How Rusted Moss devs teamed up to create physics-based grappling hook action

Rusted Moss is an action-exploration game developed by solo individuals (not part of any development studios) that revolves around its unusual method of traversal: an absurdly bouncy grappling hook. We won’t lie: the physics-based grappling will bring you both great pain and great joy. But the triumph once you master it — you’ll practically fly through the game while blasting enemies with your arsenal of guns when Rusted Moss comes to PS5 on June 20.

In this melancholic world, humans prepare for an invasion by capricious fairies from another realm. You play as Fern, a changeling determined to put an end to the war. As you uncover the story behind the world, you’ll eventually choose a side: fae or human? 

With the PS5 release, we are also adding in seven to eight hours of additional content — approximately as much content as the base game itself. This includes new zones (ranging from moderate to very difficult), a boss rush, and an additional playable character.

A unique grappling hook

During a show-and-tell with indie developers, Emlise (the main dev) showed a grappling hook that worked like a bungee rope or rubber band. She performed incredible, crazy maneuvers that made traditional platformer abilities like double jumps and dashes seem so limited. I had never seen anything like that — grappling hooks in most games either just pull you to the anchor point or swing the player in static arcs. 

It looked so polished that I was sure she would develop it into a full game. But she had no plans to. She saw it as a programming exercise to learn about verlet integration (a numerical equation used to calculate trajectories). 

“Players would find it too difficult. It takes some time to get used to,” says Emlise.

Each of us then carried out our duty as friends and peer-pressured her into continuing development. My sister and I also joined her, forming our 3-person development team. It was strange because we had no intention of making a game together before that moment. 

Rusted Moss was made to bring this mechanic to life,  not for the sake of making a game or to go full-time on indie dev (my sister and I work day jobs outside the game industry).

I think its origin gave a purity to Rusted Moss’ foundation because there was no doubt as to what kind of game it could become. Everything would revolve around just one core mechanic — the grappling hook.

Please break our game

Synergy with the grappling hook became the focus of Rusted Moss’ game design. The abilities you gain all enhance the physics-based traversal — whether it’s a charge jump that lets you fall further, or the kickback from your guns.

This maximizes the opportunity for player expression and creativity. Progression is not based on a simple lock-and-key solution, which is a design pattern often found in other action exploration games.

With these synergistic abilities, we’ve seen the same platforming challenge solved in five different ways. If a player is creative, determined, and skilled enough, they can “break” our game and show us moves we didn’t even consider during Rusted Moss’ development. 

We took this philosophy to the extreme during our quality assurance testing period. One tester found a bug that gave them an unintentional movement ability. Rather than fix it, we added a visual effect when that ability is active. We love seeing our players discover this “secret ability” in-game.

Unusual children

The main character, Fern, has a sharp and acidic personality. Women are often pressured to be nice and think about what “nice” means to the people interacting with them. Based on our experiences as an all-female dev team, Fern is a power fantasy that opposes that narrative, sometimes to an extreme. She says what she thinks, which is often quite nasty and honestly… hilarious!

This aligns with her identity as a changeling — a fairy that has replaced a stolen baby. In folk tales, children who acted strangely were identified as changelings and treated cruelly. Nowadays we might think of them as neurodivergent or unusual in some other way. We wanted to explore themes around children turning out to be something the parents did not want or expect.

Prepare to learn all the tricks at Fern’s disposal and maybe discover some new ones when Rusted Moss launches on PS5 June 20.

New PlayStation Portal remote player system software update releases tomorrow

When we developed the PlayStation Portal remote player, our goal was to bring high-quality console gaming experiences to the palm of your hands, even when you aren’t in front of the TV. We continue to evolve the experience on PS Portal, and we are happy to announce that the latest system software update for our first dedicated remote play device will start rolling out tomorrow – adding a few new user enhancements.

Sign-in screen support for select public Wi-Fi networks

While we recommend PS Portal to be used in your home as you have control over the quality of the Wi-Fi, it can also be used outside of the home in places where a fast and stable Wi-Fi connection is available – and we’ve seen many players take advantage of this.

With this new update, PS Portal will also connect to a range of public Wi-Fi networks* that may require additional validation steps beyond entering the network password. This includes Wi-Fi networks with sign-in screens that can often be found in hotels, cafes, and airports.

