# PathForger ## Pages - [Stop Killing Games](https://pathforger.com/games/activism/stop-killing-games/): Otherwise known as Stop Destroying Games. The European Citizens’ Initiative petition link (Closes 31st July): https://eci.ec.europa.eu/045/public/#/screen/home The United Kingdom Parliamentary Petition (Closes 14th July): https://petition.parliament.uk/petitions/702074 Back in late 2024, a movement to get regulatory bodies to require publishers that sell or license videogames to consumers in the European Union to leave said videogames in a functional state. This at any point where the publisher would otherwise abandon and close down essential services upon which those videogame experiences are dependent. Unfortunately, around the same time that the movement was launched, misinformation had the impact of taking the wind out of the […] - [FixTF2](https://pathforger.com/games/activism/fixtf2/): Typing this in 2025, this seems like a distant memory to many, but Team Fortress 2 used to have a massive problem with cheaters. So great did the uproar become that it came to my attention, and I momentary broke my silence over it. It was a bit of a rush video in an unfamiliar editor, and game, and the quality shows – but it was my droplet in the mix. As a result of the movement, Valve took meaningful notice and made changes that not only brought Team Fortress 2 back to a very playable state, but which also […] - [The Robocraft Balancing Debacle](https://pathforger.com/games/activism/rc1-balancing-debacle/): Robocraft 1 was a game that spanned 2013 through to early 2025. In 2020, the developer, Freejam, stopped actively developing it, and they entrusted balance to a discord that claimed to represent the community of the game. This discord was run as an oligarchy. It did not represent the community. Worse, the most incumbent elements within that oligarchy didn’t have the best interests of the game at heart. Those elements cared more about the power and control that they wielded – and they didn’t particularly care if the game or remaining player base suffered as a result. And they didn’t […] - [Activism](https://pathforger.com/games/activism/): My “activism” has been mild, but when a subject comes to my attention and stirs me sufficiently, then I might be inclined to say a word or three thousand regarding it. The causes that I’ve shared my views or calls to action on: - [Guide Credits](https://pathforger.com/games/super-animal-world-guide/guide-credits/): First and foremost, thanks go to Pixile Studios for their tolerance and support. As this guide expands I will add further credit, where due. Which reminds me. How you can help improve the quality of this guide: If you would like to help improve the content of these pages then kindly get in touch. Areas that I am aware still need work: If I adopt any provisions then I will credit such above accordingly. I do not offer any guarantee that I will include provisions – and so it is a good idea to ask me first so as to […] - [Of Pixile Studios & Super Animal World](https://pathforger.com/games/super-animal-world-guide/pixile-and-saw/): Back in 2011, in Vancouver, Canada, Pixile Studios was founded by Michael Silverwood and Chris Clogg. Their first project was ‘Stratosphere Defense’, a reimagined tower defense game playable 1v1 on a single iPad. With a remote team spanning 16 across North America, Europe and Asia, they have worked on ‘Super Animal Royale’, a game that over the years has been played by some 12 million players worldwide, as of 2025. The game is available on PC, Mac, XBox, PlayStation and Nintendo Switch with full cross-play support. More information may be found on the company website at https://pixilestudios.com/. Pixile Studios is […] - [What To Expect.](https://pathforger.com/games/super-animal-world-guide/what-to-expect/): You are (probably) a new player and have probably played other games in the past. So… is this one worth your time or money? Actually, is this game fun? It certainly can be, and you can find out for yourself within less than ten minutes. Probably. But here are a couple trailers that have been made over the years to help further whet your appetite: How much of my time is this game worth? Super Animal Royale is a game that unlocks 100% of game’s mechanics from the start. There is no grind to unlock some skill or equipment or […] - [Species Unlock Progression](https://pathforger.com/games/super-animal-world-guide/what-is-a-superanimal/species-unlock-progression/): As you play the game you will collect a number of resources that will allow you to unlock more species and sub-species to play. This requires some Super Serum (which tends to be abundant enough to not be a limiting factor), and also DNA for the specific SuperAnimal species being unlocked. As you begin to reach high enough levels, more species’ DNA begin to drop. The following is a list of base species that can be unlocked based on level. Level 1+ (* Automatically unlocked at level 1) Level 10+ Level 20+ Level 30+ Level 40+ Level 50+ Level 60+ […] - [Farmageddon](https://pathforger.com/games/super-animal-world-guide/svr/maps/farmageddon/): The war for stomachs grumbles on within the fertile grounds for conflict that are Super Animal World’s farm lands. This map presently mildly favours SAW security. Flag A To the left of the map, and the main farm building, is flag A, the Rebel-side flag. The main approaches to this flag from the right would be: The hay bales directly above the flag can provide opportunities when dealing with AIs, as well as for holding the position, as the attacker. With adequate defender presence, this flag is a little tricky for Rebels to recover. Flag B At the middle and […] - [Melee](https://pathforger.com/games/super-animal-world-guide/general/more-on-weapons/melee/): Let us first talk about the humble melee weapon. This is a weapon that is always on your person as a super animal. As such, regardless of your loadout, you always have one available to you. A melee weapon has a very short swing range, and will do so in the general direction that one is pointing. Unlike other weapons, a melee attack can actually chain into other melee attacks, each with different animations, and by continuing to press the fire button one can chain all three. Another nice thing to note about a melee weapon is that it flows […] - [Maps (Theatre of Operation)](https://pathforger.com/games/super-animal-world-guide/svr/maps/): The fight for Super Animal World rages on. When you enter the pre-match lobby, you will notice that beneath the mini-map on the left the theatre of operation will be indicated. The theater of operation is a fixed area upon the map within which all fighting shall occur. - [Heavy](https://pathforger.com/games/super-animal-world-guide/svr/classes/heavy/): Last and not least on the class list is the heavy class. A level 1 heavy enters a match with Having good quality poke at range as well as a nasty short range damage potential, the heavy is not a class that one will want to mess with. The one potential weakness to mention here is that both weapons feature a smaller clip size, and so a heavy’s ability to handle a rush of opponents is limited. The