and no more empty spaces between the costumes/tracks
  • Tweaked some dialogue in Swamplands to make it clearer where to go at one point in the story
  • Added SFX when changing the water level in Rainhalls

Bug Fixes


  • Fixed a major bug where a door in Greendome would carry over between save files, causing it to be open earlier than intended if you unlocked it on a previous save file
  • Fixed a few bugged collectibles that wouldn't come back if you deleted and restarted your save file


- Felix