To connect to these public Wi-Fi networks, PS Portal will display a QR code for you to scan with your smartphone or tablet. Once scanned, you’ll be able to use your mobile device’s web browser to complete the additional validation steps on behalf of your PS Portal. As a reminder, PS Portal requires a Wi-Fi connection with at least 5Mbps, and for a better play experience a high-speed connection of at least 15Mbps is recommended.

PS Portal UI screenshot showing a QR code for network authentication

New visual feedback for touchpad areas

The emulated touch pad on PS Portal’s vibrant 8-inch screen is getting an update. We’ve added new visual feedback to the touch pad areas. The new effects will be displayed when using the touch pad areas during remote play.

Display battery level in percentage

You now have the option to display the remaining battery level percentage on the status bar at the top right corner of your screen. To use this feature, open the quick menu, go to [Settings] > [System] > [Battery], and then turn on [Show Battery Percentage].

PS Portal UI screenshot showing remaining battery level in percentage

Since the initial launch of PS Portal last November, we’ve been overwhelmed with the enthusiastic reactions and the variety of ways our community has been enjoying gaming on PS Portal. While Remote Play for PlayStation has been available since the PlayStation 3 generation, we’ve built upon this technology with PS Portal to elevate the Remote Play experience to another level by integrating key features of the DualSense wireless controller with a vibrant 8-inch LCD screen.

We’re excited to see that PS Portal has introduced many more gamers to the Remote Play feature on PS5, with over 60 percent of PS Portal owners using the feature for the first time**. What’s more, PS Portal is making it easier for many players to access their games, with the average PS Portal owner’s engagement on PS5 going up within the first 8 weeks of using their PS Portal.

We’ve also seen a wide range of games proven to be popular on PS Portal, from single player adventures including God of War Ragnarök, Marvel’s Spider-Man 2 and Astro’s Playroom to multiplayer titles including Fortnite, Rocket League and EA Sports FC 24 – all being some of the most played games on PS Portal within the first 3 months of its launch***. 

We’re always grateful to the PlayStation community for embracing our journey as we continue to explore different ways to bring new player experience. Check out the official website to learn more about PS Portal and let us know what you think in the comments!

*To connect to public networks, make sure that the initial setup for your PS Portal is completed. Authentication requires use of another device that can connect to the public network, such as a smartphone. Public networks that operate at 5GHz are not supported.
**Internal Data from Nov 2020 – April 2024
***Internal Data from Nov 15 2023 – Feb 15 2024

Still Wakes the Deep: how a dev’s own claustrophobia inspired the first-person horror, out June 18

With Still Wakes the Deep releasing on PS5 tomorrow, we wanted to highlight some of the inspirations for the environments of the upcoming first-person narrative horror. Early on we decided that Still Wakes the Deep would be set on an oil rig and the team wanted to play on different fears and phobias. One of the main fears is the ocean itself; another is being isolated.

One of the first levels I worked on from the ground up was a space inside the engineering section of the rig, with a lot of machinery inside these four echoey, metal walls.

I wanted to try and play with the fear of claustrophobia, which in hindsight was an odd thing,  because it’s a fear that is very vivid for me due to my own personal experiences. In the end I found it quite useful and intriguing to use my own triggers to build an environment that might in turn trigger the same emotions within players.

I pulled from my core childhood memory of claustrophobia a lot while we were developing Still Wakes the Deep.

I remember being at an event with lots of kids outdoors and they put out this big wooden crate with lots of little wooden compartments for the kids to play and crawl through.

As I got halfway through, I remember the twists and turns becoming narrower and the angles becoming harder to navigate.

My heart was racing, and I started to hyperventilate. I still remember the feeling of the wood under my fingers, the sounds, the smells.

When our main character Caz enters the engineering sections of the oil rig, you immediately feel trapped. The halls are narrow, the ceiling is low, every surface is metal and there’s a lot of heat and moisture trapped in the air around you.

Since there are no windows, you lose that sense of where you are. Now imagine moving through this space, while you’re up to your knees in a mix of water, oil, rust, and dirt, and you realise there’s something else in there with you. All you want is to get back to the open top of the rig for a breath of fresh air, but the only way through is by entering even narrower spaces.

The audio team did the brilliant job of capturing these vivid nightmarish sounds of horror.

