
Game intel
Super People
Super People, developed by Wonder People, is a next-generation battle royale FPS game for PC. Super People features 12 different playable classes each with di…
Super People is back-again-with a promise I didn’t expect to hear this year: a return to the “original Super People” feel. Wonder People says the September 18 Steam Early Access relaunch is rebuilt from June’s CBT feedback, with a full PvP rebalance, overhauled characters and weapons, and a flashy new Ninja class tossing shuriken and swinging a longsword. That caught my attention because Super People’s best moments were always the chaotic, class-driven skirmishes where abilities actually mattered-right up until balance drift and identity whiplash pushed it toward a more generic BR. The studio looks like it’s trying to course-correct.
Let’s cut through the bullet points. “Original Super People” is doing a lot of work here. Fans have been vocal that the early identity—distinct classes with game-changing abilities—was the hook. Rebuilding around that ethos sounds right, but it only works if the fundamentals (hit registration, movement, recoil, vision control, audio) are tight. A PvP rebalance and overhauled weapon roster suggest Wonder People knows the gunfeel needed a rethink. The devil’s in details like flinch, ADS speed, and recoil recovery under pressure—things you feel in the final circle more than in the shooting range.
The Ninja class is the headliner. A longsword and throwing stars in a battle royale means aggressive gap-closing and punish windows are critical. If the Ninja doesn’t have reliable tools to enter and exit fights (smokes, dashes, silence frames) and there’s no consistent counterplay (parries, slows, stuns, or audio tells), you either get a grief machine or a highlight-reel class that dies to a single shotgun blast. Melee in a BR lives or dies on latency tolerance and animation readability; hopefully the CBT data pushed netcode tweaks to support this.
The studio also touts a dual-layered anti-cheat. Good, because any class-based shooter craters if cheaters invalidate ability outplays. “Dual-layered” in practice usually means a client-side solution paired with server-side validation. What matters to players isn’t the buzzword—it’s ban cadence, transparency (weekly ban-wave notes), reporting tools that actually notify outcomes, and rapid hotfixes when new exploits pop. If they deliver on that, it changes player confidence more than any flashy trailer.

The BR space in 2025 is brutally competitive. Apex and Warzone still absorb most of the oxygen, The Finals proved class abilities can drive sandbox chaos, and Naraka: Bladepoint carved out a melee-forward niche. Super People’s lane is “PUBG-style lethality with hero shooter spice.” When it leaned too far into vanilla gunplay, it lost what made it different. If Early Access genuinely restores class personality—without turning TTK into coin-flip deletes—that’s a viable angle.
There’s also trust to rebuild. Super People’s stop-start history and long quiet period left the community skeptical. Promising “community-first updates” only lands if the cadence is consistent: weekly balance nudges, clear patch notes, and fast iteration on dominant builds. Riot and Respawn set that standard; if Wonder People wants a second chance, they’ll need to meet it.

One smart move would be a no-stakes “sandbox” or limited-time mode for rapid tuning—let players stress-test Ninja’s combo routes, throw distance, and stamina gates. Also, publish balance philosophy. If the vision is “abilities enable plays, guns secure kills,” say it outright and tune toward it.
If Wonder People truly built Early Access from June CBT feedback, the opening month will tell us everything: how fast they patch, whether Ninja feels fair, and if gunplay finally has the identity and clarity it lacked in later iterations. I’m cautiously optimistic because the pitch aligns with what players asked for—bring back the bold class fantasy, smooth the rough edges, and keep cheaters out.

But I’ll be blunt: this relaunch only sticks if updates are as aggressive as the marketing. A single stale meta or a wave of unchecked cheaters can kneecap Super People all over again. Deliver meaningful weekly balance, communicate constantly, and let the classes breathe. Do that, and September 18 might be more than another BR relight—it could be the moment Super People finally figures out what it wants to be.
Super People returns to Steam Early Access on September 18 with a class-forward reboot, a Ninja melee/throwing-star kit, and a promised dual anti-cheat. If the gunfeel is tightened and balance updates land weekly, this comeback has a real shot; if not, it’ll vanish into the BR crowd—again.
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