grenade can help with that though! A level 2 heavy enters a match with The heavy class is the only class that […] - [Sniper](https://pathforger.com/games/super-animal-world-guide/svr/classes/sniper/): Next up, we have the sniper class. A level 1 sniper enters a match with The  rookie sniper is all about that hunting rifle, and will naturally centre much of their playstyle around it. How could they not? However the hunting rifle is a dangerous weapon and does need to be respected. Similarly to a medic, a sniper tends to get most value when it stands behind and fires through the front line at the enemy. A sniper also gets more value from open sight lines, especially while scoped. When things go south you do have poor quality pistols to […] - [Assault](https://pathforger.com/games/super-animal-world-guide/svr/classes/assault/): A problem that the next class on the list, the Assault class, does not have. A level 1 assault enters a match with A rookie assault class sounds like a pretty raw deal but the loadout works out surprisingly well for value. Between being able to spam shorter and longer ranges with near equal effectiveness, and having a higher quality pistol to fall back on for higher mobility, closer quarters action, assault has consistently been a popular choice, and is also a solid choice for beginners. A level 2 assault  enters a match with A senior assault is dangerous, having […] - [Medic](https://pathforger.com/games/super-animal-world-guide/svr/classes/medic/): A level 1 Medic enters a match with A rookie Medic is pretty decently suited to patch other allies up during or following engagements. It is not exclusively limited to healing, but its lack of a spam-fire weapon can make it less apparently able to apply pressure to the enemy, and also much less able to react to oncoming masses of enemies. The cupgrade does allow the class to patch the self up faster following engagements though. If you like playing a supporting role then the medic does that well. Oh, and don’t forget those bananas. They can be used […] - [Scout](https://pathforger.com/games/super-animal-world-guide/svr/classes/scout/): The Scout class combines burst damage and poke capability (the ability to land damage with accuracy at greater range). A level 1 scout enters a match with: A rookie scout’s weapons compliment each other. The S M G is good for shorter range spam fire while the Bow and Sparrow works better at range or with less pressure on you. The skunk bomb may be used to lock down a control point or an important terrain choke for eight seconds or so. You only get one until respawn, so use it wisely. A level 2 scout enters a match with […] - [Guides](https://pathforger.com/games/guides/): To date I have worked upon a user guide for the following game: Over time this may or may not expand. - [Throwables - Basics](https://pathforger.com/games/super-animal-world-guide/introducing-the-mechanics/throwables-basics/): A SuperAnimal can also carry and use throwables. As the description suggests, these are devices that are thrown. Using the fire button throws or deploys a throwable towards where the cursor exists on screen. What they do varies depending on the kind of throwable concerned. A couple explode. A couple make an area unpleasant or hazardous to be within. A couple impede or promote movement. A super animal can collect a single set of throwables at one go, Once one has a set in inventory, the super animal will automatically collect any compatible throwables up until the carry limit is […] - [Blasters](https://pathforger.com/games/super-animal-world-guide/general/more-on-weapons/blasters/): Blaster Class Weapons There is only one representative of this class of weapon. What defines a blaster type weapon: BCG/ Big Clucking Gun Perhaps one of the strangest weapons in Super Animal Royale – the big clucking gun, which very much looks like a chicken that has been stuffed into a stocky gun. However it isn’t chickens that this weapon fires. No. It fires large explosive eggs. This inspires so many questions, like exactly what a SuperAnimal is feeding the chicken while reloading, but for our intents and purposes what you need to know is that the BCG has a […] - [Trackers](https://pathforger.com/games/super-animal-world-guide/general/more-on-weapons/trackers/): Tracker Class Weapons That which defines a tracker class weapon: The humble bow and sparrow can be rather challenging to get value out of, at first. Unlike other weapons that fire off their projectiles on pressing the fire button, the bow and sparrow begins to draw and charge up its shot while the left mouse button is pressed, and is released when the button is released. Trying to tap-fire the weapon will generally prove largely ineffective, the power and range of the shot being very low. However it does not take long to charge up one’s shot. You can tell […] - [Chemicals](https://pathforger.com/games/super-animal-world-guide/general/more-on-weapons/chemicals/): Chemical Class Weapons That which defines a chemical-based weapon: Dogna’s Dart Gun and Dogna’s Dartfly Gun Dogna’s dart gun fires darts that may be aimed at allies and foes alike. Allies hit by a dart take healing over time while enemies hit by a dart take poison damage over time. The poison is the more potent of these effects. Healing and poison damage over time in Super Animal Royale is measured in ticks. A dart applies four ticks and the maximum number of ticks that a super animal can be affected by is ten. Since damage happens over a number […] - [Suppressors](https://pathforger.com/games/super-animal-world-guide/general/more-on-weapons/suppressors/): Suppressor Class Weapons That which defines a suppressor: The superite laser is a gun that takes a short moment to charge-up time before spitting out laser projectiles. Its damage drop off at range and recoil does mean that it performs better at shorter ranges, but a 50 shot clip provides a bit of a power trip as laser projectiles fan outward. It is currently also the only weapon in the game that uses superite ammunition – though one would expect that this is probably going to change. The minigun, on the other hand, is a legendary rarity weapon that can […] - [Heavy Automatics](https://pathforger.com/games/super-animal-world-guide/general/more-on-weapons/heavy-automatics/): Heavy automatic class weapons: That which defines a heavy automatic: AKs and M16s Good old reliable, the AK spitting out heavy ammunition at a steady rate. This weapon is pretty effective at all ranges, but does slow you down a little. Also be mindful of other weapons that can either out damage per second you up-close, or which are more accurate than you at range.  