
SUPERVIVE
Nov 23, 2024
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76561199522797833

Recommended5 hrs played
Super fun. Came into the game expecting it to be like LoL but its totally different. The skills of the characters and game play are similar to Overwatch, but you dont have people telling you to uninstall and kill yourself so thats another added bonus
108 votes funny
76561199522797833

Recommended5 hrs played
Super fun. Came into the game expecting it to be like LoL but its totally different. The skills of the characters and game play are similar to Overwatch, but you dont have people telling you to uninstall and kill yourself so thats another added bonus
108 votes funny
76561199556109102

Recommended975 hrs played (149 hrs at review)
Super fun. Came into the game expecting it to be like LoL but its totally different. The skills of the characters and game play are similar to Overwatch, but you dont have people telling you to uninstall and kill yourself so thats another added bonus
85 votes funny
76561197981483833

Not Recommended7 hrs played (4 hrs at review)
Supervive is actually a pretty fun game, but I'm giving it a negative review because of the absolutely disgusting and predatory microtransactions in the game. You may already be thinking, "they're cosmetics, just don't buy them" and you're not entirely wrong, but everyone should be fully aware of how hard this developer is trying to screw their own players before deciding whether or not it's a developer they want to support.
Supervive uses two different currencies, Theorycraft Coins and Vive Points. The first is used for buying skins in the timed rotating FOMO shop and the second is used for "upgrading" skins, more on that later.
Now of course being a game with microtransactions in 2024 the amount of coins you can buy never matches up with the price of the skins. Every skin is priced somewhere between 1000 and 2000 TC, so you're almost always forced to pay for more coins than you actually need.
There are a few different packs you can get but if you're starting from zero the most important pack is the 2000 TC for $20 pack since the next lowest pack of 1000 TC for $10 wouldn't be enough to get anything.
So let's take a skin I purchased earlier as an example since that opened my eyes to just how vile this entire system is. I picked up the Dark Order skin for Shrike which cost 1700 TC. Asking $17 (but effectively $20) for a single skin that you're watching from a mile away more often than not is already pretty insane, but I figured I've been having fun with the game and that's about the price of your average indie title, plus I don't plan to buy any other skins, so sure, I'll support the devs. Unfortunately, it quickly got much worse.
Once I purchased the skin I went into the hunter options to equip it and saw that there were four different Variant Colors and a custom Finisher. At first I was stoked and thought the asking price seemed a bit more reasonable, but as I clicked the different options I discovered you have to pay extra for them all.
That's right, three of the four extra colors and the finisher cost 120 Vive Points each. And what about that fourth color? Why, once you purchase the other three and the finisher the game is then gracious enough to allow you to purchase the "Luxe" color for another 1200 Theorycraft Coins.
So let's break that all down:
1. The base skin is 1700 TC which forces you to spend $20 to get 2000 TC. You buy the skin and have 300 TC left over.
2. The three Variant Colors and the Finisher are 120 Vive Points each which is 480 VP total. You can buy a pack of exactly 480 VP but VP can only be purchased using TC so you need to get 2250 TC.
3. You spend another $20 which brings you to 2300 TC. You buy the 480 VP and have 50 TC left over.
4. Buying all the other options unlocks the "Luxe" skin color which costs 1200 TC.
5. You spend another $20 which brings you to 2050 TC. You purchase the Luxe color for 1200 TC and have 850 TC left over.
So in total to unlock everything on a single skin you have to spend SIXTY DOLLARS.
This includes sticking you with 850 TC that you can do absolutely nothing with until you spend even more money because the cheapest skins are all at least 1000 TC. Obviously you can see how this could quickly balloon into hundreds of dollars if you're buying multiple skins.
Even by modern gross microtransaction standards this system is a nightmare. You're paying $20 for a single skin the developers don't even have the decency to include any of the options with. They nickel and dime you for options that in any sane game would just be part of the original $20 package, and even if you're okay with that they force you to make multiple purchases and exchange multiple currencies to make sure it's all as confusing as possible so you have a hard time keeping track of what you're actually spending.
In conclusion, as I said at the top of this post Supervive is a lot of fun. If you never spend a dime on it then none of this would effect you and I'm sure you can have a great time. However, those who choose to spend money should be aware of what they're getting into and personally I think people should be aware of how little respect the developers seemingly have for their players to try to take advantage of them to this degree. I have no problem at all with cosmetics being sold in a free to play game, but selling cosmetics doesn't mean you have to sell them using the most underhanded tactics you can get away with.
54 votes funny
76561198888390167

Recommended0 hrs played
Was excited. hopped in expecting it to be Battle Royale but its Dota. The skills of the characters and game play are similar to Overwatch minus the people telling you to uninstall and kill yourself so thats good but after doing some research I find that this game is monitoring my browser activity?!?! Nooooooooooooooo
ahh well!
-opens p**nhub
29 votes funny
76561198867131346

Not Recommended693 hrs played (693 hrs at review)
I have been playing since prior to the game's concept being revealed to the public, have one of the rarest items in the game for referring a bunch of people early on in pre-alpha, I helped run this game's first tournament, ran a playtesting clan with the intent of growing into a cozy little sub-community intent on getting competitive, stuck around and tried my hand at competing in EGL's tournaments when those were still running, and is in fact my most played game on Steam, I cannot stress enough that this game came along at a certain point in my life to hook me in and for a while I genuinely believed it was capable of achieving something pretty unique that its successors did not.
I have come here to write a review in the wake of the executive producer personally banning me from the Discord after I discussed the fact that a private playtest of these new 1.0 changes was held in China with negative reception, she gave me no notice of why she did this and I found out after a few mods were not OK with seemingly her getting no mod input on it despite no reason being given.
So let's address how we got here, because while the partnered content creators clearly don't want to rock the boat (or are genuinely so detached from what the average player experiences that they think of all negative feedback as just doomerism that should not be welcome in their community), I got nothing else really to lose, me and my friend played presumably for the last time together last night and I don't think either of us are coming back.
The earliest red flag I can think of is the aftermath of a triple protector comp dominating EU's debut playtest in which the dev's solution to their equivalent of GOATs meta was... slap a bunch of anti-heal on half the roster, imagine Ana nade but there are heroes in every role that apply that debuff.
Then a few months later we get 'Slowki', a substantial movement nerf patch in pre-alpha that flew in the face of a community-loved component of the game at the time (schmovement), this already felt like balance taking precedent over fun and I wish more people got to experience the game slightly before that point. Over time we would see more examples like this to the extent that we even got a now-deleted crashout post from their community manager on Reddit with the line OGs will remember as "we need to simplify more!" and that they continued to do, stripping away the early magic while being an omen of things to come.
So then we start cruising towards alpha, it rocks up, followed not long after NDA drop, then Steam Next Fest (on a Brall steamrolling the lobby kinda patch) and... oh, it's almost open beta already, it happens to be a really bad balance patch, noobs are whining about Hudson (who was admittedly annoying regardless of how strong he was and I think he was more than a bit overrated), and all the bugs people knew about that had been in the game for in some cases a year or more really started to be felt over an extended period of server uptime in addition to a really poorly implemented new feature called resurgence, too bad the devs were away on Thanksgiving right around the time they could've been addressing it thanks to an oddly timed open beta drop.
A bunch of devs would leave the team behind the scenes around this time, some onto better places others their stories not well chronicled in a way that can be confirmed respectfully, the result is the same nonetheless. It is hard to speculate on how the team fills this void provisionally before new hires would turn up in coming months but the resulting tonal shift is felt by the playerbase, whether they realise it or not.
marketing rolls in for 24/7 open beta, an influencer campaign pisses away a questionable amount of money on the now infamous 'creator cup', an exercise in trying to ride the Twitch hype train only for the next station to be another hero shooter, Marvel Rivals. But it's not all bad news, getting into just before the holidays a bunch of balance changes come through, finally a sign they intend to heal the damage done, they will keep up this momentum right? ...right?
They get back after Christmas and of course this being Theorycraft first major point of community engagement is to try to tell everybody resurgence is a good change because new player retention went up with it on (it's the holidays the entirety of Steam has more users in general clocking more hours, if anything the CCU painted a picture that this was not baring out as a net gain for what this game needed by this point)
Beebo's warped tour arrives, the hunter design team (that got Thanos snapped by departures a couple of months ago and will shortly be replacing those staff) has now been set the goal of monthly hunters with a single digit number of devs working on them whilst trying to tackle many other design problems the game is suffering with at the same time, many of these hunters would release full of bugs in their kit that start accumulating over time at a rate faster than TC can fix. At time of writing the vast majority of these bugs still exist, as well as bugs from the years prior.
speaking of design problems, we get an experimental global shop, absolutely awful gameplay loop as a result consistently getting strong items in a particular fashion (this is foreshadowing for the state of the game now TBH) followed by a 'gold matters' update, that while great on paper is once again flawed in execution due to a weird hourly rotation that sometimes has OP items like blinkstone or hover wings and other times is entirely useless, neither feels especially fun to play around.
March rolls in, the game will be switching to trios, now the reaction was pretty controversial but I thought this would be fine on paper, assuming they would rebalance the game around it... they would then proceed to basically make zero changes that felt uniquely like they would not have been tenable under squads :D
I asked an industry community manager, one who's credentials outweigh TC's own CM, for thoughts on their communications in these late stages. "it strikes me, from a craft perspective, that their feedback/communication loop is broken, and when that breaks, everything is based off the wrong foundation <...> seems like the community is a pain in the ass to them and it should never feel like that, there's so many levers you can pull before it gets to that point"
My conclusion here is that the development team was built largely off of nepotism (copy-pasting much of its team from 2020-22 Riot games and in particular League of Legends) and tried replicating a leadership structure that worked elsewhere, applied it to a far smaller team, and when the people that carried structure began to leave the effectiveness thereof began to crumble. Thus, in a desperate attempt for players, they have invented artificial playtime inflation mechanics that asks you to grind just to play the same game as the no-lifes every 3 months, imagine in LoL if you had to play like 100 games to get the full fountain shop every quarter of a year and that's more or less what you're getting now.
Game itself in the present day is a clash of differing ideas that surround pretty satisfying kits to play with, a frustratingly enjoyable centrepiece in an otherwise unappealing collage of bloated mechanics that add complexity without meaningful depth. I want to love it but the devs have lost sight of what so many rallied behind a year ago, throw in the bots, the bugs, the community held afloat by questionable means, and there's just nothing to get excited about here, it really pains me to say it.
It's just depressing to see the potential in the premise be squandered by a leadership team of Jessica "we don't think our champions have overloaded kits overall" Nam, Jon *lectures you in LinkedIn-coded Twitter thread with AI images* Bellis, and at the very helm of it all, the king of failing upwards in gaming himself, Joe "fucking go for it" Tung
24 votes funny
76561198803138376

