Super Meat Boy PC Countdown:




It's OUT!!!!!

Posted by Tommy on October 6th, 2015 in Super Meat Boy!

Well the day is finally here and probably billions upon billions of PS+ subscribers are playing the best game evar!

Seriously though, I wanted to write this post to thank everyone involved in making Super Meat Boy for Playstation 4 and Vita happen. This is seriously a day that I never thought would happen. As I mentioned back in June when we announced that it was coming to Playstation, a series of crazy events opened the doors to allow us to bring Super Meat Boy to other platforms and it feels pretty satisfying to know that after 5 years people are still excited to play our game.

To Ridiculon, Scattle, and Laura Shigihara thank you all so much for filling some pretty big shoes when it came to replacing the old sound track. Your work is amazing and I love you all. Your soundtrack helped breathe new life into the game and I'm proud of the work you've done.

To all the fans out there: If you love these tracks as much as we do, Ed and I encourage you to go out and purchase them from the artists respective BandCamp pages. Like always, we pay for these tracks to be made but we also make sure that the artists retain the rights to sell their work. 100% of the soundtrack proceeds go to the artists as it should be!

Ridiculon's Bandcamp
Scattle's Bandcamp
Laura Shigihara's Bandcamp

To Blitworks thank you for being master porters. Your work is beyond marvelous. Each time I'd get a build I'd go "holy shit, they're moving quick"! Working with Tony, Jordi, Jacobo, Miguel and all the rest of you behind the scenes was an absolute pleasure and if I have a game to port in the future and I don't have the time to do it, I will FOR SURE come right back to you:) I'll be singing your praises to any developer that needs a port from now till the end of time!

To Nick Suttner over at Sony thank you for being our champion. I always knew you were a badass, but I got to experience it first hand during the development process. I can't wait to do another Playstation project with you in the future.

To Jordan Fehr, thanks for relicensing the sound effects to us. I'm glad we were able to keep your squishy sounds in the game!

And finally, to all the fans: Thank you for being patient. As a developer, the ultimate goal is to get people to play and love your work. Sometimes, it's not possible to deliver your work to everyone due to decisions you had to make in order to complete your work. I'm so glad that PlayStation fans everywhere now have the ability to play a game that's very near and dear to my heart. Ed and I went through hell to get it out into the world and it never felt right not having the control to just keep pushing it out to more and more fans. Thankfully those restrictions aren't in place anymore.

To the fan's we're still excluding I'll leave you with this: Wii haven't forgotten about U.

Much love,





Only 4 more days....

Posted by Tommy on October 2nd, 2015 in Super Meat Boy!

Hello PlayStation fans!

Well, the day has finally come and on October 6th Super Meat Boy will FINALLY come to Playstation 4 and Vita. For those of you who missed our announcement a while back, if you have PS Plus, it’s going to be free to download through the remainder of October as a thank you to the fans who have been so patient with us.

Now, for those of you that have never played Meat Boy, you’re in for a real treat. You’re about to play a game with the best controls and the best level design this side of 1988. For those of you that have already had the joy (pain?) of experiencing Meat Boy and are double (triple?) dipping, you’ll notice that the soundtrack is different. Long story short, we couldn’t secure the rights to include the old soundtrack with the re-release of the game on PS4/Vita. Now don’t be too bummed because we’re not. Every dark cloud has a silver lining, and the silver lining on this dark cloud turned into an opportunity to work with our most favorite artists to rescore Super Meat Boy to celebrate the 5th Anniversary and release on PlayStation 4 and Vita. Our dream team of artists are:

Matthias Bossi and Jon Evans, known the world over as Ridiculon (whose most recent work includes The Binding of Isaac: Rebirth) provided the bulk of the soundtrack. They took care of The Forest, Hell, The Rapture, The End as well as the intro music and title screen. They also rescored all of the cutscenes and miscellaneous ditties. Their work is always stellar and their work on Super Meat Boy is no exception. Ready yourselves for some devilishly gruesome guitar work my friends.

David “Scattle” Scatliffe of Hotline Miami fame used his unique moody style to create incredible tracks for The Hospital and the Salt Factory. His mastery will leave you wondering if the shakes you’re having are from the intense levels or the creepy/industrial bliss your ears are soaking in.

And finally, Laura Shigihara of Plants vs. Zombies fame scored The Cotton Alley in her style to give Bandage Girl’s levels a gentle feminine touch that provides a fitting counterpoint to the hardest levels in the game.

That’s a pretty slick roster of artists. We were lucky enough that they were all friends of ours and fans of Super Meat Boy. Their passion and love for the game can be heard in the work they put into making Super Meat Boy sound amazing. We’re honored to have them on the team for the re-release.

Their marvelous soundtrack, coupled with Jordan Fehr’s gross and satisfying SFX create an auditory masterpiece that complements Super Meat Boy like butter to lobster. But, talk is talk - your ears need to judge. We don’t want you to hear the whole soundtrack just yet, that special date is reserved for October 6th, but we’ll give a little taste of what’s to come. Below, you’ll find a link to the Hell Boss track. When you listen to it, you can hear that it burns with a seething intensity that is Hell in Super Meat Boy:

Fasten Your Meatbelts (Hell Boss)

Another thing players will notice is there is in fact a Platinum Trophy in Super Meat Boy. When deciding what trophies to put in to the PS4/Vita version, we wanted to make sure that when a player does finally earn the Platinum Trophy...that they feel like they've accomplished the impossible. While it's not is...really REALLY hard.

