Super Marxist Twins cover
Super Marxist Twins screenshot
Genre: Platform, Indie

Super Marxist Twins

Quality of Life Update, Sale, Demo Updated!

We have three announcements today!

1. Super Marxist Twins will be on sale today as part of the Steam Autumn Sale! If you've been waiting to pick it up, well then wait a couple more hours and grab it today!

2. We've updated the game with some quality of life (or should I say quality of death?) improvements! In single-player when one twin dies in a pit and you have the other twin to swap to, you'll be moved to a safe position before swapping. In co-op when a twin is re-spawned you will appear on a safety platform and will be impervious to damage until you move or do any other action. We've always wanted SMT to be a challenging game, but we also wanted it to be fair, and we're hoping these changes will help it feel a little better in that regard.

3. The free demo for SMT has also been updated with the above features! It had been lagging behind for a while so we thought it was time to polish it up again.

Changelog:

GAMEPLAY



  • Improvements to death and respawn for both sp and co-op
  • Added 240fps cap option
  • Updated instruction booklet to add missing info for enemies, bosses, and more advanced moves


ART



  • Added approval stamp to main menu


LEVELS



  • 2-1: fixed errant world tile


EDITOR



  • Improved player handling in editor and re-implemented virtual cursor


AUDIO



  • Added ducking to effects audio channel


FIXES



  • Fixed multiple bugs around victory tonic
  • Fixed Signs (and Manifesto & ActivationSwitch) working when they shouldn't
  • Fixed player 2 controls panel navigation
  • Removed EventSystem from scenes and updated d-pad menu navigation (fixes d-pad inconsistency on Steam Deck in UI)
  • Fixed honked up prefab overrides
  • Solved preference initialization error

Super Marxist Twins is now Available!

Hi,

Firstly, HUGE THANKS to everyone who supported Super Marxist Twins in Early Access! Your support meant the world to us and helped us get this game into the best shape it could be in leading up to this moment!

SUPER MARXIST TWINS is now available on Steam! PS5 and XBox versions are coming soon! If you purchased the game previously during Early Access, there's no need buy it again, you'll already have the full game in your Steam library. If you enjoy the game, consider telling a friend about it! Word-of-mouth is the best way for a game like this one to catch on.

If you haven't already, consider joining our mailing list to keep up with our development efforts on SMT and future Type 3 Studios projects! You'll also get access to a high-resolution PDF Concept Art Book, showing some of the SMT art as it looked throughout development. We promise not to spam - we don't send messages all that often.

Eric Kesterson
Type 3 Studios

SMASH BOSS SEPTEMBER PT4 - TSAR BOARAV HAS RETURNED!



Tsar Boarav has been pillaging The Nation for far too long. His tyrannical rule must be brought to an end. The Super Marxist Twins are the only hope The Nation has to recover the resources the Tsar has stolen, and free The People from his reign once and for all!



SPREAD THE WORD - THE PEOPLE HAVE A RIGHT TO KNOW! DOWN WITH BOSSES!



Kickstart the October Revolution: https://www.kickstarter.com/projects/vecima/super-marxist-twins-a-parody-propaganda-platformer

Changelog:



GAMEPLAY



  • Added Tsar Boarav to the game


UI



  • Made character swap indicator flash when swapping


AUDIO



  • Added sound effects to Ratsputin
  • Updated wind to support looping & non-looping sounds


FIXES



  • Fixed problem where preferences were being reset - again

SMASH BOSS SEPTEMBER PT3 - BLOWHARD HAS RETURNED!



Blowhard is a blue blooded blowfish who bows only to Boarav. Bitter biting blatherings are his bread and butter. Bloviatiors are best left buried.



SPREAD THE WORD - THE PEOPLE HAVE A RIGHT TO KNOW! DOWN WITH BOSSES!



Kickstart the October Revolution: https://www.kickstarter.com/projects/vecima/super-marxist-twins-a-parody-propaganda-platformer

Changelog:



GAMEPLAY



  • Added BLOWHARD (Boss of Harbor Province)
  • Sickles and hammers no longer de-spawn immediately off-screen


UI



  • Added P1, P2, and character swap indicators to HUD
  • Updated spinning star on buttons to not be blurry


FIXES



  • Fixed first time panel problem due to async pref loading

SMASH BOSS SEPTEMBER PT2 - RATSPUTIN HAS RETURNED!



Little is known of Ratsputin's origins, other than being a monk from a backwater somewhere in The Nation. Through some guise, spell, or hypnosis he came into favor with the royalist regime. Magic and superstition have no place being held over the heads of The People.



SPREAD THE WORD - THE PEOPLE HAVE A RIGHT TO KNOW! DOWN WITH BOSSES!



Kickstart the October Revolution: https://www.kickstarter.com/projects/vecima/super-marxist-twins-a-parody-propaganda-platformer

Changelog:



GAMEPLAY



  • Added RATSPUTIN (Boss of Mountains Province)

SMASH BOSS SEPTEMBER PT1 - CAPITAL SWINE HAS RETURNED!



Capital, like so many swine before him, rose through the ranks of management. Each rung on the corporate ladder saw him contributing less and weilding more power. He's not the highest power in the land, but he's adept at turning the economic screws in his own favor, while those that work for him barely make a living wage.



SPREAD THE WORD - THE PEOPLE HAVE A RIGHT TO KNOW! DOWN WITH BOSSES!



