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SUPERHOT is the smash-hit FPS where time moves only when you move. No regenerating health bars. No conveniently placed ammo drops. Hi! We are SUPERHOT Team. The studio behind: SUPERHOT, SUPERHOT: MIND CONTROL DELETE and SUPERHOT VR. Three different games with confusingly similar names.


Superhot pc game


No conveniently placed ammo drops. It’s you, alone, outnumbered and outgunned. Snatch weapons from fallen enemies to shoot, slice and dodge through a truly cinematic hurricane of slow-motion bullets. Recent Reviews:. All Reviews:. Popular user-defined tags for this product:. Is this game relevant to you? Sign In or Open in Steam. Requires agreement to a 3rd-party EULA.

Languages :. English and 13 more. View Steam Achievements Includes 26 Steam Achievements. View Points Shop Items 3. Points Shop Items Available.

Share Embed. Read Critic Reviews. Add to Cart. Bundle info. Add to Account. View Community Hub. Snatch weapons from fallen enemies to shoot, slice and dodge through a truly cinematic hurricane of slow-motion bullets Do you crave meaning? Decrypt a deep and multi-layered narrative. Find the answers you seek. Mind is software. Let the System set you free. Time only moves when you do. No need to hurry, take your time. Endless Mode — how long can you last against unyielding waves of enemies? Thirty months in the making.

Thousands of hours put into development and design. From its humble origins in the 7 Day FPS game jam, through a hugely successful Kickstarter campaign to a plethora of awards and nominations from industry experts, SUPERHOT is a labor of love by its independent, dedicated team and thousands of backers from all around the globe.

Already addicted? Want it to get even more real? You are independent. You will not take orders. System Requirements Windows. Recommended: Requires a bit processor and operating system. Minimum: Requires a bit processor and operating system. See all.

View all. The manoeuvre allows the player to escape projectiles that are unavoidable, but has a cooldown timer that prevents repeated use, and the new body also drops its weapons upon switching. In addition to the campaign mode, the full release of Superhot includes an “endless” mode, where the player survives as long as they can against an endless stream of enemies. A new set of levels was developed for the virtual reality version of the game.

The player’s avatar reacts to the player’s body, head, and hand movements; in keeping with the “time only moves when you move” concept, in-game time only progresses when the player makes deliberate movement with their body; turning their head to assess the situation, or making small twitches to the body do not cause time to progress.

The player’s avatar can only move in a small space from their location on the level mapping to how the player moves around themselves ; after defeating a small wave of enemies, they grab onto a virtual object to jump them to a new location within the level.

Following the campaign, the player unlocks a similar endless mode as the non-VR title. A standalone expansion that does not require the main game, Superhot: Mind Control Delete uses roguelike elements. Levels and challenges are procedurally generated. The expansion has the player choose one of several Cores that each have unique abilities, unlocking these based on their progress in the game, and as they complete levels, gain power-ups that allow them to face tougher challenges.

Players who owned the first game before Mind Control Delete came out were given free copies on the release date. It is initially planned for a Japanese release for PlayStation 4 and Windows, but other regions and platforms may follow. The Superhot narrative works in several metanarrative levels: the player plays a fictionalized version of themselves sitting in front of their DOS prompt , getting a message from their friend who offers them a supposedly leaked copy of a new game called superhot.

Launching the game immediately thrusts the player into a series of seemingly unconnected levels via different points of view, all based around killing hostiles, after which the game glitches out and disconnects. As both the player and their friend play through superhot. As the player goes through more and more levels, each apparently targeting specific locales, the system’s warnings grow more ominous, telling them the player is unaware of the consequences of their actions, eventually forcing the player to walk to their own in-game house and to their in-game player character, a figure wearing VR headgear , and punch themselves into unconsciousness.

Upon doing so, the “game” glitches out, and the player character wakes with a severe head injury. Afterward, the system warns the player once again to stop using Superhot , and forces the player to quit the game entirely.

Inevitably, the player will start up Superhot again, and the system concedes to the player’s insistence to keep playing, fully encouraging them to play more and more. Now under the system’s sway, the player begins a rampage through city streets, cutting through enemies to get closer and closer to a massive laboratory that houses the system itself. There, it guides the player into uploading itself into the core as numerous enemies attempt to stop the player.

Once done, the player becomes part of the core, joining numerous other minds absorbed by the core itself into a transhuman hivemind. Superhot was originally developed for the 7 Day FPS Challenge, held that August, in which teams of programmers were given a week to develop complete, functional prototypes of games.

Superhot ‘s director Piotr Iwanicki was inspired by the Flash game “Time4Cat”, in which the player controls a cat trying to collect food on a busy road intersection; time only moves when the player moves the cat. The name of the game is based on how the two words “super” and “hot” best represent the game being “positive” and “intense”. The Challenge prototype only featured three levels across three computers, which to meet the deadline the team strung together in three separate applications and called the game episodic.