Basically you have your run of the mill trophies like unlocking the Kid, finding warpzones, beating the game, etc...but the really challenging trophies are the Iron Man trophies. The way Iron Man trophies are obtained is by beating all the levels (not counting boss, glitch and warpzone levels) in a chapters light world or dark world without dying. Each Chapter (with the exception of The End which has no Iron Man run) has two trophies, one for the light world Iron Man, one for the dark world Iron Man. Obtaining all of those and finally earning that Platinum trophy means you have truly mastered Super Meat Boy and you can brag to everyone knowing that what ever counter brag they offer, unless it is their own Super Meat Boy Platinum Trophy, is totally insignificant compared to what you've done.

We’re excited for old fans, forgotten fans, and fans that don’t yet know Super Meat Boy is their all time favorite game to join us October 6th on Playstation 4 and PlayStation Vita to celebrate Super Meat Boy’s 5th birthday in style!

P.S. The Playstation 4 controller glows red while you play Super Meat Boy. Now if you were on the fence before and this little tidbit didn’t sway you then I don’t know what I can do for you.




Better late than never...

Posted by Tommy on June 8th, 2015 in Super Meat Boy!

Once upon a time, two friends named Tommy Refenes and Edmund McMillen got together to make a game. They called that game “Super Meat Boy”. They were forced to form a company by “the Man” and that company was given the name “Team Meat”, they did not pick this name, it was on some promotional information for a press event they attended and being the savvy businessmen they are they took a note from Warren “G” Buffett and rolled with it. For 18 months they both slaved away creating the greatest platformer they possibly could. The process was hard and very well documented in the best documentary ever Indie Game: The Movie. Neither Tommy nor Edmund expected Super Meat Boy to be a huge success. Much to their surprise, everyone wanted the game, including some very disappointed PlayStation fans.

When Super Meat Boy was launched, Team Meat wasn’t allowed to bring it to the PlayStation for very complicated reasons. They hated that they had to alienate the loyal PlayStation fans who desperately wanted the game but couldn’t have it. They felt their pain as PlayStation fans had to suffer for years without the greatest platformer ever made by two guys named Tommy and Edmund. Team Meat was very sad about this, but what could they do? Their hands were tied.

Earlier this year, Team Meat got an unexpected gift. The gods smiled upon them and opened up a teeny tiny sliver of a path that could eventually lead them to re-release Super Meat Boy. Even though the path would be difficult they knew they owed it to their fans to at least try.

Fast forward to today. We walked that arduous path and with a lot of hard work, a little convincing, and huge scoops of luck we are now here today with huge smiles on our faces to say:


Crazy right?! We actually never ever EVER thought this day would come and it makes us both so happy that it’s finally here! We know this has been a long time coming but better late than never. Expect to be playing Super Meat Boy on your PlayStation 4’s and PlayStation Vitas later this year.

Oh...and we almost forgot: It’s going to be free on PlayStation Plus at launch. That’s our way of saying “Thank you for waiting patiently” to all those PlayStation fans that reached out to us over the years only to get back a “we can’t do it, sorry” response. We love you guys and girls and we’re so happy that PlayStation fans can finally play Super Meat Boy on their system of choice!




Super Meat Boy Galaxy

Posted by Tommy on November 22nd, 2012 in Super Meat Boy!


So a little over a year ago, I turned 30. For my birthday a good friend, Aubrey Hesselgren, whom I used to work with on Goo! and before that on stupid Hoopworld, made me this Super Meat Boy Galaxy Prototype. I played it, it was awesome. I thought he did a great job with the controls and that is really saying something because I am very picky about controls. Below is a video:

Anyway, he wants to release it to the world. At first Team Meat's business development team told us that "3D is IN now" and that we would make loads of profit off releasing it along side Call of Duty: Black Ops 2. However, Aubrey, being the humble British man that he is instead insisted that it be ransomed for charity instead. Click here to Donate!

So that's what he's doing. The charity is called The Samaritans and they provide 24 hour confidential emotional support for people who are experiencing feelings of distress or despair, including those which may lead to suicide. They are British so I imagine their success rate for helping people off the ledge is much better than similar American institutions due to the fact that British people in general sound super smart and as a result if they are saying "Hey, you have everything to live for" in a James Bond-esque voice, one would be much more inclined to believe them. Click here to Donate!

In all seriousness though, lets reach this goal and get 10k of England money donated to The Samaritans. It's a good cause, it's a fun game, everyone wins here. If you can spend $3200 on Steam Sales this week (which, you know you will, you always do) you can surely spend $3180 and send $20 to a charity that helps people out. Think about it and...Click here to Donate!

Back to making Cat AI....not half as fun as it sounds...




SMB:TG update + TOYS!

Posted by Edmund on May 4th, 2012 in Super Meat Boy!