In trying to trigger certain emotions with dark eerie visuals and audio I started to imagine how terrible it must feel to have all that moisture in the air with oily, dirty water seeping into your overalls.

You have a constant mix of these engineering sections like hot pipes and machinery but then every time you come outside you have terrible cold weather, cold steel. I wouldn’t say it’s comforting but I think it will make for a thrilling story.

There lie the strengths of The Chinese Room. On one side, we have people that love storytelling, whether it’s through movies or writing, and on the other we have musicians and audio technicians all from different walks of life.

Would I say that working on Still Wakes the Deep has conquered my fears? Probably not. If anything, it’s intensified fears of what’s lurking in the shadows! Still Wakes the Deep launches tomorrow on PS5.

Official PlayStation Podcast Episode 487: Riot Requirements

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey y’all! We’ve got a full show for you all this week, starting with a recap of the teams’ hands-on experiences at Summer Game Fest. Plus, we got to sit down with Riot Games Production Director Arnar Gylfason to discuss Valorant coming to PS5 and the Limited Beta starting today.

Stuff We Talked About

  • PlayStation Plus Game Catalog for June: Monster Hunter Rise, Football Manager 2024, Crusader Kings III, After Us and more
  • Summer Game Fest recap:
    • Elden Ring: Shadow of the Erdtree DLC | PS5
    • Monster Hunter Wilds | PS5
    • Neva | PS5
    • Dragon Ball: Sparking! Zero | PS5
    • Assassin’s Creed Shadows | PS5
    • Dragon Age: The Veilguard | PS5
    • LEGO Horizon Adventures | PS5
    • Tune in next week for all things Astro Bot
  • Interview w/ Arnar Gylfason (starts at 30:37)
  • Listener letter

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Kristen Zitani –  Senior Content Communications Specialist, SIE

O’Dell Harmon Jr. – Content Communications Specialist, SIE

Brett Elston – Manager, Content Communications, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Share of the Week: Hogwarts Legacy – Photo Mode

With the release of Hogwarts Legacy’s new photo mode, last week we asked to see your most magical shares using #PSshare #PSBlog. Here are this week’s magical highlights:

OKPopJustin shares a student flying over the lake on a hippogriff, with Hogwarts castle in the background

Defalt368 shares students playing a game of Summoners Court

f0rgottengirl shares a masked wizard casting a blue-colored spell

CowboyDbop92 shares a wizard wearing a pumpkin mask casting a red spell toward a troll

NemesisNatVP shares a character wearing the Azkaban Set looking over a ridge at Hogwarts in the distance

Dande_Lion55 shares a portrait of a house elf with colorful bokeh lighting in the background

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?

THEME:  Alan Wake 2 – Photo Mode
SUBMIT BY: 11:59 PM PT on June 19, 2024

Next week, we’re shining our flashlights on Alan Wake 2 and its new photo mode. Whether exploring the main game or the new Night Springs DLC, share heart-racing moments using #PSshare #PSBlog for a chance to be featured.

Monster Hunter Wilds interview: How Capcom is evolving its apex franchise

Back in 2018, Monster Hunter World’s immediate success propelled the game, and the Monster Hunter franchise, into the global spotlight. Its lush maps, deep combat, and memorable monsters helped it become one of Capcom’s most successful projects ever. Today, millions of players now eagerly await 2025’s follow-up, Monster Hunter Wilds.

New footage from State of Play and Summer Game Fest has given players lots to dissect, from new monsters and abilities to harsh, dynamic weather. But a recent hands-off presentation during Summer Game Fest allowed me to see live gameplay, and crucially how the game’s new features impact the experience.


Monster Hunter Wilds interview: How Capcom is evolving its apex franchise

In just those 30 minutes of demo gameplay, I saw several things that got me stoked for Wilds. The new map is much more detailed, particularly regarding verticality. Some maps in World were pretty dense and could overlap or even turn back on themselves. Perfect for a monster’s den, but sometimes confusing for players. This time around, between the map and new UI elements that tell you which direction the target monster is (and how far away they are), it’s much easier to keep track of your targets.

