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

Super Gear Quest

Update (v1.3.0)

Hi everyone!

SGQ v1.3.0 is finally out. This is a bigger update as it offers a lot of new polish, some new content, a few overhauls, and a complete resprite of Starter (and a few other characters). I still plan to do more with this game in the future, but for now this should be a pretty big upgrade. Patch notes below!

Patch Notes


New Stuff


  • Starter has been completely resprited with a bigger, more accurate sprite. Also includes smoother animations. Affects gameplay in minor ways such as where projectiles are shot from, but otherwise doesn't change the player's collision or hitboxes
  • Just like Starter, Pauline and Halt have received similar new sprites, making them more accurate to their designs and giving them smoother animations
  • Added a small new section to Grassfields and The Undergrowth, which functions as a shortcut and a second path between the two areas
  • Added another shortcut inside the Haunted Chateau, allowing you to access the boss room from both directions after you've visited it once

Changes & Improvements


  • Improved ground detection and slope physics somewhat
  • Visually improved the projectiles for the Flare Bomb weapon
  • Burst Bubble should now follow gravity correctly during falling/low gravity boss fights
  • You can now try to enter The Undergrowth early, but you can't get inside without the vertical Airdash upgrade. This should be more natural to the progression of the game (unlike before, where two NPCs arbitrarily blocked off the area instead)
  • Made the boss room during the 1st Komo boss fight slightly wider
  • The Red Reaper enemies now glow during their idle animation as well, and the glow has been made stronger overall. This should hopefully make them stand out more visually
  • The arrow above Starter that indicates interactive objects is no longer visible when the player is locked from interacting with anything (ex: during certain boss fights)
  • Changed the Water Well Passage map slightly, so Pauline gets less stuck on certain spots
  • The bridge in front of the Haunted Chateau now updates properly with the map
  • The volume of the BGS intro when launching the game should now properly follow your volume settings
  • The item get jingle has been slightly changed and is somewhat lower in volume
  • The sfx volume on the Aircraft during some cutscenes has been lowered slightly
  • Admo in Starter's Core now has more dialogue on general, and his dialogue updates properly with story progression
  • The Quit and Resume options in the pause menu are now actual buttons. This also means they can both be used on controllers and won't require a keyboard

Bug Fixes


  • Due to the improved ground detection and slope physics, certain bugs and weird behaviors should be mostly fixed (ex: not being able to crouch on certain slopes, not always being able to jump when going up a slope, etc)
  • Fixed a bug with a specific enemy projectile in later areas of the game that would fail to fire sometimes
  • Fixed a bug in Deep Factorium where enemies and other obejcts weren't properly set up between the two sections, sometimes causing things to appear/disappear when they weren't supposed to
  • Fixed a glitch where you could get a 16th Energy Tank, but it wouldn't increase your battery any further. Now you should be able to reach 32 battery by getting every Energy Tank in the game


- Felix

Update (v1.2.9)

Hi everyone!

Been a while since the previous update, but here's SGQ v1.2.9. Not too much in this update, but it fixes a few things and improves others. I plan to make more adjustments in the future.

Patch Notes


Changes & Improvements


  • The Dark Jungle now has a save point before the boss
  • The Oreen boss fight should now be less random and has a set pattern
  • The Brutal Bloodsquid boss fight should now be less random and has a set pattern

Bug Fixes


  • Fixed a glitch where the Brutal difficulty death counter wouldn't count if you fell out of the map (in Sky Facility for example)
  • Fixed a bug where the projectiles from the Clieling enemies in Sky Facility wouldn't work correctly
  • Fixed an animation error with the Tanregan Gold skin
  • Fixed a bug with the Soul of The Jungle boss (hopefully)


- Felix

Update (v1.2.8)

Hi everyone!

I've released SGQ v1.2.8. This patch is pretty small and just fixes some bugs, mostly.

Patch Notes


Bug Fixes


  • Fixed a few missing values that weren't wiped correctly after restarting your save file
  • Fixed a bug where the Memory Card item would always save to save file 1. Now it should save to the save file you're playing on correctly
  • Fixed a layering bug in Impact Crater


- Felix

Update (v1.2.7)

Hi everyone!