It is a fairly good all rounder though. Similar and better is true of the rarer quality M-16 weapon. Both weapons have a 25 heavy bullet clip. One thing that is true for most automatic […] - [Light Automatics](https://pathforger.com/games/super-animal-world-guide/general/more-on-weapons/light-automatics/): Light Automatic Class Weapons: That which defines a light automatic: SMGs and Thomas Guns The SMG, is a lower rarity automatic weapon that fires a steady and rapid stream of bullets from its twenty five bullet clip. Like pistols, this weapon performs better at closer quarters and does less well at mid and long range. The Thomas gun is a higher rarity variant with a larger clip size and better overall performance at range. This has a longer reload, a wider recoil, and movement is slower while firing the weapon, but that larger clip size feels good. A further thing […] - [Scatter-Shots](https://pathforger.com/games/super-animal-world-guide/general/more-on-weapons/scatter-shots/): Scatter-shot Class Weapons: That which defines a scatter-shot: Shotguns and JAG 7s Shotguns are relatively common rarity weapons that fire off pellets in an arc when fired. As one might expect, they are relatively shorter range weapons that lose a fair bit of their punch over distance. A well aimed shotgun shell can one-shot an unarmoured superanimal at close range, and a single shot will often strip all the armour from a super animal. However even a single tick of armour will block the rest of the damage that a super animal would have taken had one been unarmoured. With […] - [Rifles](https://pathforger.com/games/super-animal-world-guide/general/more-on-weapons/rifles/): Rifle Class Weapons: That which defines a rifle: Hunting rifles and Sniper rifles The single-firing hunting rifle is found in the lower rarities, and is an interesting beast in that some players will consider it more difficult to pick up while more experienced players will tend to wreck with it. Having a single sniper round in the chamber doesn’t help its case, optimally requiring manual reload following each shot, but the sheer amount of power, speed and accuracy of those shots, coupled with the ability to zero any armour in the game means that it really has to be taken […] - [Sluggers](https://pathforger.com/games/super-animal-world-guide/general/more-on-weapons/sluggers/): Slugger Class Weapons: That which defines a slugger: Magnums and Deagles Let’s look at a more hefty, but still light handgun, the six-shooting magnum. This weapon is found in the lower rarities but packs a punch and can pierce an extra tick of armour per shot as compared to most other weapons. Its projectiles travel faster and this further contributes to its accuracy. A slightly more hefty and rare variant of the magnum is the eight-shooting deagle. It just does the magnum’s job even better, with two more bullets in the chamber. Rating: 3.5 – Accessibility3.0 – Ease of Use4.0 […] - [Pistols](https://pathforger.com/games/super-animal-world-guide/general/more-on-weapons/pistols/): Pistol Class Weapons: That which defines a pistol: Pistols and Dual Pistols About as humble a fire-arm as you’ll ever come across is the pistol. but between its fast reloads and its light weight doing practically nothing to slow your super animal down, this is a solid standard. Just keep in mind that it performs better at short range than at longer ranges. What’s more, if you pick up another pistol while a pistol is in your inventory slots then you’ll have formed a set of twin pistols within a single weapon slot, and the set takes on the properties […] - [Dealing with AIs](https://pathforger.com/games/super-animal-world-guide/general/dealing-with-ais/): Love them or not, AI players are an essential part of maintaining the gameplay experience of games where player versus player is a core part of the experience. AIs players help to ensure that, no matter what time a player is logging in and what server they are using, they will always be able to kind of enjoy the experience. They fill lobbies that might otherwise be less so. In Super Animal World the AIs do a fairly decent job of passing the five second test – and most interactions won’t really last longer than that when you’re trying to […] - [Rules of Conduct](https://pathforger.com/games/super-animal-world-guide/rules-of-conduct/): The following is somewhat of a placeholder and is subject to change. As with many games, Super Animal World has its own set of rules of conduct. The following are things that the moderation teams receive reports on. Also: Keep in mind that this is a game intended for and enjoyed by players of all ages, including younger audiences, and so do keep things family friendly in every way conceivable. ‘Next’, let’s look at controls – and learn how to play the game. - [Downed State](https://pathforger.com/games/super-animal-world-guide/royale/downed-state/): When a player is playing a royale game mode that is not Solo, there is an extra step between a SuperAnimal dropping to zero health and that SuperAnimal dying. Such SuperAnimals are knocked down to their paws and knees. Once in this state their health bar is filled again and this begins to deplete over time as the SuperAnimal slowly dies. While in this state a SuperAnimal can do very little. They can crawl around at a slow pace. They can also interact with but not use their inventory. Such SuperAnimals also take half the normal damage while in this […] - [Equipment Adjustments](https://pathforger.com/games/super-animal-world-guide/bwoking-dead/equipment-adjustments/): While the equipment situation in the Bwoking Dead is quite similar to that on Royale, there are a number of differences to be pointed out. What you won’t find: Skunk bombs – This kind of makes sense because zombies are immune to skunk gas. Mechanic Adjustments: Going through weapons, the behaviour of a number of them have been adjusted specifically for this mode. The reason why this is is because the mode would naturally favour automatic and other rapid fire weapons. Also, zombies do not wear armour and so some weapons balanced with armour in mind will naturally be less […] - [Playing as a Survivor](https://pathforger.com/games/super-animal-world-guide/bwoking-dead/playing-as-a-survivor/): Okay so you woke up and the siren has faded away. Presuming that you aren’t infected through sheer bad luck then you need to hunt around for a weapon. Like the Royale, all equipment in the match may be found strewn around or stowed away about the map Also like the Royale, at several points a mole will pop up on map and deposit a mole crate filled with useful equipment. Just be aware that everybody, including the zombies, are notified of the moles’ arrival. Like the royale, the playable map area quickly closes for survivors due to the circular […] - [Playing as a Zombie](https://pathforger.com/games/super-animal-world-guide/bwoking-dead/playing-as-a-zombie/): Once you turn due to bad luck at the start of a match, you are a zombie chicken – a more deadly red one, but a zombie chicken nonetheless. If you turned zombie during the course of a match due to any other reason, then you are a regular white zombie chicken. You are unable to pick up or use guns or equipment but you can melee and do everything else, like ride zip lines for some reason. There is one good thing that being a zombified chicken can serve to teach you in a way that no other mode […] - [Introduction](https://pathforger.com/games/super-animal-world-guide/bwoking-dead/introduction/): The background of this mode is that a laboratory experiment has gone wrong and produced a highly contagious disease that turns super animals into super chicken zombies. Each ‘match’ involves an