The target monster was the Doshaguma, new to Monster Hunter Wilds. In Wilds, players can select a monster on their map and begin a quest by engaging that monster in combat out in the field (Capcom did not confirm other ways players can begin quests, or other quest types in the game). Upon that first hit, an incredible piece of music swells to usher in the quest with full orchestral might and a driving, dramatic sense of conflict. As the hunt goes on, the sand leviathan Balahara appears with a deep pit that pulled Doshaguma down. They brawl in a classic Turf War scrap, with smaller monsters scurrying all around. Chaotic and intense, and about to escalate even further.

Not long into the battle, an imposing wall of dust and sand forms on the horizon. It soon blankets the area with a blue/black darkness, illuminated by stray lightning strikes. These weather events change which monsters may appear on the map, including a mysterious new Apex creature that fires lightning right out of its head.

Immediately following the demo, I was able to speak with the game’s leadership trio for more on what I just saw: Series Producer Ryozo Tsujimoto, Director Yuya Tokuda, and Art Director/Executive Director Kaname Fujioka.

PlayStation Blog: Monster Hunter World was a huge success when it launched in 2018. How did its unprecedented success inform your approach to Monster Hunter Wilds?

Ryozo Tsujimoto: What we did for World, both the base game and the expansion, really impacted Monster Hunter Wilds. Our approach to keeping players continuously interested in World helped us learn what players wanted to see in the future. That doesn’t just mean things we wanted to improve within the game, but also how we release information to players, and how to ease them into the game as well.

Speaking of easing players into the game, Monster Hunter Wilds features a lot of quality-of-life improvements. For example, the map seemed much more detailed and useful to navigate. Things like tracking quests and monsters, where items are located, and the great sense of verticality to the map. Any other new things that returning players could look forward to?

Yuya Tokuda: You’ve picked up on how much easier it is now to get to monsters, and finding monsters on the map. We received feedback that they were kind of difficult to get to sometimes, especially in maps that are very vertical where you have lots of different geographical elements. And, with the introduction of the Seikret, it’s easier for players to figure out where to go, and where to find monsters on the field.

In terms of things we improved on, one example is that it’s much easier now to select items. We really put an eye to giving more options for players with different kinds of item preferences, because selecting and navigating through items was something that can be difficult in the moment of a hunt. But hopefully, by giving players more options and more customization, we’ve improved this experience for returning players.

The phrase “living breathing ecosystem” was used to describe Monster Hunter World. The maps were large and full of life, you could get monsters tangled in vines, creatures would interact with each other, and so on. How are you expanding on that idea, and make it feel even bigger and more interactive? 

Kaname Fujioka: We’re focusing on designing monster herd behaviors that are really tuned to each environment and their ecology. So, we want to have well designed, detailed monster behavior as they move in these larger packs. How the player interacts with them during their hunt is our first little step there toward enhancing the livable, beautiful environment.

I noticed in the demo, the hunter used both the Great Sword and Heavy Bowgun. So you’re able to take two weapons into a quest now. Previously a player would have to commit to a weapon, take it into a quest, that’s your weapon. How did this change come about for Wilds?

Yuya Tokuda:  One of the big things about Wilds is that the environments themselves are so much more dynamic and adaptable. Things are changing so often, and even the monsters that are available to hunt can change moment to moment. It was important for us to give players the ability to adapt to that, and switch their own kind of playstyles. So they can carry different weapons, or the same weapons but with different elements for those kinds of situations. We’re really designing the game around allowing players to adapt to the environment.

Focus Mode and wounds are new for Wilds. Can you talk a bit about how these work, and how / when a player might want to engage with these systems?

Yuya Tokuda: So, you don’t need to be in Focus Mode to create wounds. Attacking the monster naturally causes damage or wounds to happen. As long as you’re attacking the wounds, you’ll be doing more damage to the monster.

Entering Focus Mode does highlight monster wounds so you can target them a lot easier, and there are special attacks you can perform in Focus Mode that do more damage to wounds. But, Focus Mode isn’t really just for targeting wounds.

A cursor that appears on the screen allows you to aim your attacks and also to aim your other moves like guarding and blocking attacks. The real merit of Focus Mode is to help players in their positioning and their distancing from monsters, so that even players who are maybe not as experienced with action games, or games similar to Monster Hunter, have an easier time honing in their attacks.

To wrap, if you could say anything to Monster Hunter World players who were really into it, but maybe they fell off years ago and they’re curious about Wilds, what would that be?

Ryozo Tsujimoto: We’re really just trying to make an amazing game for everyone. We hope Wilds is going to be the experience that tops anything before in the Monster Hunter series, and really gaming in general.

