▁two ▁buttons . ▁Level s ▁are ▁randomly ▁generated ▁based ▁on ▁the ▁player ' s ▁skill ▁level ▁using ▁pre made ▁" ch unks " ▁created ▁by ▁the ▁design ers . ▁ ▁Development ▁Development ▁for ▁Super ▁Me at ▁Boy ▁Fore ver ▁was ▁announced ▁in ▁ 2 0 1 4 ▁as ▁mobile - only ▁sequ el ▁to ▁the ▁original ▁Super ▁Me at ▁Boy . ▁Team ▁Me at ▁found ers ▁Edmund ▁Mc Mill en ▁and ▁Tommy ▁Ref enes ▁originally ▁te ased ▁the ▁project ▁as ▁a ▁" live ▁action ▁ste alth ▁game " ▁called ▁A ▁Vo ye ur ▁for ▁September , ▁but ▁this ▁was ▁later ▁revealed ▁to ▁be ▁an ▁an agram ▁for ▁Super ▁Me at ▁Boy ▁Fore ver . ▁After ▁a ▁few ▁years ▁of ▁little ▁to ▁no ▁public ▁updates , ▁Edmund ▁Mc Mill en ▁left ▁Team ▁Me at ▁and ▁began ▁foc using ▁on ▁other ▁intellectual ▁property ▁such ▁as ▁The ▁Binding ▁of ▁Isaac ▁and ▁The ▁End ▁Is ▁N igh . ▁Ref enes ▁said ▁to ▁not ▁" hold ▁your ▁breath " ▁expecting ▁Mc Mill en ▁to ▁come ▁back ▁after ▁Super ▁Me at ▁Boy ▁Fore ver ▁is ▁released . ▁ ▁In ▁ 2 0 1 7 , ▁Ref enes ▁restart ed ▁the ▁project ▁as ▁full - f led ged ▁sequ el ▁and ▁several ▁new ▁team ▁members ▁joined ▁Team ▁Me at ▁to ▁help ▁with ▁development . ▁Among ▁the ▁new ▁team ▁members ▁were ▁K yle ▁Pul ver ▁( Off spring ▁F ling , ▁S napshot ), ▁and ▁Tem m ie ▁Ch ang ▁who ▁worked ▁on ▁the ▁art ▁for ▁Und ert ale . ▁R