Compare Super Cable Boy prices across 50+ stores and find the best deal. Developed by Sørb. Published by Sørb. Released on 11/20/2020. Available on PC, Mac, Linux. Genres: Action, Indie.

A solo-dev precision platformer that earns its place next to Celeste by being the rare one that wants you to actually finish it, not just suffer through it.

My first thought when I loaded Super Cable Boy was that I'd seen this shape before: short levels, pixel art, chip-tune OST, precision demands. The genre has a habit of treating accessibility as a dirty word. Within twenty minutes I realised this game reads that habit, shrugs, and does something warmer. You play as a sentient handheld gaming device, power cable trailing behind you, with the sole goal of plugging into each level's socket before the Glitch consumes everything. The early stages are deliberately stripped back: walk, jump, wall-jump, done. Some players find the opening too gentle, and honestly that's a fair read. But Sorb is buying you time to feel the physics, and the physics are worth feeling. The jump arc has a fixed-height quirk where you halt mid-air by tapping down rather than releasing the button early, which takes a few minutes to internalize. Once it clicks, the movement starts to feel precise in a way that rewards intention rather than reflex. The cartridge system is where the game opens up. Four collectible carts each rewrite what you can do: the cable becomes a grappling hook for swinging and momentum tricks, a triple-jump cart lets you chain aerial movement, an ink-based ability shifts the colour dimension of the world itself, and a Voltage cart unlocks speed swimming through special terrain blocks near the final zones. Each cart gets its own world built around it, with boss fights that test exactly the mechanic you just spent several stages practicing. When the late game starts mixing carts inside single levels, with coloured clouds automatically switching your active ability mid-run, the design shows its real intelligence. You can try swapping carts yourself to find unintended solutions, or let the level guide you through its intended rhythm. Both approaches work, which is quietly rare in this genre. The art and soundscape are where Sorb lets the craft speak plainly. The level select screen is a rotating, pulsing construction of ones and zeroes that borders on kinetic sculpture. In-level, layered visual effects, blurred reflections, pointillist seas, and glitch-art corruption sit on top of one another without ever becoming unreadable. The soundtrack shifts from chip-tune familiarity into something more atmospheric and strange as the Glitch's presence grows. It earns the mood rather than announcing it. The few player complaints worth noting are real: some late-level difficulty spikes feel less designed than thrown at you, certain colour-shifting sections can temporarily obscure what is and isn't lethal, and if you skip the onigiri rice ball collectibles entirely the main run can feel slight. Those collectibles are the true teeth of the challenge, though, and players who want the longer, harder version of this game will find it waiting in every stage they previously brezeed through. There is also a local co-op mode, which is a genuinely pleasant bonus for a game of this scale. A speedrunning community has grown around it too, with its own Discord and documented strategies, which says something about how tight and legible the underlying systems are. Kai, Scout Team

Super Cable Boy
ActionIndie

Super Cable Boy

Nov 20, 2020Sørb
GamerScout Says

A solo-dev precision platformer that earns its place next to Celeste by being the rare one that wants you to actually finish it, not just suffer through it.

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About Super Cable Boy

My first thought when I loaded Super Cable Boy was that I'd seen this shape before: short levels, pixel art, chip-tune OST, precision demands. The genre has a habit of treating accessibility as a dirty word. Within twenty minutes I realised this game reads that habit, shrugs, and does something warmer. You play as a sentient handheld gaming device, power cable trailing behind you, with the sole goal of plugging into each level's socket before the Glitch consumes everything. The early stages are deliberately stripped back: walk, jump, wall-jump, done. Some players find the opening too gentle, and honestly that's a fair read. But Sorb is buying you time to feel the physics, and the physics are worth feeling. The jump arc has a fixed-height quirk where you halt mid-air by tapping down rather than releasing the button early, which takes a few minutes to internalize. Once it clicks, the movement starts to feel precise in a way that rewards intention rather than reflex. The cartridge system is where the game opens up. Four collectible carts each rewrite what you can do: the cable becomes a grappling hook for swinging and momentum tricks, a triple-jump cart lets you chain aerial movement, an ink-based ability shifts the colour dimension of the world itself, and a Voltage cart unlocks speed swimming through special terrain blocks near the final zones. Each cart gets its own world built around it, with boss fights that test exactly the mechanic you just spent several stages practicing. When the late game starts mixing carts inside single levels, with coloured clouds automatically switching your active ability mid-run, the design shows its real intelligence. You can try swapping carts yourself to find unintended solutions, or let the level guide you through its intended rhythm. Both approaches work, which is quietly rare in this genre. The art and soundscape are where Sorb lets the craft speak plainly. The level select screen is a rotating, pulsing construction of ones and zeroes that borders on kinetic sculpture. In-level, layered visual effects, blurred reflections, pointillist seas, and glitch-art corruption sit on top of one another without ever becoming unreadable. The soundtrack shifts from chip-tune familiarity into something more atmospheric and strange as the Glitch's presence grows. It earns the mood rather than announcing it. The few player complaints worth noting are real: some late-level difficulty spikes feel less designed than thrown at you, certain colour-shifting sections can temporarily obscure what is and isn't lethal, and if you skip the onigiri rice ball collectibles entirely the main run can feel slight. Those collectibles are the true teeth of the challenge, though, and players who want the longer, harder version of this game will find it waiting in every stage they previously brezeed through. There is also a local co-op mode, which is a genuinely pleasant bonus for a game of this scale. A speedrunning community has grown around it too, with its own Discord and documented strategies, which says something about how tight and legible the underlying systems are. Kai, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementscontroller-supportcloud-savestier:sub-5Precision PlatformerGrapple MechanicCartridge ProgressionGlitch-Art AestheticCompletionist ChallengeAccessible DifficultyChip-Tune SoundtrackMultiple EndingsSpeedrun-Friendly

Steam Deck & Linux

Steam Deck Verified

Valve rates this game Steam Deck Verified.

System Requirements

Minimum

OS
Windows 10
Memory
2 GB RAM
DirectX
Version 10
Storage
500 MB available space
Graphics
Intel HD 4000
Processor
Intel Core i3
Sound Card
Any Soundcard

Recommended

OS
Windows 10
Memory
2 GB RAM
DirectX
Version 10
Storage
500 MB available space
Graphics
GeForce GT 640
Processor
Intel Core i5
Sound Card
Any Soundcard

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Game Info

Developer
Sørb
Publisher
Sørb
Release Date
Nov 20, 2020

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What platforms is Super Cable Boy available on?

Super Cable Boy is available on PC, Mac, Linux.

When was Super Cable Boy released?

Super Cable Boy was released on 20 November 2020.

Who developed Super Cable Boy?

Super Cable Boy was developed by Sørb.