Yuya Tokuda: For players that didn’t gel with the action [of World], we’re planning a really thorough support system for players to learn about the game and play it from start to finish. We’re hoping that allows players to experience the best that Wilds has to offer.


The hunt begins when Monster Hunter Wilds comes to PS5 next year.

PS5 players will soon be able to join Discord voice chat directly from their console

In recent years, we’ve partnered with Discord to introduce more ways for players to connect with their friends and communities across Discord and the PS5 console. Since we first introduced Discord voice chat on PS5, players have joined a Discord voice chat on PS5 more than 290 million times to hang out with friends in Discord voice channels while gaming.

Today, we’re pleased to share that we’re starting to roll out the ability for PS5 players to join Discord voice chat directly from the PS5 console, without relying on the Discord PC or mobile apps to initiate the connection.


PS5 players will soon be able to join Discord voice chat directly from their console

How to join Discord voice chat on PS5

To start, select the Discord tab in Game Base within the PS5 Control Center and choose the Discord server or DM group you’d like to join. Then, select your preferred voice channel. This will reveal more details, such as who is already in the channel chatting. You’ll also receive a PS5 console notification when another Discord user calls you, allowing you to join right away.

PS5 UI screenshot showing the option to join a Discord voice chat

This update will make it easier than ever to quickly hop into Discord conversations with other gamers. It will gradually roll out over the coming weeks, starting with players in Japan/Asia, followed by Europe, Australia/New Zealand, and the Middle East, and finally the Americas.

Please note that you will need to update your console to the latest system software, and your accounts for PlayStation Network and Discord must be linked. If you haven’t yet linked accounts, you can learn how to do so here.

Profile Share also begins rolling out next week

Starting next week, we’re also rolling out the ability for you to share your PlayStation Network profile on any messaging or social app. To begin, select “Share Profile” from PlayStation App or the PS5 console to generate a shareable link or QR code. When the recipient opens the link, they’ll have the option to add you as a friend once they’re signed in to PlayStation Network:

three side-by-side images showing the Profile Share functionality on mobile devices

We’re passionate about making it as easy as possible for you to find and connect with new friends and communities, whether you enjoy playing with other friends on PS5 or hopping into crossplay games. Thank you for your ongoing support.

LEGO Horizon Adventures hands-on report

Aloy is ready to take on the post-apocalyptic world LEGO brick by brick this holiday season in LEGO Horizon Adventures. Guerrilla and Studio Gobo have built a playful spin on the familiar Horizon games that unleashes eye-catching stop-motion animation, chuckle-worthy storytelling, and (literal) worldbuilding that will make the familiar series feel like a new adventure. 

The hands-on demo laid the foundation for fun with an early solo tutorial stage controlling Aloy, followed by a co-op story mission where Aloy and her Nora tribe companion Varl set out to save a beloved leader from cultists using their weapons, environment, and yes, even hot dogs. Here are a few moments that caught my Focus: 

A familiar world, brought to life by LEGO bricks

Immediately the LEGO version of this world looks incredibly authentic, with every brick placed in a way that builds the world Horizon fans know and love. Aloy moves through the world in a stop-motion style that clicks right into place. The original voice cast has also returned to retell Aloy’s story with a cheeky tone, adding humor and playfulness that keeps familiar plot points fresh and delivers laughs for a wide audience. 

A LEGO girl and her bow

Aloy can use her bow for combat and to help navigate the brick-laden wilds. Holding the Square button lets Aloy aim her bow at specific targets. This is made easier by pressing R1 to activate her Focus, highlighting major targets in blue. Aloy unleashes powerful attacks by using the environment around her; shooting an arrow through a bonfire creates a flaming projectile, adding extra damage to enemies or setting grass or vines ablaze to open new routes.

Turn over every LEGO brick

Playful curiosity is often rewarded, so take the time to explore. While Studs – the LEGO form of currency – are scattered along main paths, more can be found by shooting barrels or other objects. Chests are found exploring off of main paths, and Aloy can discover special piles of bricks. Aloy can craft these bricks into various designs (a sailboat! A dog house!) to earn even more Studs. 