Not Recommended488 hrs played (369 hrs at review)
Supervive is actually a pretty fun game, but I'm giving it a negative review because of the absolutely disgusting and predatory microtransactions in the game. You may already be thinking, "they're cosmetics, just don't buy them" and you're not entirely wrong, but everyone should be fully aware of how hard this developer is trying to screw their own players before deciding whether or not it's a developer they want to support.
Supervive uses two different currencies, Theorycraft Coins and Vive Points. The first is used for buying skins in the timed rotating FOMO shop and the second is used for "upgrading" skins, more on that later.
Now of course being a game with microtransactions in 2024 the amount of coins you can buy never matches up with the price of the skins. Every skin is priced somewhere between 1000 and 2000 TC, so you're almost always forced to pay for more coins than you actually need.
There are a few different packs you can get but if you're starting from zero the most important pack is the 2000 TC for $20 pack since the next lowest pack of 1000 TC for $10 wouldn't be enough to get anything.
So let's take a skin I purchased earlier as an example since that opened my eyes to just how vile this entire system is. I picked up the Dark Order skin for Shrike which cost 1700 TC. Asking $17 (but effectively $20) for a single skin that you're watching from a mile away more often than not is already pretty insane, but I figured I've been having fun with the game and that's about the price of your average indie title, plus I don't plan to buy any other skins, so sure, I'll support the devs. Unfortunately, it quickly got much worse.
Once I purchased the skin I went into the hunter options to equip it and saw that there were four different Variant Colors and a custom Finisher. At first I was stoked and thought the asking price seemed a bit more reasonable, but as I clicked the different options I discovered you have to pay extra for them all.
That's right, three of the four extra colors and the finisher cost 120 Vive Points each. And what about that fourth color? Why, once you purchase the other three and the finisher the game is then gracious enough to allow you to purchase the "Luxe" color for another 1200 Theorycraft Coins.
So let's break that all down:
1. The base skin is 1700 TC which forces you to spend $20 to get 2000 TC. You buy the skin and have 300 TC left over.
2. The three Variant Colors and the Finisher are 120 Vive Points each which is 480 VP total. You can buy a pack of exactly 480 VP but VP can only be purchased using TC so you need to get 2250 TC.
3. You spend another $20 which brings you to 2300 TC. You buy the 480 VP and have 50 TC left over.
4. Buying all the other options unlocks the "Luxe" skin color which costs 1200 TC.
5. You spend another $20 which brings you to 2050 TC. You purchase the Luxe color for 1200 TC and have 850 TC left over.
So in total to unlock everything on a single skin you have to spend SIXTY DOLLARS.
This includes sticking you with 850 TC that you can do absolutely nothing with until you spend even more money because the cheapest skins are all at least 1000 TC. Obviously you can see how this could quickly balloon into hundreds of dollars if you're buying multiple skins.
Even by modern gross microtransaction standards this system is a nightmare. You're paying $20 for a single skin the developers don't even have the decency to include any of the options with. They nickel and dime you for options that in any sane game would just be part of the original $20 package, and even if you're okay with that they force you to make multiple purchases and exchange multiple currencies to make sure it's all as confusing as possible so you have a hard time keeping track of what you're actually spending.
In conclusion, as I said at the top of this post Supervive is a lot of fun. If you never spend a dime on it then none of this would effect you and I'm sure you can have a great time. However, those who choose to spend money should be aware of what they're getting into and personally I think people should be aware of how little respect the developers seemingly have for their players to try to take advantage of them to this degree. I have no problem at all with cosmetics being sold in a free to play game, but selling cosmetics doesn't mean you have to sell them using the most underhanded tactics you can get away with.
23 votes funny
76561198071979571

Not Recommended0 hrs played
DID NO ONE READ THE PRIVACY POLICY?
(Maybe not being that you can't get the link to load when you're making an account. Probably not an accident 🤡)
They are collecting your browser history, purchasing history, geolocation data, and everything possible through every possible tracking method you can imagine. They are sharing it/giving it to third parties they work with.
Don't believe me? Go check it out: https://www.playsupervive.com/en-us/privacy-policy
(Steam is now removing the link, but you can search out 'supervive privacy policy' and find it and read it yourself. This is interesting being that Steam itself claims to only remove links that contain harmful content or websites that attempt to steal information lol).
If a company does this at this stage, with potentially malicious lack of disclosure, do you really want to invest your time and energy into this game, to watch them be Netease's Riot?
20 votes funny
76561198068467460

Recommended178 hrs played (25 hrs at review)
This is game is genuinely so much fun. I really hope they succeed because Supervive is a breath of fresh air. That said, delete Hudson.
16 votes funny
76561198821149018

Recommended20 hrs played (5 hrs at review)
if u like league of legends but hate league of legends this is the perfect game
15 votes funny
76561198082748823

Not Recommended31 hrs played (13 hrs at review)
I love the game, HOWEVER they seem to have added bots into ranked and unranked games. You can obviously tell as whole teams get stuck in trees or you have bots bullrushing you one by one. It is killing the game for a lot of loyal players. I would rather wait longer to be matched up with real players. What a shame. Until they fix this, I cannot recommend.
14 votes funny
76561199559374687