Unlike a puzzle game where there is typically only one solution and the player is rewarded for finding it, Iwanicki considers Superhot to be about having the time to adjust to one’s instincts and improvise a strategy for completing a challenge. In May , the development team launched a Kickstarter campaign to make Superhot a full release, including improvement of the art design, new levels and challenges, and support for the virtual reality headset Oculus Rift.

This included tuning some of the gameplay, such as adding a katana that could be used to cut oncoming bullets in half. When they tried to launch the Kickstarter campaign, they found that the platform did not support their native Poland at the time. This gave the team more time to improve the game while locality issues were resolved, and it allowed them to continue building the art assets for the Kickstarter promotion.

Cliff Bleszinski designed a level for the game because he pledged for the Kickstarter tier that allowed a backer to co-design an arena stage. The art style of Superhot is minimalistic by design, according to art director Marcin Surma. This choice was made during the creation of the demonstration, primarily to allow the team to focus on the gameplay aspects for the 7-day FPS Challenge.

Free downloadable content in the form of new levels and a new gameplay feature was released for all versions in With the critical success of the game by late , the Superhot team started working on a version for the PlayStation 4.

This was released in 21 July The Rift-enabled version included the added gameplay feature of allowing the player to lean the character to side by leaning their bodies, and rotating the character’s view separate from their bodies motion. Many journalists that played this demonstration compared the experience to being like the characters of Neo or Morpheus from the film The Matrix , exemplifying the game’s use of the Rift as innovative compared to other Rift-enabled games.

After completing the Kickstarter with sufficient funds for the VR-enabled version, the Superhot team realized that they needed to rebuild the game from scratch to provide the best VR experience for Superhot , named Superhot VR. They also needed to find ways to simulate a player’s hitbox , given that the Oculus can only track the player’s head and hands. They used this to approximate the player’s torso in game. Developer Tomasz Kaczmarczyk said that compared to the standard version of the game, the VR-enabled one requires the player to act out all the motions to complete a game level, making the player “feel percent engaged” in the experience.

Oculus VR itself came under criticism in April after the company decided to apply digital rights management controls on its software that required Oculus games to only be played on the Rift, effectively breaking a user-made patch, called “Revive”, to allow these games to have been played on the HTC Vive.

Superhot’s developers noted that without Oculus’ help, the VR version of the game would not be as sophisticated as it came out to be, and restated their intentions to port the game to other VR systems. As released Superhot VR included an in-game toggle that would skip over scenes that involved the player-character committing self-harm, such as shooting themselves in the head or jumping off a tall building.

You deserve better. All scenes alluding to self-harm are now completely removed from the game. These scenes have no place in superhot virtual reality. Superhot Team worked with Manuel Correia to produce a Superhot card game.

The game uses a set of cards where most are dual-purpose cards, either treated as obstacles or as a move the player can make; for example a card representing a weapon would be representing an enemy shooting at the player as an obstacle, or a weapon the player has if as a move. Additionally, there are “bullet” cards that are only obstacles. The goal is to use cards in ones hand as moves, using their points to meet or exceed the cost value of the obstacles as to eliminate non-bullet cards from a tableau on the table; once all obstacle cards are eliminated, the player can then use moves to eliminate the bullets.

The player can also opt to “gain” an obstacle card for their own deck, making the game have elements of a deck-building card game. If a player exhausts their hand before eliminating all the obstacle cards, any remaining bullets are counted against them, and after four bullets marks, the game is over. There are also additional goal cards that the player must complete during this process. The game has variants for single-player, co-operative and competitive multiplayer games.

The web demonstration proved popular, drawing attention to the game and aiding in the success of its Kickstarter. The game has been compared thematically to The Matrix film franchise and the Max Payne video game series, [15] and with environments described by Wired UK ‘s Philippa Warr as playing “through Quentin Tarantino ‘s version of the Mad Men opening credits”.

On its full release, Superhot received “generally favorable” reviews, according to review aggregator Metacritic. Landfall Games, the developers of Clustertruck which requires the player to jump and leap between numerous trucks in motion, created a short playable modification of their game for April Fools’ Day in called Super Truck , combining their game’s concept with Superhot ‘s time-motion mechanic and art style. In April , the Superhot Team reported that sales of Superhot VR had surpassed , units, exceeding sales of the original Superhot game.

The success of Superhot allowed the Superhot Team to establish a “Superhot Presents” funding system for other small indie games, looking for more quirky titles that need financial assistance.

From Wikipedia, the free encyclopedia. For the Fahrenheit album, see Super Hot. Edit on Wikidata. Ars Technica. Retrieved 26 February Vox Media. Retrieved 17 June Retrieved 25 February Gamer Network. Retrieved 21 September Retrieved 1 August Retrieved 22 February Retrieved 29 December Retrieved 5 December Retrieved 16 August Superhot official website. Archived from the original on 14 July Retrieved 13 July Retrieved 13 May UBM Tech.

Retrieved 18 September PopMatters Media. Kill Screen. Kill Screen Media.



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