





Today is ANOTHER great day for Supreme! In June, our update was aimed at streamlining the game, removing any features that were pointlessly complicated. The goal was to focus the game, aiming to enhance the mechanics that made it uniquely fun and interesting. As a casualty of that war on confusion however, we were forced to scrap many of the more advanced management features, as they no longer fit with the new direction. With the removal of those features however, we also promised that one day we would revisit them and bring new iterations to the game. With today's update, that day has finally arrived!
- Developed a new "Market Share" system. Positioned as a replacement for the old advertising system, this feature will pit you against competitors in a war over potentuial customers. You can run a number of different advertising campaigns to help counter-act this, including attack ads aimed at your competition. As you build more shops and increase your customer attraction, your overall market share will raise as well, allowing you to slowly dominate the entire world with pizza.
- Added the ability for players to change the price of items, once they've gained access to the overview. Lower priced items generate more customer attraction, while higher priced items will lower attraction but increase revenue. This creates a fine balance between making money and bringing in new customers, giving you a lot of control over your public image.
- In order to decrease the repetitive nature of the early-game prep/delivery cycle, we have added a few new minigames to spice the game up.
- We've fixed a number of bugs, including one that previously prevented players from experiencing a majority of the random events in the game!
[ 2015-11-17 00:48:12 CET ] [ Original post ]
Today is ANOTHER great day for Supreme! In June, our update was aimed at streamlining the game, removing any features that were pointlessly complicated. The goal was to focus the game, aiming to enhance the mechanics that made it uniquely fun and interesting. As a casualty of that war on confusion however, we were forced to scrap many of the more advanced management features, as they no longer fit with the new direction. With the removal of those features however, we also promised that one day we would revisit them and bring new iterations to the game. With today's update, that day has finally arrived!
- Developed a new "Market Share" system. Positioned as a replacement for the old advertising system, this feature will pit you against competitors in a war over potentuial customers. You can run a number of different advertising campaigns to help counter-act this, including attack ads aimed at your competition. As you build more shops and increase your customer attraction, your overall market share will raise as well, allowing you to slowly dominate the entire world with pizza.
- Added the ability for players to change the price of items, once they've gained access to the overview. Lower priced items generate more customer attraction, while higher priced items will lower attraction but increase revenue. This creates a fine balance between making money and bringing in new customers, giving you a lot of control over your public image.
- In order to decrease the repetitive nature of the early-game prep/delivery cycle, we have added a few new minigames to spice the game up.
- We've fixed a number of bugs, including one that previously prevented players from experiencing a majority of the random events in the game!
[ 2015-11-17 00:48:12 CET ] [ Original post ]
Hello everyone! Since our patch last Thursday, we've been working tirelessly to add features and correct any reported bugs. If you've experienced any issues playing the game, we hope that it has been resolved by today's patch. If you experience any further bugs, please report them in the discussion forum. As mentioned, in addition to the bugfixes we have also added a few more features. The two major additions worth mentioning are nighttime driving and the daily goal system. The goal system gives the player daily tasks to accomplish, and rewards them with money if they are successful. We hope that you are satisfied with this major overhaul, and we look forward to continuing to improve the game.
[ 2015-06-15 00:54:52 CET ] [ Original post ]
Hello everyone! Since our patch last Thursday, we've been working tirelessly to add features and correct any reported bugs. If you've experienced any issues playing the game, we hope that it has been resolved by today's patch. If you experience any further bugs, please report them in the discussion forum. As mentioned, in addition to the bugfixes we have also added a few more features. The two major additions worth mentioning are nighttime driving and the daily goal system. The goal system gives the player daily tasks to accomplish, and rewards them with money if they are successful. We hope that you are satisfied with this major overhaul, and we look forward to continuing to improve the game.