outbreak of the cluckles virus. This mode features a random chance of starting a match as an infected SuperAnimal – and the game compensates such infected players with a red zombie with higher health and a higher infection chance. Unlike Royale or S.A.W. versus Rebellion, in the Bwoking Dead the match does not begin with an eagle. Instead it begins with an eerie siren and a fade from black […] - [Bwoking Dead](https://pathforger.com/games/super-animal-world-guide/bwoking-dead/): Within a Super Animal World where the very meaning of life and death itself has changed, and where genetic advancements are made at a pace that would make WHO write the most stern of letters and set ablush the most ambitious of scientific minds, it was perhaps only a matter of time before something went awry. I guess you cannot make an omelet without breaking some eggs, and a lot of eggs get broken as Super Animal World is rocked by the inception and spread of ‘the cluckles’. This particularly vicious infection rewrites SuperAnimals’ very DNA, changing them rapidly within […] - [More on Hamster Balls](https://pathforger.com/games/super-animal-world-guide/general/more-on-hamsterballs/): In just about any place upon the map one can find hamster balls – oversized see-through polymer spheres with an access port.  A super animal can use these to run them up to lethal speeds. Navigating with a hamster ball is more complicated than any other kind of movement, so let’s give you a hamster ball driving lesson. The first thing to know is that movement with a hamster ball is inertial in nature. What this means, for hamster balls, is that forces acceleration and deceleration are built rather than instant.  What that means for the player is that a […] - [More on Giant Emus](https://pathforger.com/games/super-animal-world-guide/general/more-on-giant-emus/): Regardless of the mode being played, every now and then one will come across large feathered emus out and about. These are saddled and ready for action. They also have a worse health insurance plan than SuperAnimals do. Getting up on an emu, any weapon that one has selected is stowed away. While one is mounted upon an emu, any direct damage is taken by one’s emu. One is still susceptible to gas and blast damage. If one should dismount from an emu, or be forcefully dismounted from a dead emu, one immediately equips the selected weapon and is able […] - [Dealing With Armour](https://pathforger.com/games/super-animal-world-guide/general/dealing-with-armour/): When facing opponents who pose a threat, you will find that you can go for a damage race, in the hope of taking out the opponent before they can take you out. This can be useful if you assess that the range favours your loadout more than your opponent’s. At other times, though, and especially where longer range engagements are concerned, it can be beneficial to take fights in multiple phases. Phase 1 – The Softening The first phase being the softening, where your aim is to take advantage of any advantage in initiative or awareness that you might have […] - [When to Reload, Juice or Tape](https://pathforger.com/games/super-animal-world-guide/general/when-to-reload-juice-or-tape/): Sooner or later a Super Animal is going to get shot at. Its armour or self will get damaged or hurt. This will likely happen in the middle of a fire fight, and the SuperAnimal might also be low on clip ammo. Then again, hopefully there is another weapon with ammunition in its clip ready to go. Taking out your opponent before they take you out will eliminate that immediate threat, though this is more relevant in a one versus one scenario, and this will not always be the case. Plus there is always the threat of getting third parties […] - [Predictability](https://pathforger.com/games/super-animal-world-guide/general/predictability/): To be predictable is to be at a significant disadvantage. Whether in Attack or Defense A target that moves in a predictable fashion will get hit more times than an equivalent target that moves erratically or otherwise unpredictably. This applies to human players and it also applies to AI players. Sudden, significant and well-timed changes in direction can throw off players’ aim hard. This does mean that you need to try and get into the heads, or behavioral subroutines, of your opponents. To know what is expected of you, and choose in what way you will differ from those expectations. […] - [Dynamics of Pressure](https://pathforger.com/games/super-animal-world-guide/general/dynamics-of-pressure/): This section shall cover a number of positional tips to help get you ahead. Action Economy In Super Animal Royale, action economy has importance. A SuperAnimal can mostly only take one action at a time, whether it be jumping or shooting or reloading or drinking or taping or picking stuff up. Some actions do allow for a degree of movement, and one’s equipped weapon can impact that mobility. And then one gets to the abundance or scarcity of different kinds of resources, like ammunition, juice and tape. What all of this comes down to is that the player who better […] - [How to Dodge Right](https://pathforger.com/games/super-animal-world-guide/general/how-to-dodge-right/): Now that you know the basics of improving your aim, let us talk about how to undermine the aim of others. Stillness? Firstly, unless you strongly suspect that you haven’t been detected yet, don’t stand still. The main advantage of staying still is that, particularly if your SuperAnimal is heavily enough obscured by something like a roof section, tree or wall or similar, it might be that your opponent hasn’t noticed you yet. But let’s presume that you are aware of each other. Get moving! A moving target is always harder to shoot at than a stationary one, and even […] - [Know Your Range](https://pathforger.com/games/super-animal-world-guide/general/know-your-range/): Speaking of ranges, it is helpful to get familiar with what ranges a weapon is most effectively used at. A classic example would be the SMG versus the AK. The one weapon having a faster rate of fire means that it can outperform the AK when at short range. Even at longer ranges, tagging an opponent and stripping away one or more ticks of armour can afford you advantage. A poke weapon like a magnum is most effective at longer range while a scatter weapon like a shotgun can do a lot of damage up-close. Different weapons work better for […] - [How to Aim Right](https://pathforger.com/games/super-animal-world-guide/general/how-to-aim-right/): Having a solid amount of firepower at your disposal is all well and good – but landing it on your target is what is going to convert it into damage dealt. So let us take a closer look at aiming your weapon, and go over a few considerations that may improve your aim. Get Into Your Opponent’s Head and Lead Your Shots Depending on the nature of player you encounter, they will be easier or harder to shoot at. An AI might stop some distance away from you and open fire. Players might do this too, but they are more […] - [Hamster Balls in SvR](https://pathforger.com/games/super-animal-world-guide/svr/hamsterballs-in-svr/): If you haven’t been over hamster balls as a subject then