I've released version 1.2.7. More fixes and improvements this time, but also some new content which finally adds some more stuff to the post-game. It adds the first of the post-game "X" bosses, which are much harder versions of the normal bosses you encountered earlier in the game. I'll be adding more of these gradually over time, so for now there's just a few.
The X bosses can only be fought after beating the game and returning to the area where you encountered them before, and beating them will give you extra achievements and other rewards. So for those who want some extra content after the story or some more hard bosses for the challenge, I think you'll like the X bosses. Full changelog below!

Patch Notes


New Stuff


  • Added the Mega Slime X boss (post-game version of Mega Slime)
  • Added the Brutal Bloodsquid X boss (post-game version of Brutal Bloodsquid)


Changes & Improvements


  • The explosions from the Flare Bomb and Burst Bubble weapons will now block enemy projectiles less, as the hitbox now deactivates faster
  • The Mega Slime boss now has an attack sound effect, and the slime ball projectiles have improved sprites. Defeating the boss now also gives you 50$
  • The Brutal Bloodsquid boss now has a completely new sprite, improved animations, and defeating the boss also gives you 150$. It's also a little faster on Hard/Brutal difficulties, a tiny bit faster on all difficulties, and the boss room now has proper walls rather than invisible ones
  • Several other bosses now give money rewards
  • Raised a few costume prices in the costume shop (mostly due to the new money rewards from bosses etc)
  • AC-K2 in the Water Well will now ask for 50$ instead of 100$, but the secret chest also now gives 100$ rather than 50$ (due to the new money rewards)


Bug Fixes


  • Fixed a bug where you couldn't airdash up more than once during falling/floating boss fights. Now you should keep your airdash and be able to use it during those boss fights for mobility as intended
  • Fixed a bug where the two Haunted Chateau costumes were placed in eachothers spots in the costume shop


- Felix

Update (v1.2.6)

Hi everyone!

I've released version 1.2.6. This one mostly fixes a bunch of stuff, but there's some new additions that should be nice as well. Changelog below.

Patch Notes


New Stuff


  • Added a teleporter to Urudia in the Warp Room, letting you get to Urudia much faster after you've completed that part of the story (you no longer have to walk through Crystal Steppe etc)
  • Added a shortcut that goes through the Greendome, allowing you to go through it faster and also access the rest of it from the Greendome teleporter (aka no walking through Undergrowth just to explore Greendome anymore)


Changes & Improvements


  • Avatar Duo's spin attack will now pull in items
  • The Red Reaper enemies are now vulnerable for a little longer after attacking, and they will no longer attack you if you're too far above or below them. After teleporting behind you they will also attack slightly slower than before, and they now have a sound effect when teleporting to help you react quicker to them
  • Moved some enemies around in the Haunted Chateau
  • Replaced a permanently locked door in the Swamplands with an uninteractible one to avoid confusion


Bug Fixes


  • Fixed a rare-ish bug where enemy projectiles could pass through collisions when off-screen and reappear on-screen, allowing them to occasionally "pass through" walls, floor, etc
  • Fixed some bugged respawn positions in the Haunted Chateau, and fixed a spot where you could softlock yourself with a moveable wall
  • By adding the Urudia teleporter, a potential softlock has been fixed


- Felix

Update (v1.2.5)

Hi everyone!

I've released version 1.2.5. Once again some fixes and improvements, but this one also has some new content. Changelog below!

Patch Notes


New Stuff


  • Added a new attack to the final fight with Oreen
  • Added a new attack to the final fight with Bravio, and added so that in the first two fights with him there is a 50% chance he will pause to flex for a moment
  • Added 2 new achievements, and 2 new skins attached to them


Changes & Improvements


  • During Mega Slime's drop attack, it will now lose it's hitbox and regain it when it falls down. Previously, the hitbox was constantly active which could lead to some unfair hits (mostly important for Hard and Brutal difficulties)
  • Made the battery meter on Starter's core slightly less transparent again, as previous update overdid it. Should be in a good spot now
  • You can now reflect the projectiles from the Cursed Strawman enemies
  • Overhauled the projectiles from the Corrupted Bit boss. Now they should be more optimized and look better visually, and they can also be reflected with Avatar Duo's spin attack like most other projectiles


Bug Fixes


  • Fixed an error with the Virus Shell enemies in the Avatar Duo levels. They'd occasionally give off errors, which could cause performance drops and other small glitches


- Felix

Update (v1.2.4)

Hi everyone!

I've released version 1.2.4. Some more important fixes and such, but this one also adds Ps4 controller support as well as the option to use the d-pad on your controller. Full changelog below.