[ 2015-06-15 00:54:52 CET ] [ Original post ]
Today is a great day for Supreme! Over the last few weeks we have been working tirelessly to improve both the quality of the artwork, and the gameplay itself to make Supreme the best game that it can be. The culmination of this is the patch that we have just released, containing a significant number of major changes. For those who just want to get to the meat, here’s a quick overview of the changes:
- Overhaul of all game interfaces, making the experience more engaging and less repetitive.
- Major revisions to shops, including reputation, employees, operational hours, inventory, and more.
- All new artwork for the delivery city and polished driving mechanics. In addition, you can now deliver at night!
- Clearer feedback for all creation mini-games to make creating the perfect food easier.
- An entirely re-written random event system which will allow us to add events easier and potentially allow for mod support in the future.
[ 2015-06-11 17:08:43 CET ] [ Original post ]
Today is a great day for Supreme! Over the last few weeks we have been working tirelessly to improve both the quality of the artwork, and the gameplay itself to make Supreme the best game that it can be. The culmination of this is the patch that we have just released, containing a significant number of major changes. For those who just want to get to the meat, heres a quick overview of the changes:
- Overhaul of all game interfaces, making the experience more engaging and less repetitive.
- Major revisions to shops, including reputation, employees, operational hours, inventory, and more.
- All new artwork for the delivery city and polished driving mechanics. In addition, you can now deliver at night!
- Clearer feedback for all creation mini-games to make creating the perfect food easier.
- An entirely re-written random event system which will allow us to add events easier and potentially allow for mod support in the future.
[ 2015-06-11 17:08:43 CET ] [ Original post ]
Hello everyone! Since release, we have continued to monitor the community forums, aiming to keep the game bug-free and as polished as possible. To this end, we have made a few small changes to the game that should make the experience better for everyone! Tycoon Mode: For those of you that aren't aware, our game is almost two in one. The first portion of the game involves playing a series of minigames, through which you will create and deliver your own menu items. The second portion, available after you unlock the second shop, is more of a management sim. It allows you to deal with the higher-level aspects of running the business. To help players who aren't interested in the beginning still enjoy the game, we have added a "Strictly Tycoon" option to the new game menu. If chosen, this will automatically unlock the initial employee upgrades and progress the game forward, allowing you to jump right into the management aspects of the game. The minigames will still be there if you want to create and deliver your own items, but it is no longer necessary to play the game. Small Tweaks:
- Instead of being told "you have too many toppings" it will tell you the topping that triggered the negative feedback.
- Added a clearer "end of game" point.
- Revamped the arrow for the delivery minigame to give turn-by-turn directions.
- Altered the input for the delivery minigame, potentially fixing a bug that prevented a small number of people from playing it.
- Updated the textures on a handful of vehicles.
[ 2015-03-13 22:15:26 CET ] [ Original post ]
Hello everyone! Since release, we have continued to monitor the community forums, aiming to keep the game bug-free and as polished as possible. To this end, we have made a few small changes to the game that should make the experience better for everyone! Tycoon Mode: For those of you that aren't aware, our game is almost two in one. The first portion of the game involves playing a series of minigames, through which you will create and deliver your own menu items. The second portion, available after you unlock the second shop, is more of a management sim. It allows you to deal with the higher-level aspects of running the business. To help players who aren't interested in the beginning still enjoy the game, we have added a "Strictly Tycoon" option to the new game menu. If chosen, this will automatically unlock the initial employee upgrades and progress the game forward, allowing you to jump right into the management aspects of the game. The minigames will still be there if you want to create and deliver your own items, but it is no longer necessary to play the game. Small Tweaks:
- Instead of being told "you have too many toppings" it will tell you the topping that triggered the negative feedback.
- Added a clearer "end of game" point.
- Revamped the arrow for the delivery minigame to give turn-by-turn directions.
- Altered the input for the delivery minigame, potentially fixing a bug that prevented a small number of people from playing it.
- Updated the textures on a handful of vehicles.