it’s worthwhile to come back here once you do. but this time with respect to their role and use in SAW vs. Rebellion mode. On any SvR map one will find a few hamster balls sitting around, but additionally there are two hamster balls that spawn in next to each team’s spawn plate. These hamster balls serve the purpose of helping a respawning SuperAnimal to get back to the action sooner. When a hamster ball is destroyed, after some seconds, a replacement hamster ball is spawned in next to […] - [Classes](https://pathforger.com/games/super-animal-world-guide/svr/classes/): When you load into a match of S.A.W. versus Rebellion, and also every time your SuperAnimal dies, you are given a choice of five different classes. All classes are representative of different loadouts for a SuperAnimal. They do impact the options available to a player. So let’s go over the classes: These are the five classes that exist, as of the moment. Players can choose to swap classes at any point, but do keep in mind that if you change class while eligible for promotion in a class, then that promotion is lost. This covers the five SvR classes that […] - [More on Upgrades](https://pathforger.com/games/super-animal-world-guide/general/more-on-upgrades/): Let us now look at the different upgrades in more detail. Cupgrade Starting with the humble cupgrade, this upgrade just lets super animals drink their health juice at a faster rate than they otherwise would be able to. This can be useful for a variety of situations, such as healing up from a fight faster, and being better able to keep up with the poisonous effects of darts or skunk gas. Super Snorkel Speaking of skunk gas, another upgrade to mention is the super snorkel, which not only reduces damage that a super animal takes while within skunk gas, it […] - [More on Throwables](https://pathforger.com/games/super-animal-world-guide/general/more-on-throwables/): Let’s consider throwables. By default, the number four key will equip one’s throwables slot. Alternatively, scrolling up or down on the mouse wheel will cycle between the four equipment slots, including the throwables slot. With a throwable equipped one will see that throwable in hand, ready to be thrown or deployed. Aiming with throwables is similar to aiming with a ranged weapon – though the maximum range is restricted to throwing range. Also, it is possible to throw things over lower obstacles like lower wall sections and the like. Let’s go over the different throwables. Grenades Grenades explode several seconds […] - [More on Weapons](https://pathforger.com/games/super-animal-world-guide/general/more-on-weapons/): It is time to give you a full introduction to the various pieces of equipment that there are in the game. Starting with weapons. I had previously shared more general descriptions of how weapons differ from each other, and this information still applies and is meant to help beginner players to quickly figure out the nature of the things that they pick up – but now it is time to go over things, one item at a time. The different weapons are delved into by category as follows: This is as good a time as any to also get into […] - [Mindset](https://pathforger.com/games/super-animal-world-guide/general/mindset/): A mindset is as important to coercing acceptable outcomes as being physically fit, or having acceptable network or hardware to run the game upon. Possibly more so. A mindset is how one conducts the self in different situations. A weaker mindset can convert winning positions into losing ones, and a stronger mindset can convert losing positions into winning ones. I will cover a number of mindset elements. Not all of these need to be true, but the more that are, the better. 0 – Life first – Game second This is a strange point to add in, and it is […] - [General](https://pathforger.com/games/super-animal-world-guide/general/): This is where your more advanced training begins (yes, some of these are very much works in progress). Some of these subjects expand upon things covered in the basics, while others are new topics entirely. First and ‘next’ to discuss, is the subject of mindset. - [Twinkle](https://pathforger.com/games/super-animal-world-guide/svr/twinkle/): Twinkle is a giant star nosed mole who was mistreated, who is very angry about that, and who doesn’t care what colour helmet a SuperAnimal is wearing. Unfortunately for him, Twinkle holds a control mole crate that, when activated, zaps away one hundred of the opposition’s remaining reinforcement points. Twinkle was introduced as a tool that can either be a catch up mechanic, or, if captured by the winning team, to shorten lop-sided matches. The Twinkle fight comes in three phases. The early fight phase is when Twinkle bursts out of the ground and starts lobbing crates at passers by. […] - [Flags](https://pathforger.com/games/super-animal-world-guide/svr/flags/): In SAW versus Rebellion a core part of the mode would be the three capture points on the map. Obtaining and maintaining control of these points is key to succeeding in the mode. To start raising a flag one presses the same key that one pressed to jump out of a giant eagle. To stop raising a flag a SuperAnimal can press the key again, press the attack button or take any other action like jumping or simply moving away. In SvR, a flag is a key point of interest, and it is more than plausible that one will encounter […] - [Reinforcement and Capture Points](https://pathforger.com/games/super-animal-world-guide/svr/reinforcement-and-capture-points/): Being a different mode, further mechanics set S.A.W. vs Rebellion apart from Royale. Reinforcement Points At the beginning of a SvR match, both sides are assigned almost a thousand reinforcement points. The ultimate objective of the game mode is to deplete the enemy faction’s reinforcement points before one’s own are depleted. The allied reinforcement bar is always green, and that of the enemy is always red. Reinforcement points are generally reduced when players on either team are killed and need to be replaced as reinforcements. Capture/ Control Points How much each replacement ends up costing varies depending on the factions’ […] - [Introduction](https://pathforger.com/games/super-animal-world-guide/svr/introduction/): SAW versus Rebellion is an excellent introduction to the mechanics of the game for players who haven’t yet gotten to grips with the game’s mechanics. So, S.A.W. versus Rebellion is a mode played by two teams of 24 players each. The players in the black helmets represent the Super Animal World, or S.A.W., Security Forces, while the players in the brown helmets represent the Super Animal Super Resistance. Why are they fighting each other? Good question. I guess that when the SuperAnimals overthrew their human masters back during ‘the incident’ they didn’t quite see eye to eye on how things […] - [S.A.W. versus Rebellion](https://pathforger.com/games/super-animal-world-guide/svr/): When ‘the incident’ occurred, and their former human masters were kicked out of Super Animal World, you would think that a new era of SuperAnimal-led peace and prosperity for all SuperAnimals ensued. You would think… but no. Instead, a schism formed