Recommended1685 hrs played (1417 hrs at review)
SUPERVIVE – A Thrilling Fusion of MOBA, Battle Royale, and Hero Shooter
SUPERVIVE is a free-to-play, top-down multiplayer online battle arena (MOBA) game developed by Theorycraft Games and published by NetEase Games. Released on November 20, 2024, the game has garnered a "Very Positive" rating on Steam, with 90% of over 16,000 user reviews praising its innovative gameplay and engaging mechanics.
Gameplay & Mechanics
SUPERVIVE seamlessly blends elements from popular genres to create a unique gaming experience:
MOBA Elements: Players choose from over 16 distinct "Hunters," each with unique abilities and playstyles. Hunters are categorized into roles such as Fighters, Tanks, Support, and Specialists, allowing for diverse team compositions and strategies .
Battle Royale Dynamics: The game features multiple game modes, including Squads (4-player teams), Duos (2-player teams), and Arena (4v4 matches). In these modes, teams compete to be the last standing, navigating dynamic environments and utilizing various powers and equipment .
Hero Shooter Action: Combat is fast-paced and fluid, with players able to jump, glide, shoot, punch, and utilize a variety of powers and equipment. The game's movement system encourages verticality and aerial mobility, adding depth to combat encounters .
Map Design & Environments
The game's maps are meticulously crafted, featuring floating islands, cliffs, open plains, and dense forests. This vertical, multi-layered battlefield requires players to stay constantly aware of their surroundings. Certain areas contain valuable loot or powerful equipment but are also high-risk zones, encouraging strategic decision-making .
Community & Development
SUPERVIVE has built a strong community through platforms like Discord, where players can engage with developers, participate in playtests, and provide feedback. The developers have committed to evolving the game based on community input, ensuring a dynamic and player-driven experience .
Final Verdict
SUPERVIVE offers a refreshing take on the MOBA and battle royale genres, combining strategic depth with fast-paced action. Its diverse cast of Hunters, innovative gameplay mechanics, and engaging community make it a standout title for fans of competitive multiplayer games.
Rating: 9/10
13 votes funny
76561199483863905

Recommended1654 hrs played (192 hrs at review)
SUPERVIVE throws players into an intense multiplayer survival experience where strategy, skill, and adaptability determine who comes out on top. With fast-paced gameplay, unpredictable encounters, and a battle for resources, it delivers a mix of PvP and PvE action in a high-stakes environment. But does it have what it takes to stand out?
The Good:
✅ Dynamic Survival Gameplay: Every match is different, forcing players to constantly adapt.
✅ Multiplayer Mayhem: Compete or cooperate with others in a tense survival environment.
✅ Engaging Combat & Resource Management: Balancing offense and defense is crucial.
✅ Fast-Paced Action: No time to waste—every decision matters.
The Bad:
❌ Steep Learning Curve: Not beginner-friendly—requires patience and strategy.
❌ Potential Balance Issues: Some mechanics may feel unfair or favor certain playstyles.
❌ Replayability Depends on Updates: Needs consistent content drops to keep players engaged.
❌ Performance Optimization: As with many survival games, server stability and performance could be an issue.
Final
SUPERVIVE is a thrilling mix of survival and competition, offering tense encounters and high replayability. If post-launch support is strong and balance issues are addressed, it has the potential to become a top-tier multiplayer survival game.
⭐⭐⭐ 8/10 – A fast-paced survival challenge with room to grow.⭐⭐⭐
13 votes funny
76561198221134192

Not Recommended1 hrs played (1 hrs at review)
Warning, malicius practices of user data collection... when promted with terms and conditions you can't access privacy policies since they didn't include a url to be able to read them. So i went to their web page and did exaclty that. Soon enough i found out that they will monitor my browser activity which is extreamly bad.
11 votes funny
76561198059949909

Recommended2474 hrs played (835 hrs at review)
**Why I like SUPERVIVE the Game:**
***You are never out until your out"**
SUPERVIVE is a MOBA Shooter BR that combines Macro and Micro in teamplay in order to be the last team standing. Similar to other BR's it has the concept of third partying, "poverty runs" when you unfortunately fall behind, really lucky finds to get you ahead, and a final storm collapsing in a circle around the map to have players converge. However, I think the main difference in SUPERVIVE compared to other BR's is really just, "you are not out of the game until you are really out." I've played BR's in the past of watching my teammates try to rez me for 10mins and seeing no hope in being able to 1v3. At some point in those games it feels hopeless and you are sometimes trapped watching as a spectator. I think that the thing SUPERVIVE does better than any other BR is that you are never really "out" until your last teammate dies.
"Most Wanted' is an item that can bring your whole team alive in the late game if you manage to clutch and get a kill. Additionally, there is also the rez beacons scattered across the map that alert enemy players but can bring your whole team alive. These ways of rezzing are very much a core fundamental change to the genre. Yes, in Apex and Fortnite you can rez your allies, but in SUPERVIVE it is inherently more designed to be within the game from the start, rather than a tacked on feature that was just added to reduce frustration. Very consistently especially earlier on in your SUPERVIVE play you will run into games where maybe you die 3+ times, and still win the game. I can't really think of another BR that does that. This also means that in general you can be more aggressive and look for more fun plays because you know that as long as someone lives you might be able to win the match.
**"Intense moments and Clutch plays"**
Second, I think that SUPERVIVE scratches my particular itch of teamgfighting that I got from League of Legends. My favorite moments in LoL were those epic teamfights that the whole game leads up to, you are nervous, at the edge of your seat, and feel electric when you win, and sorrow when you lose. In my experience, when matchmaking is really good in SUPERVIVE you get those kinds of experiences significantly more often than a game like LoL. The late game fights and feel chaotic, and adrenaline pumps through my veins. The feeling is pretty addicting.
**"Sharpness"**
Third, the game is "sharp" - When you die in SUPERVIVE, you often know how you died or why you died. Did Shrike hit you while you were marked by her passive, Did Void catch you with his black hole, did Bishop punch you into a wall? Maybe you just got spiked? In general the characters in this game tell you "this is why you lost". I find this type of design to be better and more accessible to new players once they learn some of the hunters abilities as well as find it interesting to find new ways execute the sharpness on each character. Often the game is compared to Battlerite since it has similar controls, however if you watch gameplay of SUPERVIVE vs. gameplay of Battlerite, you will realize much sooner, how "Sharp" the gameplay really is. Battlerite you can make a play at the first 10 seconds of the match and have it be doomed for the next 2 minutes and by the time it is over, you have already forgotten your mistake or maybe you didn't know it at all. In SUPERVIVE it is very clear cut. This is what you messed up, try to do something else because well... you usually will die. But as mentioned earlier, dying isn't the end all be all like other BR's. The Sharpness works because of the plentiful ways to rez in the game.
**Where do I think SUPERVIVE struggles**
**Matchmaking and Ranked:**
Right now in the higher ranks there is not enough players and so unfortunately sometimes the higher ranked players will be put into lower level lobbies. I expect this to improve with time, but it definitely is my top concern for the health of the game. As a top ranked player I don't want to be in these lobbies but I also want to play the game, we simply just need more players and hopefully we will get more!
**SoloQ vs Premade experience:**
In LoL I was an avid soloQ enjoyer and then also played a ton of normal games with my lower ranked friends. I felt like I had 2 different modes to play. One of them I could test my skills and the other, I could relax and have fun with my friends. I feel like in SUPERVIVE it is harder to make that line of differentiation because there is no SoloQ specific mode. I think it is one of those things that if enough players want it and the playerbase is there to support it, then it will happen. I'd say the one issue I have with this topic, is that SoloQ Ranked has never even been tested in previous playtests ever. It kind of surprises me, because as a game that feels like it attracts a lot of LoL players it misses something that they find so integral to the health of their game.
EDIT: 11/21/24
I didn't think my review would be so high up here... I think that a review near the top should focus more on the game than the actual company that makes it. So I edited my review. The Original post is still relevant and down below!
--
Original Post 11/20/24:
As of this review I am the player (non-dev) with the most in-game hours played. I will tell it to you straight up, you are going to regret not playing the game now in Beta, because it's going to be BIG.
The developers of this game sincerely care more than any other game I have come across. SUPERVIVE isn't simply just a way to make money or a job for them, it's pure passion and it shows. The Devs listen to their community, some freely work past 3 AM fixing bugs, others reach out to one tricks to see how they feel about their mains, and the executive producers just straight up have public discussions on their discord. Theorycraft Games is involved and doing everything they possibly can to make this game succeed, and the best part is, the game is already the most fun game I have ever played and it just keeps getting better every update. There is seemingly infinite skill cap, but still a lot of room to make hype and crazy outplays when you are just starting out.
Some people have told me they feel behind because they look at my hours played. I am in the .0001% minority of time played and this really is just the beginning of everything. Everyone is learning and now is a perfect time to play. It is way easier than picking up a game like LoL, OW, or APEX that is riddled with smurfs and people who have been playing for the last 10+ years.
If you're someone who feels like they don't have a "home" in gaming anymore and are just hopping from one game to the next, give SUPERVIVE a try. It is literally free to play, so you have nothing to lose, and who knows it just might become your new home—just like it has for me.
--
Additionally to respond to some of the glazing accusations in the comments (disabled now) (which are definitely fair) with a real example, today on launch for SUPERVIVE, NA had a rough start with packet loss and some connection issues with the servers. Theorycraft Games team to fix those issues is extremely small and they managed to fix it within 3-4 hours. If it was another studio like Riot or Blizzard the servers would have been down for hours longer. I know because I've played those games on their big launch days. Sometimes giving credit to the devs when credit is due is okay, and we don't need to be upset about having hope in the world in appreciating someones craft, whether that be game dev, sports, or anything. I think y'all are right for calling me out on it, but I do think that you should still hear me out. I unfortunately am not getting paid or anything to post something like this, and genuinely want to share my view as someone who has played and been a part of the community since the beginning.Obviously I want this game to become big and that is inherently my motive, no hiding that!
11 votes funny
76561198130425714