[ 2015-03-13 22:15:26 CET ] [ Original post ]
Hello everyone! We've received a lot of feedback on the delivery minigame since release, both positive and negative. Some users enjoy the silly physics we've chosen to use, while others find it frustrating. With today's patch, we've deployed a change that we feel is a happy middle-ground between those two perspectives, and should help make the experience more enjoyable.
- Rather than immediately ending the minigame, flipping your car will instead damage the delivery health. An interface will then appear, allowing you to fix your car's orientation and continue with the delivery.
- To help clarify the long-term goals of the game to players, the employees interface is now partially visible prior to unlocking the upgrade.
[ 2015-01-20 20:02:57 CET ] [ Original post ]
Hello everyone! We've received a lot of feedback on the delivery minigame since release, both positive and negative. Some users enjoy the silly physics we've chosen to use, while others find it frustrating. With today's patch, we've deployed a change that we feel is a happy middle-ground between those two perspectives, and should help make the experience more enjoyable.
- Rather than immediately ending the minigame, flipping your car will instead damage the delivery health. An interface will then appear, allowing you to fix your car's orientation and continue with the delivery.
- To help clarify the long-term goals of the game to players, the employees interface is now partially visible prior to unlocking the upgrade.
[ 2015-01-20 20:02:57 CET ] [ Original post ]
Hello everyone! We've got a new patch for you!
- In an effort to make the mechanic easier to understand, we've updated the reputation bar's dividers to be dynamic. It will now only show you as much reputation as you can acquire with your current regions.
- The default inventory maximum has been lowered to 99, and two new upgrades have been added to raise it to 999 and then 9999.
- Employee of the Week has been changed to Employee of the Day, and a few bugs with hiring/firing employees have been resolved. The mechanic itself works automatically, and later in the game you will be given the option to associate a pay increase with the status.
[ 2015-01-19 18:52:47 CET ] [ Original post ]
Hello everyone! We've got a new patch for you!
- In an effort to make the mechanic easier to understand, we've updated the reputation bar's dividers to be dynamic. It will now only show you as much reputation as you can acquire with your current regions.
- The default inventory maximum has been lowered to 99, and two new upgrades have been added to raise it to 999 and then 9999.
- Employee of the Week has been changed to Employee of the Day, and a few bugs with hiring/firing employees have been resolved. The mechanic itself works automatically, and later in the game you will be given the option to associate a pay increase with the status.
[ 2015-01-19 18:52:47 CET ] [ Original post ]
Hello everyone! In response to some of the feedback we received yesterday, we've made some changes to inventory management and reputation. As an added bonus, we have also just added Linux support to the game!
- To make the process of buying new ingredients easier, we've revised the interface in favor of bulk purchases. Users will now select all of the ingredients they want to purchase, and do so at once.
- We have increased the maximum inventory stock to 999.
- Order generation has been revised so that the impact reputation plays is more apparent. Individual regions will progress independent of each-other now, with your older regions having more orders.
[ 2015-01-15 23:36:18 CET ] [ Original post ]
Hello everyone! In response to some of the feedback we received yesterday, we've made some changes to inventory management and reputation. As an added bonus, we have also just added Linux support to the game!
- To make the process of buying new ingredients easier, we've revised the interface in favor of bulk purchases. Users will now select all of the ingredients they want to purchase, and do so at once.
- We have increased the maximum inventory stock to 999.
- Order generation has been revised so that the impact reputation plays is more apparent. Individual regions will progress independent of each-other now, with your older regions having more orders.
[ 2015-01-15 23:36:18 CET ] [ Original post ]
Hello everyone! Since our last update, we've been working night and day to flesh out the tycoon experience of Supreme, and we have what we hope will be a nice treat for all of you today. Several of the mechanics discussed in the last update are now ready for release, and we're ready to share them with you! We hope that these changes help make the game more of what many of you were expecting and look forward to reading your feedback on the discussion forum!
