Super Meat Boy designer Tommy Refenes knew that the name Forever was cursed territory in video games. Originally, he wanted to give the sequel to his pioneering tough-as-nails indie platformer a different title: Super Meat Boy â, pronounced âSuper Meat Boy Infinity.â He decided, though, that itâd have been too confusing.
âI took the curse over the confusion,â he told Kotaku during an interview at PAX.
And what a curse it was. Unlike the most infamous member of gamingâs Forever family, Duke Nukem Forever, Super Meat Boy Foreverâs early ambitions were relatively humble. It was originally conceived in 2011âa year after Super Meat Boy came outâas a one-button auto runner prototype that was Refenesâ answer to pleas for a mobile version of Super Meat Boy. Refenes and his collaborator Edmund McMillen didnât start working on it in earnest until 2014, and even then, it was to be a âpalate cleanserâ ahead of a bigger project.
âWe worked on it for three months, and then work just kind of stopped,â said Refenes. âA lot of life stuff happened. I got married. Edmund went through some stuff. He also had Binding of Isaac, which took a lot of his attention. Nobodyâs Superman, right? We canât Doctor Strange clone ourselves and work on things. There were two directions, and we had to figure out how both of us could continue.â
Ultimately, Super Meat Boy Forever wound up on the backburner for a couple years while Refenes and McMillenâone of the indie golden ageâs original super duosâdodged and wall-slid through the spike-ridden death trap that is life. McMillen decided to do his own thing, given that Isaac, a time-devouring hobgoblin of a roguelite, had become a phenomenon in its own right. Refenes, however, could not abandon his gap-toothed blood balloon of a meat son.
So, in 2016, Refenes says he and McMillen reached an agreement that he believes was good for both of themâleaving them on relatively good terms, with Refenes continuing to work on Meat Boy. âItâs bittersweet, but Meat Boy continues, Isaac continues. All of these things still exist… We donât talk as much as we used to. It was just a sign-off kind of thing.â
That gave Refenes space to craft Super Meat Boy Forever according to his own vision, which had by that point expanded from a mobile spin-off into a full-blown sequel with a new two-button control scheme and 7,200 handcrafted levels that dynamically weave themselves into a different whole each time you play. Refenes believes heâs having his Kojima moment.
âI kind of trashed everything that we had and decided that I was gonna go all outâgo Kojima on it,â he said. âWe literally have almost 50 minutes of cut-scenes. Theyâre hand-animated. Itâs like my Netflix show pilot and a video game, all in one… In a way, it felt more freeing to me, because thereâs always been a part of me that wants to write stories and stuff like that. With the [McMillen] collaboration, I wrote little bits of the story, but the first Meat Boy story and how it progressedâthat was 90 percent his thing. So this one was more freeing because it was like âOK, I want to do a fucking crazy story with insane cut-scenes, and I want these individual chapters.ââ
But over seven thousand levels and a short movieâs worth of cut-scenes donât just make themselves. The scope of this new Super Meat Boy Forever was unlike anything Refenes had ever worked on before, and he needed a meaty team to match. He now estimates that heâs collaborating with 14 or 15 people, like someone he calls the best level designer heâs ever worked with and an environment artist specifically for cut-scenes.
Since 2017, progress has been steady, a change of pace from Foreverâs stop-start beginnings. So Refenes figured he could announce a release date.He settled on April 2019, figuring that since he and the team had finished four of the gameâs six chapters, the rest would come relatively easily. But then he realized there were still uber-challenging âdark worldâ levels to account for, and he began to think he might have made a mistake.
âAs soon as I made the [release date announcement] trailer and sent it out, I turned to my wife and said, âI probably shouldnât have done that,ââ Refenes said.
The proposed release month came and went, and Refenes had to eat crow. Then it dawned on him that, unlike his gameâs frantically fumbling protagonists, he could afford to take his time. And so, gamingâs Forever legacy lives on with Super Meat Boy Foreverâs new release date: when itâs done (but hopefully this year).
âIt was one of those things where itâs like, âIâm not gonna kill everybody on the team to make it happen,ââ he said. âWeâre not taking Kickstarter money or early access or anything like that. Iâm not in debt to anybody. So I was just like âOK, weâll just take longer, and itâll work.â Weâre not hurting financially or anything.â
Part of that financial security can be chalked up to the fact that, on PC, Super Meat Boy Forever is an Epic Games Store exclusive. Refenes and company did not have to weather the gale-force blowback many developers have been forced to endure, having cut a deal with the nascent mega-store before Metro Exodusâ big lightning rod moment. Still, not everybody was happy at the time, and even more people have voiced their rage since. Refenes, though, is taking it all in stride.