among SuperAnimal kind, and two ideologically differing factions arose. The Super Animal World forces on the one part, and the Super Animal Super Resistance on the other. Many a battle has been waged between these two parties, as they ever struggle for control over Super Animal World. Many more battles lie ahead. To you, this is known as S.A.W. […] - [The Giant Eagle](https://pathforger.com/games/super-animal-world-guide/royale/the-giant-eagle/): At the beginning of Royale, Mystery Mode or SvR modes, the match begins with a flight on the back of a giant eagle, and the player’s SuperAnimal jumping out at some point over the map. In Royale and equivalent modes, knowing what path of the eagle shall be can be very helpful. For this reason, something that a player should consider doing before the match even starts is to pull up the map (‘M’ key by default). On this map you will see an arrow lined path that the eagle is expected to take for this match, and this is […] - [Mystery Mode](https://pathforger.com/games/super-animal-world-guide/royale/mystery-mode/): Mystery Mode is out of circulation as a limited time mode, as of writing. There are plans to bring it back, following an unspecified overhaul – and so I’ll be describing the mode in terms of what it currently is, or was. The truth is that Mystery Mode is very much the Squads sub-mode of Royale with some kind of special rule attached, randomly selected when the pre-match lobby is created. Let us go over these: One Hit Kill As the name suggests, any single source of direct damage taken will kill a SuperAnimal in this mode. Or knock them […] - [Duos and Squads](https://pathforger.com/games/super-animal-world-guide/royale/duos-and-squads/): The entirety of the Beginner+ guide is preparation for this mode – and a very abridged version of that is the Solos description. Duos and Squads is very much the same as Solos, except that one can play as a part of a party of up to two or four players respectively. Since you aren’t playing alone, it is a good idea to come to an agreement as to where to land, as the squad that sticks together and cooperates has a higher chance of getting out of things together than any group that does not. Since one has actual […] - [Solos](https://pathforger.com/games/super-animal-world-guide/royale/solos/): The entirety of the Beginner+ guide is preparation for this mode, but here is the mode-centric, abridged version. In Solos, you play the role of a SuperAnimal taking part in the solo Royale. In this mode it is every SuperAnimal for themself, and the ultimate aim is to be the last one standing. The Eagle Drop At the beginning of the match you find yourself riding a giant eagle across the map of Super Animal World. Pressing the ‘M’ key by default opens up the map (you can access this in the pre-match lobby also – helpful for planning ahead) […] - [Royale](https://pathforger.com/games/super-animal-world-guide/royale/): Unsurprisingly, in the game that was originally launched as Super Animal Royale, the Royale modes are pretty core to the gameplay experience. There exist three royale variants, varying mostly in terms of team size, at the moment. Royale A SuperAnimal, alone or in a group, jumps out of a flying eagle and drifts (or hurtles) to the ground. As the skunk gas sweeps in, it must fight to be the last one standing. Additionally there is a further Limited Time mode, currently inactive, that is technically a Royale mode – Mystery Mode. This is very much Royale but with adjustments […] - [Game Modes](https://pathforger.com/games/super-animal-world-guide/game-modes/): The following is the list of modes, as of present, in Super Animal World. Royale A SuperAnimal, alone or in a group, jumps out of a flying eagle and drifts (or hurtles) to the ground. As the skunk gas sweeps in, it must fight to be the last one standing. This is very much Royale but with adjustments to core mechanics or available equipment. Each squad must fight to be the last one standing. This is an inactive limited time mode and rarely comes into circulation. Active Limited Time Modes They want you! A SuperAnimal, alone or in a squad, […] - [Game Mode Select and Options](https://pathforger.com/games/super-animal-world-guide/game-mode-select-and-options/): When you load up Super Animal World, and the main menu shows up, you have the big green ‘Play’ button that can be pressed to get into a match. This loads you into a Royale – Solo player’s lobby, and much of what we have spoken about with regards mechanics was with Royale in mind. Other modes exist. Before exploring them, let’s look at how a player changes mode. ‘Next’ we’ll be looking at an overview of the various modes of Super Animal World. - [Photo Booth](https://pathforger.com/games/super-animal-world-guide/navigating-the-main-menu/photo-booth/): A more recent main sub-section of the menu screen is the Photo Booth. It is intended for the production of fan-created promotional content for the game, and has a fair bit of customization possibilities included. In the image below I’ve taken the liberty to substitute the bright green of the default background for a darker green during post-edit. Easier on the eyes. Record/Save Characters > Edit Animal Even in its current format the Photo Booth allows for a lot of customization, and it is a great resource for players to delve into populating artistic little scenes without needing to be […] - [Shop](https://pathforger.com/games/super-animal-world-guide/navigating-the-main-menu/shop/): The shop screen has a number of different sub-pages to note. The SAW Shop (SAW Tickets) This screen, which is the default one when accessing the Shop page, is where a number of cosmetic items are available for premium in-game currency – SAW Tickets. The two items on the left cycle each week, while the four items to the right of these cycle every two days. One or more items could be discounted on either side. When items cycle out, with a few calendar-sensitive exceptions, it can take a long while for them to cycle back in. The Pets Page […] - [Customize](https://pathforger.com/games/super-animal-world-guide/navigating-the-main-menu/customize/): At the start, players do not have anything to customize their SuperAnimals with. They are able to choose between four main SuperAnimal species and that’s it. Going over various top-level aspects of this image: The ‘next’ section to look into is the Shop pages. - [Research Lab](https://pathforger.com/games/super-animal-world-guide/navigating-the-main-menu/research-lab/): As you play the game, at the end of matches you gain usually random strands of SuperAnimal DNA, and Super Serums. These may be collected and used in the Research Lab. Let’s break down the various components of the page! For a list of species groups, click here. The ‘next’ screen to examine is the Customize menu. - [Animal Pass](https://pathforger.com/games/super-animal-world-guide/navigating-the-main-menu/animal-pass/): The Animal Pass page is directly linked to whatever seasonal passes are currently active. There are a number of things to be aware of here. A player is able to acquire older Animal Passes. Doing so starts the process of unlocking its content through play. It