- The centerpiece of this update is the new inventory management system. Rather than simply including the cost of toppings in the expenses of the pizza automatically, players will now have to monitor and manage their inventory stock, ensuring there are enough ingredients for both the player and the employees to prepare orders.
- Employees will no longer automatically pick up new orders. Players will instead have to toggle each order individually, marking it for employees to complete. Managers will of course do this automatically.
- Competition now has more of an effect on your shop's incoming orders. Based on how many competitors you have in the region, your shops will now receive a reduced number of orders.
[ 2015-01-14 21:49:43 CET ] [ Original post ]
Hello everyone! Since our last update, we've been working night and day to flesh out the tycoon experience of Supreme, and we have what we hope will be a nice treat for all of you today. Several of the mechanics discussed in the last update are now ready for release, and we're ready to share them with you! We hope that these changes help make the game more of what many of you were expecting and look forward to reading your feedback on the discussion forum!
- The centerpiece of this update is the new inventory management system. Rather than simply including the cost of toppings in the expenses of the pizza automatically, players will now have to monitor and manage their inventory stock, ensuring there are enough ingredients for both the player and the employees to prepare orders.
- Employees will no longer automatically pick up new orders. Players will instead have to toggle each order individually, marking it for employees to complete. Managers will of course do this automatically.
- Competition now has more of an effect on your shop's incoming orders. Based on how many competitors you have in the region, your shops will now receive a reduced number of orders.
[ 2015-01-14 21:49:43 CET ] [ Original post ]
Hello everyone! With the release of Supreme behind us, we turn our eyes to the future of the game. We've spent the weekend watching all of you play the game, taking notes from your streams, videos, and reviews. We would like to begin this update by assuring all of you that we plan to make the most of this feedback and resolve as many of the issues that you've raised as we can. One of the largest issues that has come up is the depth of the tycoon aspects of the game. Users were expecting more to the management aspects of the game, and we'd like to deliver that. Within the next week or two you should start seeing changes to the game, giving players more to do after they begin hiring employees. In addition to our own ideas, we'll continue reading your feedback and suggestions, so if you'd like to see something in the game, don't be afraid to make a discussion topic about it! Here's a small list of some of the larger ideas we've discussed so far:
- Stock management
- Sending employees to work, rather than automatically picking up tasks
- More complicated competition that is better at stealing business and plays a more active role
- Difficulty levels to make the game harder or easier
- More interesting delivery minigame, such as penalties for not following road laws
- More involvement in the creation of the pizza, such as having to take it out of the oven
- Easier to understand and more immediate feedback for performance in the various mini games
- In an effort to make the feedback more useful, we've made two small changes. The first change is the addition of two new feedback response types for pizza creation. Instead of having a generic mediocre rating level, we've created two new levels, one for "a little more," and one for "a little too much." We hope that this will help steer players in the right direction and result in an easier time figuring out how to make perfect pizzas. The second change we've made is a small one to the interface itself. It will now automatically select the first item in the receipt, which we feel will help users figure out how to view their order feedback, and thus make it a more useful system in general.
- The "5 Perfect Pizzas" goal is honestly a little bit harder than it needs to be. We've removed the requirement for the pizzas to be in a row, making this exponentially easier to accomplish.
- We've also added a "High Quality" option to the game. This should help users who have had performance issues with the delivery minigame. If you still have issues after the patch, please let us know on the forums and we will try to take further measures to increase performance.
- We also fixed a handful of bugs:
- Sometimes players would get spammed with deductions, taking their funds into the negative and never giving them a game-over.
- Sometimes multiple loan prompts would appear, giving a game-over even if they accepted the loan.
- Windows users couldn't alt+tab in fullscreen.
- The emergency loan would come up if the player had $0, instead of if they went negative.
- Some random events would deduct money, but not tell the player why before doing so. This was resulting in a game-over with absolutely no information as to why it happened.