Kickstart the October Revolution: https://www.kickstarter.com/projects/vecima/super-marxist-twins-a-parody-propaganda-platformer

Changelog:



GAMEPLAY



  • Added CAPITAL SWINE (Boss of Countryside Province)


UI



  • Updated Sound panel to use % instead of db on sliders


LEVELS



  • Fixed missing collision on tile in level 1-8


FIXES



  • Fixed emblem not fully powering up both characters
  • Implemented session event patching (finally)
  • Fixed async file operation bug when trying to play community levels.
  • Fixed menu UIs sometimes becoming unresponsive
  • Fixed first time panel not correctly labelling Steam account option

Smash Boss September! Kickstart the October Revolution!

Attention Countrymen! We have three important announcements to bring you today!

1. Smash Boss September is upon us!


We have intercepted and decoded a transmission from the royalist regime and we've learned that the bosses are returning from their mysterious recess! According to this agenda, each week in September another boss will be returning to the country, starting on Friday, September 6th. We'll bring you more information as we have it. Stay safe, comrades!


2. Our Kickstarter is live!


Back us on Kickstarter for some exclusives and to help us bring this game across the finish line!
https://www.kickstarter.com/projects/vecima/super-marxist-twins-a-parody-propaganda-platformer


3. We have a release date!


Super Marxist Twins will be fully released on Steam on October 25th!

Update - Fixes and Improvements and Tweaks, oh my!

This time around there are a multitude of gameplay tweaks and bug fixes. There is also a LOT MORE work behind the scenes on platform ports as well as a bunch of work on the as-yet un-announced bosses. Stay tuned for info about those fellers soon!

GAMEPLAY



  • Removed province reset penalty from hard difficulty
  • Updated V-Tonic to apply to both characters if both are alive when it's collected
  • Adjusted pillbox pig bullet fire position
  • Made boss pillars react better
  • Added brief pause when hit on easy mode and removed pitch-shifting the music because it keeps messing up
  • Improved conveyor belts
  • Improved baton pass prompt by bumping next character if they're too low
  • Improvement to camera clamping & lerping
  • Fixed slow camera lerps
  • Slightly slowed swim speed so that currents can't be swam through
  • Sliding horizontal velocity improvement
  • Made doors bring both players to exit point
  • Increased vulnerability volume for pillbox pigs
  • Added off-screen indicator to bomber pig


ART



  • Added more skins for platforms
  • Added skins to crumbling block hazards
  • Added skins to moving platforms
  • Updated some unfinished tile sprites
  • Reduced saturation on town background
  • Raised town background
  • Improved harbor background (still WIP)
  • Updated no-fall platforms to have a visually distinct top


UI



  • Updated tutorial sign sickle & hammer images
  • Improved run and jump tutorial signs
  • Improved manifesto scaling and render order
  • Updated to show "BONUS" instead of "BATTLEFIELD" for last province


LEVELS



  • Updated boneyard and bog of eternal stench slightly
  • Lots of level tweaks and improvements
  • Fixed ending assembly tiles in world 4


EDITOR



  • Improved selecting skins in editor
  • Improved level editor zooming to factor in cursor position
  • Removed unused Cave background
  • Removed ability to change speed on Wind and Conveyor Belt
  • Fixed editor handles left on when rats or smart bombs are used as projectiles while playing in editor


FIXES



  • Fixed emblem not fully powering up both characters
  • Fixed bug Saws and Moving Platforms would not reset their paths
  • Fixed Skins
  • Fixed wind bug
  • Fixed bug where launch hits would pause the game like damage hits
  • Fixed boss column damage bug
  • Fixed scaling for some prompt objects and editor cursor
  • Fixed off-screen indicator
  • Fixed character select inactive bug during game over
  • Fixed navigation on thanks for playing panel
  • Fixed run particle stopping when attacking
  • Fixed map path problem near future machine level
  • Fixed getting stuck in jump animation
  • Fixed soldier pigs not turning off parachute when they die
  • Fixed world map bug where player characters would not start on last played level
  • Fixed bug where game select became non-interactive after deleting a save game
  • Fixed quitting from in-level
  • Fixed file deletion bug
  • Fixed bug where player could break weapon HUD
  • Fixed bug where camera would jerk after mansion siege scene


OTHER



  • Better text processing from language files
  • There are probably other changes that we missed calling out here!

Update - Fixes, Tweaks, and Some Light Reading

Various fixes as well as some gameplay tweaks this time.

GAMEPLAY



  • Added bonus province with 4 all-new bonus levels
  • Added Double-Tap Move to Run mode (available in Options -> Controls)
  • Toned down pig enemy bounce force by 25%
  • Updated Bomber Pig to have a 10 second respawn timer
  • Added achievements (though not yet wired into Steam achievements)
  • Updated wind to use bubbles in water levels
  • Improved end panel retry binding


ART



  • Improved harbor background
  • Improved game select background images
  • Fixed rendering order on some backgrounds


AUIDIO



  • Reduced the volume of some loud sounds


UI



  • Updated Level End panel to say "Return to Map", "Return to Editor", or "Return to Community" instead of "Continue" when appropriate


EDITOR



  • Improved editor theme select images
  • Fixed bugs related to testing & publishing levels from the editor


FIXES



  • Fixed bug where game over and thanks for playing screens could get stuck open
  • Fixed bug where options menu could get stuck open
  • Fixed Alert Panel not closing


OTHER



  • Added the Manifesto of the Communist Party to the bookshelf at Home
  • Added text to tutorial signs images
  • There are probably other changes that we missed calling out here!

Hotfix + Demo updated

This release is primarily a hotfix, but we also took this opportunity to update the public demo to coincide with recent improvements to the game, since it had not been updated in over a year.

FIXES



  • Fixed UI Bugs that prevented playing community levels and required closing the game.
  • Fixed swimming physics at the surface of the water being dependent on framerate.
  • Fixed some incorrect UI prompts.


OTHER



  • Added version string to reported game feedback.
  • Public demo updated to reflect updates to base game.