Not Recommended69 hrs played (69 hrs at review)
This game would've been a great game, if you didn't have demonic characters. I can't believe you guys are into the occult. I hope you guys realize that you're supporting cultists by adding a demon into the game. Certainly you have the self-awareness to realize how sickening it is to support evil. I hope you remove that character and all characters like them. Repent and turn to Jesus. :(
9 votes funny
76561198019043314

Not Recommended2 hrs played
I swear to god, I did the tutorial and it throws you in a match without able to cancel and now it's asking me to unlock a hunter and I can't back out. This is an awful first user experience so far
9 votes funny
76561198399557237

Not Recommended0 hrs played
Boring game. Obviously made by a riot employee, you can tell because they can't make anything good.
8 votes funny
76561198078139201

Not Recommended1 hrs played (1 hrs at review)
From the minds that brought you: "If we're being completely honest, we don't think our champions have overloaded kits". Lets combine the two worst game modes devised in the last decade (MOBA + BR), surely that will work. Surely this won't be yet another in an endless line of heartless trend chassers that limp along after a year, at best. But hey, maybe mashing together two games that rely purely on addiction will work out.
If you are going to have the god awful top down view, use a control scheme that fits it and not something you dug up from Battlerite's grave.
Let me introduce you to a little trick called "intermittent reinforcement", its the golden goose of every addiction driven battle pA$$ riddled game. The boring wait and slow build up of farming in MOBAs that all blows up in one team fight decided mainly by luck after 15 minuets? The boring wait and slow build up of dropping in, gearing up with luck, and searching for a single must win fight after five minutes in every BR? The drip feed of pre-purchased rewards slowly released to you from leveling a pass after the match? That's no coincidence. That's manipulation 101.
You aren't having fun. You're addicted.
The role of the court jester is to be the only one smart enough to see the truth and speak it. So thanks for all the love League of Legends fanboys, I'm glad to be done with your ilk.
Battle royale needs to die. Battle passes need to die.
8 votes funny
76561198007347541

Recommended4 hrs played
Baby, the new Bloodline Champions, ahem I mean BattleRite, oh SuperVive has dropped!
Since the developers aren't from those games teams, I hope it won't die as fast :].
8 votes funny
76561198922636439

Not Recommended19 hrs played
Unplayable in many regions / Lack of Communication / Rude Community Mods/Admins
This game has plenty of potential, is extremely fun (even addictive) but a lack of communication and the general attitude from developers and community managers regarding certain issues gets in the way of enjoying a great game, which I explain below:The Issues:
TheoryCraft claims to have a worldwide player-centric attitude and to actively listen and engage with it's player base; This is unfortunately not true from my experience. A number of players have been voicing concerns over the server locations, the unplayable ping and the lack of support for certain regions. Our response to these concerns have been nothing short of non-existent to in some cases (from their community mods and admins) rude and even threatening. Currently from anywhere in OCE the best playable latency you will get is ~150ms, for a competitive, fast paced game this is unfortunately too high to enjoy. But the disrespectful nature of how they have handled these concerns is what really hurts this game; and in my opinion doesn't bode well for it's success. I sincerely hope this attitude towards players just looking to enjoy the game turns around drastically. For this reason, I will leave a negative review for now.The Good:
The game is very fun and with great aesthetics and mechanics, easy to pick up and will keep you playing (if you can stand the latency).8 votes funny
76561197992497615

Recommended26 hrs played (18 hrs at review)
Do not play this game. Probably the most addictive game of the decade.
One of the biggest missing feature is that there is no clock at the left or right corner of the screen.
7 votes funny
76561198009109101

Recommended12 hrs played (1 hrs at review)
---{ Graphics }---
☐ You forget what reality is
☐ Beautiful
☐ Good
☑ Decent
☐ Bad
☐ Don‘t look too long at it
☐ MS-DOS
---{ Gameplay }---
☐ Very good
☑ Good
☐ It's just gameplay
☐ Mehh
☐ Watch paint dry instead
☐ Just don't
---{ Audio }---
☐ Eargasm
☐ Very good
☐ Good
☑ Not too bad
☐ Bad
☐ I'm now deaf
---{ Audience }---
☐ Kids
☑ Teens
☑ Adults
☐ Grandma
---{ PC Requirements }---
☐ Check if you can run paint
☑ Potato
☐ Decent
☐ Fast
☐ Rich boi
☐ Ask NASA if they have a spare computer
---{ Game Size }---
☑ Floppy Disk
☐ Old Fashioned
☐ Workable
☐ Big
☐ Will eat 10% of your 1TB hard drive
☐ You will want an entire hard drive to hold it
☐ You will need to invest in a black hole to hold all the data
---{ Difficulty }---
☐ Just press 'W'
☐ Easy
☐ Easy to learn / Hard to master
☑ Significant brain usage
☐ Difficult
☐ Dark Souls
---{ Grind }---
☐ Nothing to grind
☑ Only if u care about leaderboards/ranks
☐ Isn't necessary to progress
☐ Average grind level
☐ Too much grind
☐ You'll need a second life for grinding
---{ Story }---
☑ No Story
☐ Some lore
☐ Average
☐ Good
☐ Lovely
☐ It'll replace your life
---{ Game Time }---
☐ Long enough for a cup of coffee
☐ Short
☐ Average
☐ Long
☑ To infinity and beyond
---{ Price }---
☑ It's free!
☐ Worth the price
☐ If it's on sale
☐ If u have some spare money left
☐ Not recommended
☐ You could also just burn your money
---{ Bugs }---
☑ Never heard of
☐ Minor bugs
☐ Can get annoying
☐ ARK: Survival Evolved
☐ The game itself is a big terrarium for bugs
---{ ? / 10 }---
☐ 1
☐ 2
☐ 3
☐ 4
☐ 5
☐ 6
☑ 7
☐ 8
☐ 9
☐ 10
7 votes funny
76561198045134267

Not Recommended4 hrs played (1 hrs at review)
Imagine not having OCE servers
Putrid devs talking about waiting until they have a player base in OCE to add them. You won't have a player base because no one wants to play on 250-300 ping you absolute mongoloids.
7 votes funny
76561198142797600

Not Recommended0 hrs played
This game is unplayable as someone who is colorblind. The colorblind settings are awful and make it even worse. Its as if they heard about what was done for Doom 2016 and just went with putting a filter on the game and fully desaturating it to the point where its impossible to play.
6 votes funny
76561198005655932

Not Recommended13 hrs played (13 hrs at review)
There is mechanic in the game called spiking where any player can one shot you instantly. It will completely ruin any run, even if you have the perfect team and perfect gear.
Update 12/18/24: Since my last review the game only has 4000 players currently active at any time and is slowly losing more players every day. The casual community abandoned this game when it became clear that this game wouldn't fix its massive number of unfriendly mechanics to new or non-sweat players... which includes spiking. Combine this with the release of Marvel Rivals and its sad to say Supervive will die like all other battle royales. Spellbreak, Hyperscape, and Rumbleverse just to name off the top of my head from the hundreds out there.
Every character should have been available on release, spiking should result in a stun and not an instant kill, the amount of VFX effects could have been toned down, and the penalty for leavers could have been drastically increased. While I myself did not stream the game, I heard from several friends who do, that the game was not fun to watch or stream.
Hopefully the studio finds success in another game as the amount of polish over other similar games is very impressive.
6 votes funny
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76561199522797833