[ 2015-01-12 02:09:13 CET ] [ Original post ]
Hello everyone! With the release of Supreme behind us, we turn our eyes to the future of the game. We've spent the weekend watching all of you play the game, taking notes from your streams, videos, and reviews. We would like to begin this update by assuring all of you that we plan to make the most of this feedback and resolve as many of the issues that you've raised as we can. One of the largest issues that has come up is the depth of the tycoon aspects of the game. Users were expecting more to the management aspects of the game, and we'd like to deliver that. Within the next week or two you should start seeing changes to the game, giving players more to do after they begin hiring employees. In addition to our own ideas, we'll continue reading your feedback and suggestions, so if you'd like to see something in the game, don't be afraid to make a discussion topic about it! Here's a small list of some of the larger ideas we've discussed so far:
- Stock management
- Sending employees to work, rather than automatically picking up tasks
- More complicated competition that is better at stealing business and plays a more active role
- Difficulty levels to make the game harder or easier
- More interesting delivery minigame, such as penalties for not following road laws
- More involvement in the creation of the pizza, such as having to take it out of the oven
- Easier to understand and more immediate feedback for performance in the various mini games
- In an effort to make the feedback more useful, we've made two small changes. The first change is the addition of two new feedback response types for pizza creation. Instead of having a generic mediocre rating level, we've created two new levels, one for "a little more," and one for "a little too much." We hope that this will help steer players in the right direction and result in an easier time figuring out how to make perfect pizzas. The second change we've made is a small one to the interface itself. It will now automatically select the first item in the receipt, which we feel will help users figure out how to view their order feedback, and thus make it a more useful system in general.
- The "5 Perfect Pizzas" goal is honestly a little bit harder than it needs to be. We've removed the requirement for the pizzas to be in a row, making this exponentially easier to accomplish.
- We've also added a "High Quality" option to the game. This should help users who have had performance issues with the delivery minigame. If you still have issues after the patch, please let us know on the forums and we will try to take further measures to increase performance.
- We also fixed a handful of bugs:
- Sometimes players would get spammed with deductions, taking their funds into the negative and never giving them a game-over.
- Sometimes multiple loan prompts would appear, giving a game-over even if they accepted the loan.
- Windows users couldn't alt+tab in fullscreen.
- The emergency loan would come up if the player had $0, instead of if they went negative.
- Some random events would deduct money, but not tell the player why before doing so. This was resulting in a game-over with absolutely no information as to why it happened.
[ 2015-01-12 02:09:13 CET ] [ Original post ]
- Supreme Linux [799.35 M]
In Supreme, you will take your pizza shop from cesspool to empire. You'll start out as an individual, making and delivering the pizzas all on your own. You'll manage things like inventory, eventually earning enough capital to upgrade your shop and start hiring employees! However, it’s not all fun and full of pepperoni. The world is cruel, and will throw problems your way at every turn. Mobsters will demand protection money, corrupt government officials will turn to you for help, the competition may even rob you blind.. The world will either bend to your will or take your corporation down... how you handle them is entirely up to you. The choices you make will alter the very dough of reality.
You can stay in one measly shop, sure. But where's the fun in that? You could expand in your region to dominate sales and front your company as the best around. Expand your business to be worldwide and crush all the competition. Buy them out and put their employees to work for YOU. Supreme will help you acheese the greatest Pizza Empire never before seen on this planet! (It's been seen on the moon though.. you know.. since it's made of cheese..)
The best part is? It all belongs to you! The big cheese, the top pepperoni, the head chef, the SUPREME Overlord of the world! Whatever title you may want to go by, it is all in your hands. (And our stomachs.)
Things you might face on your journey include but are not limited to:
- Corrupt governments
- Angry employees
- Theft
- Mobsters
- Car flipping goodness
- Bankruptcy
- And much much more..
We are always expanding on the events in the game and the way in which they effect your corporation and your world domination plans, so you can never quite tell what will head your way next!
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