Make a home at Mother’s Heart

A visit to the game’s main hub village, Mother’s Heart, is a must. A trip to the All Mother Tree allows Aloy and any co-op companions to upgrade their specific weapons or use Studs to purchase upgrades that benefit everyone. This area is also where you can customize costumes or your hut, specifically its roof, yard, plot, and hut color. Naturally, I dropped some Studs on a roof fit with a roller coaster on top. I was even able to lift up and toss village NPCs into a purchased wardrobe, outfitting them with attire from the world of Horizon or other LEGO game properties. 

Tap in a couch co-op companion 

Once in Mother’s Heart, I let my couch co-op friend control Aloy as I stepped into the LEGO brick shoes of Varl, her spear-wielding companion. Varl’s spear abilities largely operated the same as Aloy’s, but we each purchased different ability upgrades at the All Mother Tree. While exploring, additional temporary upgrades can be bought or dropped by enemies that are specific to different characters. In Varl’s case, that came in the form of a more powerful spear that allowed for 12 throws before breaking down. If one player loses all their health in co-op, they can be revived by the other player using the Triangle button. But be warned – upon being revived, you will drop any of the temporary upgrades you had collected up to that point. 

Speaking of those upgrades…

Certain ability upgrades can be used by any character and they come in handy during combat encounters. The LEGO Brick Separator unleashes a powerful melee move that can literally take an enemy apart. Dislodging highlighted parts of a machine can sometimes even reward a new weapon. When I unleashed the LEGO Brick Separator on a Longleg, its severed horns began to spin, and I could kick them toward enemies for an additional attack. Jumping over an enemy using the Blast Boots will set them ablaze. My favorite upgrade was the Hot Dog Cart, a quickly assembled cart complete with a hot dog man who lobs hot dog bombs across the combat field to great and delicious effect. This was invaluable during frenzied or crowded encounters, and honestly just made me giddy. 

LEGO Horizon Adventures invites players (and a co-op buddy) to its gleefully comical spin on Aloy’s world when it launches on PS5, PC, and Nintendo Switch this holiday season.

Pre-orders now open for ATLUS’s next big title—Metaphor: ReFantazio, set to release on October 11, 2024!

Embark on a journey to claim the throne and change the world

After the king’s assassination, an election for the next monarch unfolds and thus begins your fight for the throne.

Customize your party using 14 lineages and 40 different classes.
Quickly take out weaker enemies in the field, or strategically target the weaknesses of stronger foes through turn-based battles.
Time management is key—explore labyrinths during the day and foster your bonds at night! Choose your actions wisely as you plot your journey!

Metaphor: ReFantazio Atlus Brand 35th Anniversary Edition

In addition to the base game, this commemorative edition lets you celebrate the past 35 years of ATLUS and immerse yourself in the world of Metaphor: ReFantazio through DLC and additional bonus content. With 8 ATLUS-themed costume and BGM bundles included, journey through Euchronia with music and outfits from Persona and other favorite ATLUS titles!

Title
Metaphor: ReFantazio

Genre
RPG

Release Date
October 11, 2024

Number of
Players

1

Price
Standard Edition : SGD 69.9 / MYR 249 / THB 1,890 / IDR 799,000 / PHP 2,895 / VND 1,264,000
Physical Anniversary Edition : SGD 129.9
Digital Anniversary Edition : SGD 109.9 / MYR 389 / THB 2,890 / IDR 1,249,000

Marvel’s Spider-Man 2 update includes suit collab and fan favorites, available June 18

A brand-new, free update for Marvel’s Spider-Man 2* is upon us and it’s bringing eight new suits to Marvel’s Spider-Man 2 – including some new designs and returning favorites from previous games. This update, dropping on June 18, also addresses some community feedback and adds stability improvements to the game.

First, we’re delighted to fully unveil four new suits created in partnership with Colm Dillane, AKA KidSuper, and some special guest collaborators. Evenly split between the Spider heroes, these are new takes on Spidey suits designed from the ground up by KidSuper, Vini Jr, Lando Norris, and Rina Sawayama. Check them out – along with some notes from each designer!

Metro Suit (Miles Morales) – Designed by KidSuper

Fashion designer, Colm Dillane, AKA KidSuper, created the Metro suit for Miles Morales, which comes with additional variant suit styles: red on black, classic Spidey, and teal on purple. KidSuper not only partnered with us to make these suits, but he also worked closely with our special guests to design their suits!