Recommended5 hrs played
Super fun. Came into the game expecting it to be like LoL but its totally different. The skills of the characters and game play are similar to Overwatch, but you dont have people telling you to uninstall and kill yourself so thats another added bonus
108 votes funny
76561199522797833

Recommended5 hrs played
Super fun. Came into the game expecting it to be like LoL but its totally different. The skills of the characters and game play are similar to Overwatch, but you dont have people telling you to uninstall and kill yourself so thats another added bonus
108 votes funny
76561199556109102

Recommended975 hrs played (149 hrs at review)
Super fun. Came into the game expecting it to be like LoL but its totally different. The skills of the characters and game play are similar to Overwatch, but you dont have people telling you to uninstall and kill yourself so thats another added bonus
85 votes funny
76561197981483833

Not Recommended7 hrs played (4 hrs at review)
Supervive is actually a pretty fun game, but I'm giving it a negative review because of the absolutely disgusting and predatory microtransactions in the game. You may already be thinking, "they're cosmetics, just don't buy them" and you're not entirely wrong, but everyone should be fully aware of how hard this developer is trying to screw their own players before deciding whether or not it's a developer they want to support.
Supervive uses two different currencies, Theorycraft Coins and Vive Points. The first is used for buying skins in the timed rotating FOMO shop and the second is used for "upgrading" skins, more on that later.
Now of course being a game with microtransactions in 2024 the amount of coins you can buy never matches up with the price of the skins. Every skin is priced somewhere between 1000 and 2000 TC, so you're almost always forced to pay for more coins than you actually need.
There are a few different packs you can get but if you're starting from zero the most important pack is the 2000 TC for $20 pack since the next lowest pack of 1000 TC for $10 wouldn't be enough to get anything.
So let's take a skin I purchased earlier as an example since that opened my eyes to just how vile this entire system is. I picked up the Dark Order skin for Shrike which cost 1700 TC. Asking $17 (but effectively $20) for a single skin that you're watching from a mile away more often than not is already pretty insane, but I figured I've been having fun with the game and that's about the price of your average indie title, plus I don't plan to buy any other skins, so sure, I'll support the devs. Unfortunately, it quickly got much worse.
Once I purchased the skin I went into the hunter options to equip it and saw that there were four different Variant Colors and a custom Finisher. At first I was stoked and thought the asking price seemed a bit more reasonable, but as I clicked the different options I discovered you have to pay extra for them all.
That's right, three of the four extra colors and the finisher cost 120 Vive Points each. And what about that fourth color? Why, once you purchase the other three and the finisher the game is then gracious enough to allow you to purchase the "Luxe" color for another 1200 Theorycraft Coins.
So let's break that all down:
1. The base skin is 1700 TC which forces you to spend $20 to get 2000 TC. You buy the skin and have 300 TC left over.
2. The three Variant Colors and the Finisher are 120 Vive Points each which is 480 VP total. You can buy a pack of exactly 480 VP but VP can only be purchased using TC so you need to get 2250 TC.
3. You spend another $20 which brings you to 2300 TC. You buy the 480 VP and have 50 TC left over.
4. Buying all the other options unlocks the "Luxe" skin color which costs 1200 TC.
5. You spend another $20 which brings you to 2050 TC. You purchase the Luxe color for 1200 TC and have 850 TC left over.
So in total to unlock everything on a single skin you have to spend SIXTY DOLLARS.
This includes sticking you with 850 TC that you can do absolutely nothing with until you spend even more money because the cheapest skins are all at least 1000 TC. Obviously you can see how this could quickly balloon into hundreds of dollars if you're buying multiple skins.
Even by modern gross microtransaction standards this system is a nightmare. You're paying $20 for a single skin the developers don't even have the decency to include any of the options with. They nickel and dime you for options that in any sane game would just be part of the original $20 package, and even if you're okay with that they force you to make multiple purchases and exchange multiple currencies to make sure it's all as confusing as possible so you have a hard time keeping track of what you're actually spending.
In conclusion, as I said at the top of this post Supervive is a lot of fun. If you never spend a dime on it then none of this would effect you and I'm sure you can have a great time. However, those who choose to spend money should be aware of what they're getting into and personally I think people should be aware of how little respect the developers seemingly have for their players to try to take advantage of them to this degree. I have no problem at all with cosmetics being sold in a free to play game, but selling cosmetics doesn't mean you have to sell them using the most underhanded tactics you can get away with.
54 votes funny
76561198888390167

Recommended0 hrs played
Was excited. hopped in expecting it to be Battle Royale but its Dota. The skills of the characters and game play are similar to Overwatch minus the people telling you to uninstall and kill yourself so thats good but after doing some research I find that this game is monitoring my browser activity?!?! Nooooooooooooooo
ahh well!
-opens p**nhub
29 votes funny
76561198867131346

Not Recommended693 hrs played (693 hrs at review)
I have been playing since prior to the game's concept being revealed to the public, have one of the rarest items in the game for referring a bunch of people early on in pre-alpha, I helped run this game's first tournament, ran a playtesting clan with the intent of growing into a cozy little sub-community intent on getting competitive, stuck around and tried my hand at competing in EGL's tournaments when those were still running, and is in fact my most played game on Steam, I cannot stress enough that this game came along at a certain point in my life to hook me in and for a while I genuinely believed it was capable of achieving something pretty unique that its successors did not.
I have come here to write a review in the wake of the executive producer personally banning me from the Discord after I discussed the fact that a private playtest of these new 1.0 changes was held in China with negative reception, she gave me no notice of why she did this and I found out after a few mods were not OK with seemingly her getting no mod input on it despite no reason being given.
So let's address how we got here, because while the partnered content creators clearly don't want to rock the boat (or are genuinely so detached from what the average player experiences that they think of all negative feedback as just doomerism that should not be welcome in their community), I got nothing else really to lose, me and my friend played presumably for the last time together last night and I don't think either of us are coming back.
The earliest red flag I can think of is the aftermath of a triple protector comp dominating EU's debut playtest in which the dev's solution to their equivalent of GOATs meta was... slap a bunch of anti-heal on half the roster, imagine Ana nade but there are heroes in every role that apply that debuff.
Then a few months later we get 'Slowki', a substantial movement nerf patch in pre-alpha that flew in the face of a community-loved component of the game at the time (schmovement), this already felt like balance taking precedent over fun and I wish more people got to experience the game slightly before that point. Over time we would see more examples like this to the extent that we even got a now-deleted crashout post from their community manager on Reddit with the line OGs will remember as "we need to simplify more!" and that they continued to do, stripping away the early magic while being an omen of things to come.
So then we start cruising towards alpha, it rocks up, followed not long after NDA drop, then Steam Next Fest (on a Brall steamrolling the lobby kinda patch) and... oh, it's almost open beta already, it happens to be a really bad balance patch, noobs are whining about Hudson (who was admittedly annoying regardless of how strong he was and I think he was more than a bit overrated), and all the bugs people knew about that had been in the game for in some cases a year or more really started to be felt over an extended period of server uptime in addition to a really poorly implemented new feature called resurgence, too bad the devs were away on Thanksgiving right around the time they could've been addressing it thanks to an oddly timed open beta drop.
A bunch of devs would leave the team behind the scenes around this time, some onto better places others their stories not well chronicled in a way that can be confirmed respectfully, the result is the same nonetheless. It is hard to speculate on how the team fills this void provisionally before new hires would turn up in coming months but the resulting tonal shift is felt by the playerbase, whether they realise it or not.
marketing rolls in for 24/7 open beta, an influencer campaign pisses away a questionable amount of money on the now infamous 'creator cup', an exercise in trying to ride the Twitch hype train only for the next station to be another hero shooter, Marvel Rivals. But it's not all bad news, getting into just before the holidays a bunch of balance changes come through, finally a sign they intend to heal the damage done, they will keep up this momentum right? ...right?
They get back after Christmas and of course this being Theorycraft first major point of community engagement is to try to tell everybody resurgence is a good change because new player retention went up with it on (it's the holidays the entirety of Steam has more users in general clocking more hours, if anything the CCU painted a picture that this was not baring out as a net gain for what this game needed by this point)
Beebo's warped tour arrives, the hunter design team (that got Thanos snapped by departures a couple of months ago and will shortly be replacing those staff) has now been set the goal of monthly hunters with a single digit number of devs working on them whilst trying to tackle many other design problems the game is suffering with at the same time, many of these hunters would release full of bugs in their kit that start accumulating over time at a rate faster than TC can fix. At time of writing the vast majority of these bugs still exist, as well as bugs from the years prior.
speaking of design problems, we get an experimental global shop, absolutely awful gameplay loop as a result consistently getting strong items in a particular fashion (this is foreshadowing for the state of the game now TBH) followed by a 'gold matters' update, that while great on paper is once again flawed in execution due to a weird hourly rotation that sometimes has OP items like blinkstone or hover wings and other times is entirely useless, neither feels especially fun to play around.
March rolls in, the game will be switching to trios, now the reaction was pretty controversial but I thought this would be fine on paper, assuming they would rebalance the game around it... they would then proceed to basically make zero changes that felt uniquely like they would not have been tenable under squads :D
I asked an industry community manager, one who's credentials outweigh TC's own CM, for thoughts on their communications in these late stages. "it strikes me, from a craft perspective, that their feedback/communication loop is broken, and when that breaks, everything is based off the wrong foundation <...> seems like the community is a pain in the ass to them and it should never feel like that, there's so many levers you can pull before it gets to that point"
My conclusion here is that the development team was built largely off of nepotism (copy-pasting much of its team from 2020-22 Riot games and in particular League of Legends) and tried replicating a leadership structure that worked elsewhere, applied it to a far smaller team, and when the people that carried structure began to leave the effectiveness thereof began to crumble. Thus, in a desperate attempt for players, they have invented artificial playtime inflation mechanics that asks you to grind just to play the same game as the no-lifes every 3 months, imagine in LoL if you had to play like 100 games to get the full fountain shop every quarter of a year and that's more or less what you're getting now.
Game itself in the present day is a clash of differing ideas that surround pretty satisfying kits to play with, a frustratingly enjoyable centrepiece in an otherwise unappealing collage of bloated mechanics that add complexity without meaningful depth. I want to love it but the devs have lost sight of what so many rallied behind a year ago, throw in the bots, the bugs, the community held afloat by questionable means, and there's just nothing to get excited about here, it really pains me to say it.
It's just depressing to see the potential in the premise be squandered by a leadership team of Jessica "we don't think our champions have overloaded kits overall" Nam, Jon *lectures you in LinkedIn-coded Twitter thread with AI images* Bellis, and at the very helm of it all, the king of failing upwards in gaming himself, Joe "fucking go for it" Tung
24 votes funny
76561198803138376