is to be noted that the current Animal Pass is offered at a lower cost than older seasons’ passes. So if one intends on acquiring passes then it will usually be more economical to acquire them while they are active. Once acquired, a player is able to take their time with unlocking the slots, […] - [Challenges](https://pathforger.com/games/super-animal-world-guide/navigating-the-main-menu/challenges/): The Challenges page is where a player is presented with a full set of what challenges and milestones are available. There are four categories of challenges to mention. Daily Challenges – These are challenges that refresh every 24 hours and which typically provide level progression. Weekly Challenges – These are challenges that refresh every week and which typically provide level progression. Milestones – These are different. These are challenges where, when one has satisfied the necessary criteria, cosmetic items are unlocked. A small number of these are locked behind a DLC. Event Challenges – Unlike other kinds of challenges, event […] - [About](https://pathforger.com/about/): This is first and foremost a personal page. A space where I am able to publicly manifest that which is in line with my interests. My interests are various, but the interests that I expect to be exploring shall include gaming and game development, perhaps also personal thoughts. I may be reached via directly, but I may take some time to respond, as I do not frequent it. I am easier reached via Discord. - [PathForger Game Controls](https://pathforger.com/games/super-animal-world-guide/game-controls/pathforger-game-controls/): With the basics of the guide fully covered I can now share a proposed alternative setup to the default that is intended to make players’ lives easier. The following applies to PC users. Action Move Up Move Left Move Right Move Down Attack (Super) Jump Roll Creep/ Scope Use/ Pick Up/ Interact/ Jump out of Eagle/ Toggle Umbrella Heal with Health Juice Repair Armour with Super Tape Reload Weapon Switch to Left Weapon Slot Switch to Right Weapon Slot Switch to Melee Weapon Slot Switch to Throwables Slot Switch to Previous Weapon Slot Open Chat Switch Chat Channel Emote (Hold […] - [Emus and Hamster Balls](https://pathforger.com/games/super-animal-world-guide/introducing-the-mechanics/emus-and-hamster-balls/): Emus and hamster balls are secondary means of transport that may be found on the map in Super Animal Royale. You can mount or dismount them using the same key that you use to jump out of the eagle. Giant Emus These giant birds walk around on two feet, have powerful beaks and are trained to accept super animals as riders, being ready fitted with a saddle (which also features their health bar). Emus are sure-footed creatures. Nothing trips them up. While ridden, they will sharply follow the movement directions given to it by the player. Pressing the fire button […] - [Super Skunk Gas](https://pathforger.com/games/super-animal-world-guide/introducing-the-mechanics/super-skunk-gas/): When you drop sixty four SuperAnimals in a place as big as Super Animal World, it is entirely plausible for various SuperAnimals to either not come into contact with each other or to outright avoid contact with each other. That won’t do when you’re trying to run a Royale, and so super skunk gas was introduced. Shortly after landing upon the island, a circular wall of skunk gas would begin to encroach upon and wash over the island At first the potency of this gas is mild and can easily be healed up through juice and the like, but the […] - [Terrain and Features](https://pathforger.com/games/super-animal-world-guide/introducing-the-mechanics/terrain-and-features/): Super Animal World is a place with a wide variety of environments, from grassy lands, to wooded lands, to dank swamplands, to more urban residential, institutional or industrial environments, to the beachy water sides, to the sands of the deserts, to cavernous mountains, to icy tundras, and more. With this all said, different environments provide different opportunities as well as challenges. A lot of terrain will behave normally. It is simply ground underfoot, and this could be the greens, or the muddy brown or sandy yellow or the white snow, or the paved concrete and other urban groundings. These just […] - [Information - Maps and UI](https://pathforger.com/games/super-animal-world-guide/introducing-the-mechanics/information-maps-and-ui/): As a player, one has three levels of information concerning a SuperAnimal’s surroundings.  One is the actual environment that the SuperAnimal is roaming within, as shown on-screen during play. A second level is the mini map on the far top left of the screen. The range of map area that this covers is approximately at least twice as far as the width of the environment shown on screen. A third level is the match map. This is pulled up by pressing the ‘M’ key. This either covers the entire map of Super Animal World, or it covers the entire playable […] - [The Tells of Sights and Sounds](https://pathforger.com/games/super-animal-world-guide/introducing-the-mechanics/the-tells-of-sights-and-sounds/): When a player moves a SuperAnimal around, their perspective of the world around them moves accordingly. By the player’s perspective the SuperAnimal is always at the center of the screen. One’s vision only extends so far, and in this case the vision limit is that which exists on a player’s screen at any time. As one moves around, things come into view before us, and leave our field of vision behind us. Also, the player’s SuperAnimal is not the only thing that might be moving. Other SuperAnimals or creatures or projectiles or other moving things might move into or across […] - [Health, Armour and Recovery](https://pathforger.com/games/super-animal-world-guide/introducing-the-mechanics/health-armour-and-recovery/): As mentioned previously, regardless of what species or subspecies a SuperAnimal is, it functions exactly the same as every other SuperAnimal. They are all the same, being equally tough, equally fast, and equal in hitbox. They only differ in appearance. At their best health, all SuperAnimals have 100 health. This is the life force of a SuperAnimal and if it should ever drop to zero health then it will fall. When a SuperAnimal dies this is coupled with a death visual effect and a death memento or gravestone. Loot carried is dropped in the process. Death is a grave matter […] - [Weapons - The Pointer and Basics](https://pathforger.com/games/super-animal-world-guide/introducing-the-mechanics/weapons-the-pointer-and-basics/): At the start of most matches your first objective will be to find and equip a weapon. Okay so your SuperAnimal has picked up a weapon. Very good. This is a good time to draw a player’s attention to the pointer or cursor. On a PC this is normally controlled by the player’s mouse and as as player moves the cursor around they will also notice that the weapon that the player’s SuperAnimal is holding also points in that general direction. Pressing the left mouse button, a super animal can attack using whatever weapon that they have equipped. That goes […] - [Pick-Ups and Inventory Slots](https://pathforger.com/games/super-animal-world-guide/introducing-the-mechanics/pick-ups-and-inventory-slots/): Okay so your SuperAnimal has made it onto the ground after its descent from the giant eagle. The only thing that a SuperAnimal has when it lands is something to whack others with up-close. Not bad, but it’s best not to bring just a sword or other melee weapon to a gun fight. The first thing that a SuperAnimal needs to do is to find something – anything – to pick up.  