“The puffer design you often see in my KidSuper collections and the exclusive ‘original’ colorway! We came up with designs that felt super original, like something only we could pull off.”

– KidSuper


Ginga Suit (Miles Morales) – Co-designed by Vini Jr. and KidSuper.

Professional Football player Vini Jr. wears his inspiration on his sleeve. A love letter to Brazil and the beautiful, global game of Football, the Ginga suit features a design and default colorway reminiscent of both: a sporty look for Miles Morales with a black, green, yellow, and blue shader. Of course, this suit also features added styles: red on black, classic, and gold on white.


“I wanted it to be a celebration of Brazil’s culture and people. I just love the overall design because it has the energy and action that I associate Spider-Man with, but it’s beautifully mixed with some Brazilian flair. Which makes this suit super special and different from others.”

– Vini Jr.


Fluro Suit (Peter Parker) – Co-designed by Lando Norris and KidSuper 

 Motorsports phenom Lando Norris is all about moving fast. Paired with the high-speed action of Marvel’s Spider-Man 2, Norris’ suit reflects the pace – wholly inspired by racing, complete with a helmet and overalls familiar to those who burn rubber across global circuits. The Fluro Suit features its own suit styles with some variants such as a classic color scheme, white on black, and pink on blue.


“The main inspiration for the design was the feeling of speed. I also wanted to incorporate racing elements and materials like carbon, along with my trademark Fluro colour, which you can see throughout the suit. The carbon style effect on the suit is my favourite.”

– Lando Norris.


Motorchic Suit (Peter Parker) – Co-designed by Rina Sawayama and KidSuper

Singer/Actress/Model Rina Sawayama delivers a badass motorbike look to Spidey’s locker. Decked out in all leather, the Motorchic suit gives Peter Parker a revved-up design unique from any other in Marvel’s Spider-Man 2. The suit features other variants as well: a classic color scheme, black, and gold.


“I really wanted to explore my love of fashion whilst making this suit and what we ended up with I think encapsulates that, it’s fun, practical, edgy and chic. I personally love the metal detailing across the suit, it still feels like what I envision as classic Spider-Man but adds a more rugged feel. It looks pretty heavy duty and like it would stand up very well in combat!”

– Rina Sawayama


We’re also thrilled to announce four fan-favorite legacy suits from Marvel’s Spider-Man and Marvel’s Spider-Man: Miles Morales are being added to the game! Based on community requests, these four suits are being retrofitted for Marvel’s Spider-Man 2, including two for Peter and two for Miles. See what’s in store below!

Last Stand Suit (Peter Parker)

Donning a red leather jacket, the Last Stand suit is a highly requested fan favorite coming to Marvel’s Spider-Man 2! Now updated with our suit styles, the Last Stand suit gets a more classic variant, full black, and an Arachno-Man-inspired yellow and green. 

Into The Spider-Verse (Peter Parker)

Inspired by Peter B. Parker’s design in Spider-Man: Into the Spider-Verse, this iconic look adds a Spider-verse flare to Peter Parker’s wardrobe. Enable the Film Style Animation mode via visual settings to get an even more authentic, filmic look!

Animated Suit (Miles Morales) 

Miles gets a little animated. We’re adding Miles Morales’ Animated suit to Marvel’s Spider-Man 2. This suit is reminiscent of classic cartoons and comics of old.

Uptown Pride Suit (Miles Morales)

Complete with a gold trim, the Uptown Pride suit is a beloved favorite from Marvel’s Spider-Man: Miles Morales that’s making its way to Marvel’s Spider-Man 2! This time, the Uptown Pride Suit gets added colorways: silver trim, black on red, and blue on pink. 

Finally, our latest update brings stability fixes to the game and addresses some player feedback, such as the ability to swap out your parry and traversal abilities from the Symbiote to Spider Arms, and vice versa. This update, version 1.003.000*, will be available on June 18th, so keep an eye out for it! 

If you haven’t had a chance to jump in yet, now is a good time as any: Marvel’s Spider-Man 2 is currently featured in PlayStation’s Days of Play celebration! That means big discounts for physical and digital editions across PlayStation Store and at participating retailers! Be sure to get the game before the promotion ends on June 12, 2024!

We look forward to hearing what you think when the update hits next week!

*Internet connection required for update v.1.003.000