âWhen it was announced, some people were like âOh, thatâs weird,ââ he said. âAnd some people were pissed off. But most of the community was like âSo?â They were more like âWhen is it coming out?â There is a barrier to entry on PC, and itâs your specs. Itâs not like every store is like âWeâre a store with exclusives. Also, all of our games only run on Nvidia Titan graphics cards.â For the most part, people just donât care. It might be a little inconvenient, but I honestly feel like people who were not going to buy our game werenât going to buy it either way.â
Refenes said he feels a little bad for what he perceives as a small but vocal subset of potential players whoâve spent an inordinate amount of time âscreaming into the voidâ about the Epic Games Store. âI was young once too,â he said. âI remember feeling those feelings, and I did not have an outlet. But I feel like if I had the internet, I wouldâve screamed at Nintendo for not having Sonic. I feel like eventually all of these people will kind of go âYou know what? That wasnât worth it. That was a waste.â Thatâs just part of aging and maturing.â
âIf Epic comes to you and says, âWeâre going to give you an exclusivity deal where youâre going to be OK no matter whatââto not take something like that is a mistake,â he said. âIt is a complete mistake. Your community is not the people who are screaming negatively. Your community is the people who are playing and enjoying your game. And I really doubt the people thatâll take the time and energy to scream at you are people who are going to enjoy it. I donât believe that for a second.â
Roving gangs of abusive store haters, however, are far from the only new element that characterizes the current era of independent game development. Much has changed since Refenes first started working with McMillen on Super Meat Boy back in 2009. While they were far from the only developers buoying up the scene at the time, the two became faces of the late-2000s indie boom thanks to their star turn in 2012 documentary Indie Game: The Movie, as well as the smash success of Super Meat Boy
âItâs especially strange with the movie and everything,â Refenes said. âIâve been recognized at Starbucks. Itâs weird to have people tell me âYou inspired me to make games.â I always joke like, âOh, Iâm so sorry.ââ
Now, a decade later and still working on Meat Boy, Refenes can only marvel at how far his corner of the industry has come.
âI remember it used to be a struggle to get eyes from higher-ups,â he said. âWith Microsoft, it was a battle to get our Xbox Live Arcade deal [for the first Super Meat Boy]. I had to leverage a potential Sony deal to get them to say yes. These days, Iâm in an elevated position because of Meat Boy, but still, now you have stuff like Nindies, you have Xbox with their indie events, Sony has all their events. That used to be unheard of. Itâs very different.â

The video game landscape is also much more crowded than it was back when Refenes and McMillen breathed digital life into a pile of meat, and countless gamesâsome of them quite goodâslip through the cracks. Refenes acknowledges that things are definitely more precarious for aspiring game makers, but he also views the industry as healthier overall.
âI think itâs better,â he said. âYou know, thereâs an influx of people making games. You can be like âOh, itâs going to be an indie bubble,â but weâve been saying thatâs going to happen for, like, five years, right? I think overall itâs a good thing to have more. The industry has matured beyond it only being Modern Warfare 2 or whatever. You get crazy mega hits like Stardew Valley and all this stuff that could not have broken through on, like, GameCube or even the Xbox 360.â
Refenes restated what many before (or technically after) him have said: Now youâve got to treat even small-scale game development like a business if you want to have any chance of success. âThere is no such thing as the Xbox Live golden ticket anymore,â he said. âAny indie whoâs getting into it right now, thereâs just more to consider than I did in 2010. 2010 was âGet the game done, and if itâs a good game, itâll sell well.â I still believe good games sell well, but itâs also a thing where you need to make sure people know about it, and you need to fight for visibility.â
Even then, thereâs no guarantee. Refenes recognizes that he was in the right place at the right time back in 2010, and for that, he said, heâs extremely grateful. All he can do now is use that fact to help him keep things in perspective as he continues to make games.
âIf I was starting out now, it would be a much harder uphill battle for sure,â he said. âI already have millions of Meat Boy fans, and while I donât feel guilty about it, Iâm always like âI have this easier than a lot of people. Way, way easier.ââ