Not Recommended488 hrs played (369 hrs at review)
Supervive is actually a pretty fun game, but I'm giving it a negative review because of the absolutely disgusting and predatory microtransactions in the game. You may already be thinking, "they're cosmetics, just don't buy them" and you're not entirely wrong, but everyone should be fully aware of how hard this developer is trying to screw their own players before deciding whether or not it's a developer they want to support.
Supervive uses two different currencies, Theorycraft Coins and Vive Points. The first is used for buying skins in the timed rotating FOMO shop and the second is used for "upgrading" skins, more on that later.
Now of course being a game with microtransactions in 2024 the amount of coins you can buy never matches up with the price of the skins. Every skin is priced somewhere between 1000 and 2000 TC, so you're almost always forced to pay for more coins than you actually need.
There are a few different packs you can get but if you're starting from zero the most important pack is the 2000 TC for $20 pack since the next lowest pack of 1000 TC for $10 wouldn't be enough to get anything.
So let's take a skin I purchased earlier as an example since that opened my eyes to just how vile this entire system is. I picked up the Dark Order skin for Shrike which cost 1700 TC. Asking $17 (but effectively $20) for a single skin that you're watching from a mile away more often than not is already pretty insane, but I figured I've been having fun with the game and that's about the price of your average indie title, plus I don't plan to buy any other skins, so sure, I'll support the devs. Unfortunately, it quickly got much worse.
Once I purchased the skin I went into the hunter options to equip it and saw that there were four different Variant Colors and a custom Finisher. At first I was stoked and thought the asking price seemed a bit more reasonable, but as I clicked the different options I discovered you have to pay extra for them all.
That's right, three of the four extra colors and the finisher cost 120 Vive Points each. And what about that fourth color? Why, once you purchase the other three and the finisher the game is then gracious enough to allow you to purchase the "Luxe" color for another 1200 Theorycraft Coins.
So let's break that all down:
1. The base skin is 1700 TC which forces you to spend $20 to get 2000 TC. You buy the skin and have 300 TC left over.
2. The three Variant Colors and the Finisher are 120 Vive Points each which is 480 VP total. You can buy a pack of exactly 480 VP but VP can only be purchased using TC so you need to get 2250 TC.
3. You spend another $20 which brings you to 2300 TC. You buy the 480 VP and have 50 TC left over.
4. Buying all the other options unlocks the "Luxe" skin color which costs 1200 TC.
5. You spend another $20 which brings you to 2050 TC. You purchase the Luxe color for 1200 TC and have 850 TC left over.
So in total to unlock everything on a single skin you have to spend SIXTY DOLLARS.
This includes sticking you with 850 TC that you can do absolutely nothing with until you spend even more money because the cheapest skins are all at least 1000 TC. Obviously you can see how this could quickly balloon into hundreds of dollars if you're buying multiple skins.
Even by modern gross microtransaction standards this system is a nightmare. You're paying $20 for a single skin the developers don't even have the decency to include any of the options with. They nickel and dime you for options that in any sane game would just be part of the original $20 package, and even if you're okay with that they force you to make multiple purchases and exchange multiple currencies to make sure it's all as confusing as possible so you have a hard time keeping track of what you're actually spending.
In conclusion, as I said at the top of this post Supervive is a lot of fun. If you never spend a dime on it then none of this would effect you and I'm sure you can have a great time. However, those who choose to spend money should be aware of what they're getting into and personally I think people should be aware of how little respect the developers seemingly have for their players to try to take advantage of them to this degree. I have no problem at all with cosmetics being sold in a free to play game, but selling cosmetics doesn't mean you have to sell them using the most underhanded tactics you can get away with.
23 votes funny
76561198071979571

Not Recommended0 hrs played
DID NO ONE READ THE PRIVACY POLICY?
(Maybe not being that you can't get the link to load when you're making an account. Probably not an accident 🤡)
They are collecting your browser history, purchasing history, geolocation data, and everything possible through every possible tracking method you can imagine. They are sharing it/giving it to third parties they work with.
Don't believe me? Go check it out: https://www.playsupervive.com/en-us/privacy-policy
(Steam is now removing the link, but you can search out 'supervive privacy policy' and find it and read it yourself. This is interesting being that Steam itself claims to only remove links that contain harmful content or websites that attempt to steal information lol).
If a company does this at this stage, with potentially malicious lack of disclosure, do you really want to invest your time and energy into this game, to watch them be Netease's Riot?
20 votes funny
76561198068467460

Recommended178 hrs played (25 hrs at review)
This is game is genuinely so much fun. I really hope they succeed because Supervive is a breath of fresh air. That said, delete Hudson.
16 votes funny
76561198821149018

Recommended20 hrs played (5 hrs at review)
if u like league of legends but hate league of legends this is the perfect game
15 votes funny
76561198082748823

Not Recommended31 hrs played (13 hrs at review)
I love the game, HOWEVER they seem to have added bots into ranked and unranked games. You can obviously tell as whole teams get stuck in trees or you have bots bullrushing you one by one. It is killing the game for a lot of loyal players. I would rather wait longer to be matched up with real players. What a shame. Until they fix this, I cannot recommend.
14 votes funny
76561199559374687