As most of you know, our little April fools joke was actually real! but for those unaware Tommy and i are currently in development on Super Meat Boy : The Game, a touch based, mobile remake of Super Meat Boy, from the ground up! 100% new everything!

In our last update we touched on what super meat boy : the game was, and wasn't. still early in development our main focus is currently to really examine the mobile playing field to see what companies do right, and what they do wrong. As many of you may have noticed, there is a whole shit load of wrong out there these days, from abusive and manipulative money making tactics, to flat out stealing. To us the core of what is wrong with the mobile platform is the lack of respect for players, it really seems like a large number of these companies out there view their audience as dumb cattle who they round up, milk and then send them on their way feeling empty or at times violated...

There is an on going theme these days to use a very basic video game shell and hang a "power up carrot" in front of the player. the player sees this carrot, and wants it! all the player needs to do is a few very rudimentary repetitious actions to attain it, once they get to it, another drops down and asks them to do more... but then the catch... instead of achieving these "goals" by running on the tread mill, you can instead just pay a single dollar and you instantly get to your goal! better yet pay 10 and unlock all your goals without even having to ever play the game!

words can not express how fucking wrong and horrible this is, for games, for gamers and for the platform as a whole... this business tactic is a slap in the face to actual game design and embodies everything that is wrong with the mobile/casual video game scene.

i've gone off on a tangent a bit but what im trying to get at is, we are approaching development to SMB:TG with very open eyes, we want to make a game that WE would love to see on the platform, a feature length reflex driven platformer with solid controls that doesn't manipulate you with business bullshit in order to cash in. We want SMB:TG to show the player we respect them, not only by not manipulating them, but also by understanding they want a real challenge and they want a real sense of fulfillment when they have achieved something that's difficult... you know, like real games do.

So as an extra tease, here is the 1st full shot of the chapter screen in SMB:TG, The Green Hills!


Dont let the fact that there are only 8 level pads make you think that SMB:TG will be bite sized, its content will rival the original, but in very different ways... more on that later.
(also yes there will be dark worlds!)


In other Meaty news...
Official Super Meat Boy Toys are now in stock in the Team Meat store! (almost sold out)


The full set features Bandage girl, Meat Boy and a big bloody saw (also stickers and a signed sketch) but they can also be purchased separately.

The extra cool part is these were all designed, produced and hand painted by Danielle's mom, she actually quit her day job to keep up with the demand. 100% of the profit goes to her, so by buying you are also helping another indie artist live their dream as well :).

All Plush toys are currently out of stock but Danielle is telling me to say that they will be back June 1st :)

Ive taken a bit of a hiatus from "the internet" lately, removing myself from twitter and the like (hiding from the looming indie game the movie storm), but now that things are moving again in Team Meat land, expect a lot more blog posts here!





Super Meat Boy for iOS (and more!)

Posted by Edmund on March 31st, 2012 in Super Meat Boy!

So as some of you know, we have been playing with the idea of porting SMB on the iphone for some time...

Sadly, there was no way of doing this without the game becoming a pile of garbage, Super Meat Boy is a twitch platformer with precision controls, there was no way in hell this would work on a touch screen with buttons all over it, Super Meat Boy isn't a game we want to make a sub-par version of just to cash in...
So, we decided to totally remake the whole game instead, from the ground up!

Here is the very 1st look at... "Super Meat Boy: The Game"


We just started working on it so I'm are sure a lot will change as development unfolds but we do have a few major talking points of what the game is and what the game isn't.

What the game is:

- A feature length touch controlled platformer SPECIFICALLY designed for Touch devices.

What the game isn't:

- a shitty port of an existing game with non tactile buttons spread all over the screen blocking the players view and making for frustrating controls.

- the Super Meat Boy you're used to, there are aspects of Super Meat Boy in there, obviously, but this is a brand new game with new art, new sound, everything.

Expect more updates soon!



As many of you know Indie Game: The Movie is back from it's Premiere at Sundance with a flashy award under its belt, and to celebrate they are doing a very special sneak peek of the movie in Santa Cruz, Ca!

Aside from it being the 1st time the movie has been shown in the US outside of Sundance, this sneak peek is also extra special because its on my birthday AND both Tommy and i will both be there for a Q&A after the showing. (also if you stick around we might have a very nice meaty gift for around 200 people after the show)

Indie Game: The Movie
The Rio Theater, Santa Cruz Ca

So if you live in the Bay Area, make sure you get your tickets ASAP, i tweeted about it yesterday and 1/3 of the tickets have sold. so get them while they are getable!

Buy your Tickets here!



We have been meaning to do a big ass post gushing about how amazing the film is and what an honor it is to be featured in it... but we have been a bit busy with video game making, so ill just say this.

Indie Game: The Movie is a magical movie that is about more than just video games, it's about living your dreams and inspiring others to do the same. If you have any interest in making games, playing games or simply being creative and making art, you NEED to see this movie.

See you guys there!
Edmund McMillen Edmund McMillen

Edmund draws stuff and designs things.. whatever

Tommy Refenes Tommy Refenes

Tommy programs and macs on the ladies.