Patch Notes


New Stuff


  • Added Ps4 controller support
  • Added d-pad support for all controllers, if you want to use that instead of the control stick


Changes & Improvements


  • The battery meter next to Starter's core should now be transparent, to help distinguish it as an UI element and not part of the core itself
  • The default button mapping for confirm/yes on the UI has been changed from shoot to jump. This should feel more natural
  • Visually updated the Yes and No buttons on the game over screen. They should now match the other UI buttons in the game
  • Moved a problematic Red Reaper enemy in the Haunted Chateau


Bug Fixes


  • Fixed a bug where the game over screen didn't respond to controllers properly and defaulted back to keyboard controls
  • Fixed a map error on Mt Mokula


- Felix

Update (v1.2.3)

Hi everyone!

I've released version 1.2.3. For this update I've fixed more things, rebalanced some more bosses, and gave a majority of the game's bosses sped up attack patterns on Hard/Brutal difficulties. Brutal difficulty now also has a special death counter. Changelog below!

Patch Notes


New Stuff


  • Added a death counter to Brutal difficulty, so now you can see how many times you've died during a Brutal playthrough


Changes & Improvements


  • Made the map screens a little less saturated and less bright, to make them a little easier on the eyes
  • Four special NPCs around the game world will now offer some useful tips in addition to their existing dialogue, such as the weapon order feature, dialogue skip feature, the machinejump trick, and how to find secrets
  • Made Crazed Robot, Bravio, Mega Slime, Nanyar, Komo, Oreen, and several other bosses harder on Hard and Brutal difficulties. They move faster, attack faster, etc. Just to introduce some more challenge on higher difficulties and make it a little more than just higher damage taken
  • Made Crazed Robot's SFX a little lower in volume and buffed it's HP from 170HP to 200HP
  • After teleporting, X01 will no longer be able to damage you immediately as his contact damage hitbox should be slightly more delayed. This should prevent him from teleporting on top of you and hurting you before you can get away
  • The Knight Duo boss should now attack slightly faster overall, and each knight has 50HP more (from 400HP total to 500HP). Mostly as this boss is skippable so it can afford to be a little harder
  • The Phantooris boss now has 425HP instead of 375HP, and will attack faster at lower HP
  • Made the projectiles of the standard final boss not as easy to destroy, forcing you to dodge them or reflect them
  • The Pit Demon boss now has 700HP instead of 650HP


Bug Fixes


  • Fixed a game-breaking bug on the pause menu where you could swap your weapon to an empty slot and permanently break your weapon order
  • Fixed a respawn bug in the Factorium
  • Fixed a minor collision error in the Factorium


- Felix

Update (v1.2.2)

Hi everyone!

I've released version 1.2.2. This version is very minor, but it fixes two important oversights (game-breaking bugs), so I wanted to release this update quickly. Patch notes below!

Patch Notes


Bug Fixes


  • Fixed a game-breaking bug in the Haunted Chateau, which prevented you from continuing the story. This was a side effect of the controller support update
  • Fixed a softlock in Sky Facility Underside
  • (Hopefully) fixed a bug where the battery bar would blink when it wasn't supposed to
  • Fixed a few typos


- Felix

Update (v1.2.1)

Hi everyone!

I've released version 1.2.1. This version is mostly improvements and bug fixes, but some of the changes are important. No new content this time (just a new feature), although I'm working on more in the future as usual. Patch notes below!

Patch Notes


New Stuff


  • Added a short invincibility period (0.75 seconds) when regaining control of your character (ex: after reading something, after cutscenes, etc). This should help certain cases where you could get hit right after being able to move again.


Changes & Improvements


  • Made a late-game puzzle solution slightly more obvious
  • Improved the Cursed Strawman enemy in the Swamplands with some new projectiles that look visually better and are more optimized, and also improved the layering on the enemy
  • Reduced the last phase of a late-game boss from 750HP to 675HP, and reduced contact damage of 1st and 2nd phases from 4dmg to 3dmg. First phase of the same boss also now has 200HP instead of the previous 250HP
  • Made a few hearts and two save points in the final area available on Normal difficulty as well (these were previously only available on Easy or below). Note that these are still unavailable on Hard and Brutal difficulties
  • Reduced the HP of a mid-game boss from 1000HP to 900HP


Bug Fixes


  • Fixed a small map error in Area X
  • Fixed multiple save file errors and values that the save file deletion feature was missing


- Felix