Recommended1685 hrs played (1417 hrs at review)
SUPERVIVE – A Thrilling Fusion of MOBA, Battle Royale, and Hero Shooter
SUPERVIVE is a free-to-play, top-down multiplayer online battle arena (MOBA) game developed by Theorycraft Games and published by NetEase Games. Released on November 20, 2024, the game has garnered a "Very Positive" rating on Steam, with 90% of over 16,000 user reviews praising its innovative gameplay and engaging mechanics.
Gameplay & Mechanics
SUPERVIVE seamlessly blends elements from popular genres to create a unique gaming experience:
MOBA Elements: Players choose from over 16 distinct "Hunters," each with unique abilities and playstyles. Hunters are categorized into roles such as Fighters, Tanks, Support, and Specialists, allowing for diverse team compositions and strategies .
Battle Royale Dynamics: The game features multiple game modes, including Squads (4-player teams), Duos (2-player teams), and Arena (4v4 matches). In these modes, teams compete to be the last standing, navigating dynamic environments and utilizing various powers and equipment .
Hero Shooter Action: Combat is fast-paced and fluid, with players able to jump, glide, shoot, punch, and utilize a variety of powers and equipment. The game's movement system encourages verticality and aerial mobility, adding depth to combat encounters .
Map Design & Environments
The game's maps are meticulously crafted, featuring floating islands, cliffs, open plains, and dense forests. This vertical, multi-layered battlefield requires players to stay constantly aware of their surroundings. Certain areas contain valuable loot or powerful equipment but are also high-risk zones, encouraging strategic decision-making .
Community & Development
SUPERVIVE has built a strong community through platforms like Discord, where players can engage with developers, participate in playtests, and provide feedback. The developers have committed to evolving the game based on community input, ensuring a dynamic and player-driven experience .
Final Verdict
SUPERVIVE offers a refreshing take on the MOBA and battle royale genres, combining strategic depth with fast-paced action. Its diverse cast of Hunters, innovative gameplay mechanics, and engaging community make it a standout title for fans of competitive multiplayer games.
Rating: 9/10
13 votes funny
76561199483863905

Recommended1654 hrs played (192 hrs at review)
SUPERVIVE throws players into an intense multiplayer survival experience where strategy, skill, and adaptability determine who comes out on top. With fast-paced gameplay, unpredictable encounters, and a battle for resources, it delivers a mix of PvP and PvE action in a high-stakes environment. But does it have what it takes to stand out?
The Good:
✅ Dynamic Survival Gameplay: Every match is different, forcing players to constantly adapt.
✅ Multiplayer Mayhem: Compete or cooperate with others in a tense survival environment.
✅ Engaging Combat & Resource Management: Balancing offense and defense is crucial.
✅ Fast-Paced Action: No time to waste—every decision matters.
The Bad:
❌ Steep Learning Curve: Not beginner-friendly—requires patience and strategy.
❌ Potential Balance Issues: Some mechanics may feel unfair or favor certain playstyles.
❌ Replayability Depends on Updates: Needs consistent content drops to keep players engaged.
❌ Performance Optimization: As with many survival games, server stability and performance could be an issue.
Final
SUPERVIVE is a thrilling mix of survival and competition, offering tense encounters and high replayability. If post-launch support is strong and balance issues are addressed, it has the potential to become a top-tier multiplayer survival game.
⭐⭐⭐ 8/10 – A fast-paced survival challenge with room to grow.⭐⭐⭐
13 votes funny
76561198221134192

Not Recommended1 hrs played (1 hrs at review)
Warning, malicius practices of user data collection... when promted with terms and conditions you can't access privacy policies since they didn't include a url to be able to read them. So i went to their web page and did exaclty that. Soon enough i found out that they will monitor my browser activity which is extreamly bad.
11 votes funny
76561198059949909

Recommended2474 hrs played (835 hrs at review)
**Why I like SUPERVIVE the Game:**
***You are never out until your out"**
SUPERVIVE is a MOBA Shooter BR that combines Macro and Micro in teamplay in order to be the last team standing. Similar to other BR's it has the concept of third partying, "poverty runs" when you unfortunately fall behind, really lucky finds to get you ahead, and a final storm collapsing in a circle around the map to have players converge. However, I think the main difference in SUPERVIVE compared to other BR's is really just, "you are not out of the game until you are really out." I've played BR's in the past of watching my teammates try to rez me for 10mins and seeing no hope in being able to 1v3. At some point in those games it feels hopeless and you are sometimes trapped watching as a spectator. I think that the thing SUPERVIVE does better than any other BR is that you are never really "out" until your last teammate dies.
"Most Wanted' is an item that can bring your whole team alive in the late game if you manage to clutch and get a kill. Additionally, there is also the rez beacons scattered across the map that alert enemy players but can bring your whole team alive. These ways of rezzing are very much a core fundamental change to the genre. Yes, in Apex and Fortnite you can rez your allies, but in SUPERVIVE it is inherently more designed to be within the game from the start, rather than a tacked on feature that was just added to reduce frustration. Very consistently especially earlier on in your SUPERVIVE play you will run into games where maybe you die 3+ times, and still win the game. I can't really think of another BR that does that. This also means that in general you can be more aggressive and look for more fun plays because you know that as long as someone lives you might be able to win the match.
**"Intense moments and Clutch plays"**
Second, I think that SUPERVIVE scratches my particular itch of teamgfighting that I got from League of Legends. My favorite moments in LoL were those epic teamfights that the whole game leads up to, you are nervous, at the edge of your seat, and feel electric when you win, and sorrow when you lose. In my experience, when matchmaking is really good in SUPERVIVE you get those kinds of experiences significantly more often than a game like LoL. The late game fights and feel chaotic, and adrenaline pumps through my veins. The feeling is pretty addicting.
**"Sharpness"**
Third, the game is "sharp" - When you die in SUPERVIVE, you often know how you died or why you died. Did Shrike hit you while you were marked by her passive, Did Void catch you with his black hole, did Bishop punch you into a wall? Maybe you just got spiked? In general the characters in this game tell you "this is why you lost". I find this type of design to be better and more accessible to new players once they learn some of the hunters abilities as well as find it interesting to find new ways execute the sharpness on each character. Often the game is compared to Battlerite since it has similar controls, however if you watch gameplay of SUPERVIVE vs. gameplay of Battlerite, you will realize much sooner, how "Sharp" the gameplay really is. Battlerite you can make a play at the first 10 seconds of the match and have it be doomed for the next 2 minutes and by the time it is over, you have already forgotten your mistake or maybe you didn't know it at all. In SUPERVIVE it is very clear cut. This is what you messed up, try to do something else because well... you usually will die. But as mentioned earlier, dying isn't the end all be all like other BR's. The Sharpness works because of the plentiful ways to rez in the game.
**Where do I think SUPERVIVE struggles**
**Matchmaking and Ranked:**
Right now in the higher ranks there is not enough players and so unfortunately sometimes the higher ranked players will be put into lower level lobbies. I expect this to improve with time, but it definitely is my top concern for the health of the game. As a top ranked player I don't want to be in these lobbies but I also want to play the game, we simply just need more players and hopefully we will get more!
**SoloQ vs Premade experience:**
In LoL I was an avid soloQ enjoyer and then also played a ton of normal games with my lower ranked friends. I felt like I had 2 different modes to play. One of them I could test my skills and the other, I could relax and have fun with my friends. I feel like in SUPERVIVE it is harder to make that line of differentiation because there is no SoloQ specific mode. I think it is one of those things that if enough players want it and the playerbase is there to support it, then it will happen. I'd say the one issue I have with this topic, is that SoloQ Ranked has never even been tested in previous playtests ever. It kind of surprises me, because as a game that feels like it attracts a lot of LoL players it misses something that they find so integral to the health of their game.
EDIT: 11/21/24
I didn't think my review would be so high up here... I think that a review near the top should focus more on the game than the actual company that makes it. So I edited my review. The Original post is still relevant and down below!
--
Original Post 11/20/24:
As of this review I am the player (non-dev) with the most in-game hours played. I will tell it to you straight up, you are going to regret not playing the game now in Beta, because it's going to be BIG.
The developers of this game sincerely care more than any other game I have come across. SUPERVIVE isn't simply just a way to make money or a job for them, it's pure passion and it shows. The Devs listen to their community, some freely work past 3 AM fixing bugs, others reach out to one tricks to see how they feel about their mains, and the executive producers just straight up have public discussions on their discord. Theorycraft Games is involved and doing everything they possibly can to make this game succeed, and the best part is, the game is already the most fun game I have ever played and it just keeps getting better every update. There is seemingly infinite skill cap, but still a lot of room to make hype and crazy outplays when you are just starting out.
Some people have told me they feel behind because they look at my hours played. I am in the .0001% minority of time played and this really is just the beginning of everything. Everyone is learning and now is a perfect time to play. It is way easier than picking up a game like LoL, OW, or APEX that is riddled with smurfs and people who have been playing for the last 10+ years.
If you're someone who feels like they don't have a "home" in gaming anymore and are just hopping from one game to the next, give SUPERVIVE a try. It is literally free to play, so you have nothing to lose, and who knows it just might become your new home—just like it has for me.
--
Additionally to respond to some of the glazing accusations in the comments (disabled now) (which are definitely fair) with a real example, today on launch for SUPERVIVE, NA had a rough start with packet loss and some connection issues with the servers. Theorycraft Games team to fix those issues is extremely small and they managed to fix it within 3-4 hours. If it was another studio like Riot or Blizzard the servers would have been down for hours longer. I know because I've played those games on their big launch days. Sometimes giving credit to the devs when credit is due is okay, and we don't need to be upset about having hope in the world in appreciating someones craft, whether that be game dev, sports, or anything. I think y'all are right for calling me out on it, but I do think that you should still hear me out. I unfortunately am not getting paid or anything to post something like this, and genuinely want to share my view as someone who has played and been a part of the community since the beginning.Obviously I want this game to become big and that is inherently my motive, no hiding that!
11 votes funny
76561198130425714