In Royale mode there are plenty of things to pick up, and they can be found in various places. How does one pick things up, that need picking […] - [Movement](https://pathforger.com/games/super-animal-world-guide/introducing-the-mechanics/movement/): Learning the mechanics of the game begins with movement. Starting with stationary movement. When you move your mouse around on the screen you will notice that your SuperAnimal in the center of the screen adjusts position and faces the cursor. When your cursor crosses the imaginary vertical line down the center of your screen, the SuperAnimal will immediately change facing accordingly. Due to the 2D Top-down nature of the game, and style choices, you always get presented a forward representation of the character regardless of its facing. Let’s move around. The ‘W’ and ‘S’ keys move one’s SuperAnimal up and […] - [Introducing the Mechanics](https://pathforger.com/games/super-animal-world-guide/introducing-the-mechanics/): This is where beginner training truly begins. As mentioned previously, Super Animal World began as a battle royale game, and some players would argue that royale is the core game mode associated with the game. As such, I shall be framing introduction to the mechanics along with an introduction to royale mode. Also, I shall be prioritizing default PC key-binds, but I shall primarily be referencing such by function, where feasible. This is intended to ease following of this guide even if a player changes the key-binds beforehand. Topics that shall be covered: Let us begin with movement, ‘next’. - [Game Controls](https://pathforger.com/games/super-animal-world-guide/game-controls/): Before getting into the basic mechanics of the game, it is my opinion that new players should review their controls and key-binds, especially as a player who hasn’t grown attached to any layout as of yet. Having control key-binds set in a way that works with a player rather than against them is a powerful tool. At the top right corner of the main screen is a ‘cog menu icon’ (alternatively press the ‘Esc’ key). One then goes to ‘Settings’, and then one goes to ‘Controls’. The image here displays the default key-binds. This is a good moment for a […] - [Navigating the Main Menu](https://pathforger.com/games/super-animal-world-guide/navigating-the-main-menu/): When a player loads up the game, something similar to the following is what they will see. Let’s go over the various aspects. Once familiar with the navigation of these pages, the ‘next’ thing to talk about is controls. - [What is a SuperAnimal?](https://pathforger.com/games/super-animal-world-guide/what-is-a-superanimal/): A SuperAnimal is a genetically engineered lifeform that generally has animalistic features but an overall humanoid appearance. A player begins the game with at least four SuperAnimal species unlocked: The Super Fox, The Super Bear, The Super Skullcat, and the Super Tiger. Yes, they all start out with katanas, for some reason. ^_~ All SuperAnimals are equal but some SuperAnimals are more equal than others. Well, actually no but yes. All SuperAnimals are identical in how they play – but they do not look the same. Genetically unlocking more SuperAnimals is a small but important part of the gameplay experience. […] - [What is Super Animal Royale?](https://pathforger.com/games/super-animal-world-guide/what-is-super-animal-royale/): Super Animal Royale is a game that started out as a battle royale genre game, and has been in development by Pixile Studios since October 2017. The game is a top-down 2D-ish animal-themed shooter experience with a clean art style and pretty tight mechanics. It is a Free-to-Play day-one-fully-feature-unlocked (aside from cosmetics) game that is supported by paid cosmetics (including limited time seasonal cosmetic and in game currency offerings and seasonal passes). The original premise of the game is simple enough. You are one of 64 participants whom are paradropped across the dysfunctional island state of Super Animal World. Dropping […] - [Super Animal World - Guide](https://pathforger.com/games/super-animal-world-guide/): Welcome to Super Animal Royale. This is a work in progress, so some things may not be polished. It is hoped that you find this helpful regardless. Introduction Beginner+ Intermediate+ Outroduction Helpful Resources: - [My Struggle With Game Development](https://pathforger.com/games/my-struggle-with-game-development/): Placeholder. - [Games](https://pathforger.com/games/): There is not much here. This may or may not expand over time. - [My Gameplay Experiences](https://pathforger.com/my-gameplay-experiences/): It is always a good sign when one feels that one is writing one’s own obituary. ¬_¬ This page shall be dedicated to tracing forward that which I recall of my relationship with play, with a focus on games. It is unclear even to myself as to why I have chosen to engage in this expository indulgence, and I note that I grow weary even as I brace myself to begin – not too dissimilarly but less intensely to how I feel when trying to learn new relevant skillsets today. A feeling of latent revulsion physiological that I am unable […] - [For the Curious](https://pathforger.com/for-the-curious/): In visiting this page I presume that – for any of a variety of reasons – you are interested in finding out more about the person who set up this space on the web. This is where you might expect me to make myself to be more than I am – to sell myself as a product or service. That is convention, after all. I won’t say that some of this won’t happen at some point in future – but it is not what I am about – or what I intended for this to be – and understanding this […] - [Menu](https://pathforger.com/menu/): Test - [Welcome to the PathForger website](https://pathforger.com/): Thank you for visiting the PathForger website. It is under construction, and this will proceed slowly over time as I find my voice. How slowly? Well it has historically not proven easy, and it’s not proving any easier. Check back every once in a while. - [Privacy Policy](https://pathforger.com/privacy-policy/): I did not expect that this would need one of these – but let’s drum (another) one up. Last Updated : 17th November 2024 Temperature as of Update: Pleasant Data Protection There is no login system involved with use of this site and your data is not collected. I retain the right to remember things because brainwashing is an inexact science, to put it kindly. If you’re considering suing over that then rest assured that dementia, death or similar will enforce the forgetting of data not to be retained within the grey matter. Eventually. Privacy Policy The same could be said […] [comment]: # (Generated by Hostinger Tools Plugin)