Not Recommended69 hrs played (69 hrs at review)
This game would've been a great game, if you didn't have demonic characters. I can't believe you guys are into the occult. I hope you guys realize that you're supporting cultists by adding a demon into the game. Certainly you have the self-awareness to realize how sickening it is to support evil. I hope you remove that character and all characters like them. Repent and turn to Jesus. :(
9 votes funny
76561198019043314

Not Recommended2 hrs played
I swear to god, I did the tutorial and it throws you in a match without able to cancel and now it's asking me to unlock a hunter and I can't back out. This is an awful first user experience so far
9 votes funny
76561198399557237

Not Recommended0 hrs played
Boring game. Obviously made by a riot employee, you can tell because they can't make anything good.
8 votes funny
76561198078139201

Not Recommended1 hrs played (1 hrs at review)
From the minds that brought you: "If we're being completely honest, we don't think our champions have overloaded kits". Lets combine the two worst game modes devised in the last decade (MOBA + BR), surely that will work. Surely this won't be yet another in an endless line of heartless trend chassers that limp along after a year, at best. But hey, maybe mashing together two games that rely purely on addiction will work out.
If you are going to have the god awful top down view, use a control scheme that fits it and not something you dug up from Battlerite's grave.
Let me introduce you to a little trick called "intermittent reinforcement", its the golden goose of every addiction driven battle pA$$ riddled game. The boring wait and slow build up of farming in MOBAs that all blows up in one team fight decided mainly by luck after 15 minuets? The boring wait and slow build up of dropping in, gearing up with luck, and searching for a single must win fight after five minutes in every BR? The drip feed of pre-purchased rewards slowly released to you from leveling a pass after the match? That's no coincidence. That's manipulation 101.
You aren't having fun. You're addicted.
The role of the court jester is to be the only one smart enough to see the truth and speak it. So thanks for all the love League of Legends fanboys, I'm glad to be done with your ilk.
Battle royale needs to die. Battle passes need to die.
8 votes funny
76561198007347541

Recommended4 hrs played
Baby, the new Bloodline Champions, ahem I mean BattleRite, oh SuperVive has dropped!
Since the developers aren't from those games teams, I hope it won't die as fast :].
8 votes funny
76561198922636439

Not Recommended19 hrs played
Unplayable in many regions / Lack of Communication / Rude Community Mods/Admins
This game has plenty of potential, is extremely fun (even addictive) but a lack of communication and the general attitude from developers and community managers regarding certain issues gets in the way of enjoying a great game, which I explain below:The Issues:
TheoryCraft claims to have a worldwide player-centric attitude and to actively listen and engage with it's player base; This is unfortunately not true from my experience. A number of players have been voicing concerns over the server locations, the unplayable ping and the lack of support for certain regions. Our response to these concerns have been nothing short of non-existent to in some cases (from their community mods and admins) rude and even threatening. Currently from anywhere in OCE the best playable latency you will get is ~150ms, for a competitive, fast paced game this is unfortunately too high to enjoy. But the disrespectful nature of how they have handled these concerns is what really hurts this game; and in my opinion doesn't bode well for it's success. I sincerely hope this attitude towards players just looking to enjoy the game turns around drastically. For this reason, I will leave a negative review for now.The Good:
The game is very fun and with great aesthetics and mechanics, easy to pick up and will keep you playing (if you can stand the latency).8 votes funny
76561197992497615

Recommended26 hrs played (18 hrs at review)
Do not play this game. Probably the most addictive game of the decade.
One of the biggest missing feature is that there is no clock at the left or right corner of the screen.
7 votes funny
76561198009109101

Recommended12 hrs played (1 hrs at review)
---{ Graphics }---
☐ You forget what reality is
☐ Beautiful
☐ Good
☑ Decent
☐ Bad
☐ Don‘t look too long at it
☐ MS-DOS
---{ Gameplay }---
☐ Very good
☑ Good
☐ It's just gameplay
☐ Mehh
☐ Watch paint dry instead
☐ Just don't
---{ Audio }---
☐ Eargasm
☐ Very good
☐ Good
☑ Not too bad
☐ Bad
☐ I'm now deaf
---{ Audience }---
☐ Kids
☑ Teens
☑ Adults
☐ Grandma
---{ PC Requirements }---
☐ Check if you can run paint
☑ Potato
☐ Decent
☐ Fast
☐ Rich boi
☐ Ask NASA if they have a spare computer
---{ Game Size }---
☑ Floppy Disk
☐ Old Fashioned
☐ Workable
☐ Big
☐ Will eat 10% of your 1TB hard drive
☐ You will want an entire hard drive to hold it
☐ You will need to invest in a black hole to hold all the data
---{ Difficulty }---
☐ Just press 'W'
☐ Easy
☐ Easy to learn / Hard to master
☑ Significant brain usage
☐ Difficult
☐ Dark Souls
---{ Grind }---
☐ Nothing to grind
☑ Only if u care about leaderboards/ranks
☐ Isn't necessary to progress
☐ Average grind level
☐ Too much grind
☐ You'll need a second life for grinding
---{ Story }---
☑ No Story
☐ Some lore
☐ Average
☐ Good
☐ Lovely
☐ It'll replace your life
---{ Game Time }---
☐ Long enough for a cup of coffee
☐ Short
☐ Average
☐ Long
☑ To infinity and beyond
---{ Price }---
☑ It's free!
☐ Worth the price
☐ If it's on sale
☐ If u have some spare money left
☐ Not recommended
☐ You could also just burn your money
---{ Bugs }---
☑ Never heard of
☐ Minor bugs
☐ Can get annoying
☐ ARK: Survival Evolved
☐ The game itself is a big terrarium for bugs
---{ ? / 10 }---
☐ 1
☐ 2
☐ 3
☐ 4
☐ 5
☐ 6
☑ 7
☐ 8
☐ 9
☐ 10
7 votes funny
76561198045134267

Not Recommended4 hrs played (1 hrs at review)
Imagine not having OCE servers
Putrid devs talking about waiting until they have a player base in OCE to add them. You won't have a player base because no one wants to play on 250-300 ping you absolute mongoloids.
7 votes funny
76561198142797600

Not Recommended0 hrs played
This game is unplayable as someone who is colorblind. The colorblind settings are awful and make it even worse. Its as if they heard about what was done for Doom 2016 and just went with putting a filter on the game and fully desaturating it to the point where its impossible to play.
6 votes funny
76561198005655932

Not Recommended13 hrs played (13 hrs at review)
There is mechanic in the game called spiking where any player can one shot you instantly. It will completely ruin any run, even if you have the perfect team and perfect gear.
Update 12/18/24: Since my last review the game only has 4000 players currently active at any time and is slowly losing more players every day. The casual community abandoned this game when it became clear that this game wouldn't fix its massive number of unfriendly mechanics to new or non-sweat players... which includes spiking. Combine this with the release of Marvel Rivals and its sad to say Supervive will die like all other battle royales. Spellbreak, Hyperscape, and Rumbleverse just to name off the top of my head from the hundreds out there.
Every character should have been available on release, spiking should result in a stun and not an instant kill, the amount of VFX effects could have been toned down, and the penalty for leavers could have been drastically increased. While I myself did not stream the game, I heard from several friends who do, that the game was not fun to watch or stream.
Hopefully the studio finds success in another game as the amount of polish over other similar games is very impressive.
6 votes funny