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Wikipedia

Superhot

Superhot is an independent first-person shooter (FPS) video game developed and published by Superhot Team. Though the game follows traditional first-person shooter gameplay mechanics, with the player attempting to take out enemy targets using guns and other weapons, time within the game progresses at normal speed only when the player moves; this creates the opportunity for the player to assess their situation in slow motion and respond appropriately, making the gameplay similar to strategy video games. The game is presented in a minimalist art style, with enemies in red and weapons in black, in contrast to the otherwise white and grey environment.

Superhot
Developer(s)Superhot Team
Publisher(s)Superhot Team
Director(s)Piotr Iwanicki
Producer(s)
  • Marek Bączyński
  • Tom Kaczmarczyk
Designer(s)
  • Piotr Iwanicki
  • Panos Rriska
Programmer(s)
  • Krzysztof Tracz
  • Jakub Witczak
Artist(s)
  • Marcin Surma
  • Konrad Kaca
Writer(s)Cezary Skorupka
Composer(s)Karl Flodin
EngineUnity
Platform(s)
Release
  • Windows, OS X, Linux
  • 25 February 2016
  • 5 December 2016 (VR)
  • Xbox One
  • 3 May 2016
  • PlayStation 4
  • 21 July 2017
  • Oculus Quest
  • 30 April 2019
  • Nintendo Switch
  • 19 August 2019
  • Stadia
  • 1 June 2020
Genre(s)First-person shooter
Mode(s)Single-player

The game originated as an entry in the 2013 7 Day FPS Challenge, which Superhot Team expanded into a browser-based demonstration that September. Widespread attention from the demonstration prompted the team to develop the full game, using Kickstarter to secure funding to complete the title. Superhot was released for Microsoft Windows, OS X, and Linux in February 2016. Versions for the Xbox One, PlayStation 4, and Nintendo Switch were released in May 2016, July 2017, and August 2019, respectively. A rebuilt version of the game to better support virtual reality, Superhot VR, was released for the Oculus Rift, HTC Vive, and PlayStation VR headset devices. A standalone expansion, Superhot: Mind Control Delete, which utilizes roguelike elements such as procedural generation and permadeath, became available through early access in December 2017 and was released officially on 16 July 2020.

The game was met with positive reception, with reviewers considering the title to be an innovative take on the first-person shooter genre.

Gameplay edit

 
In Superhot, time moves slower when the player does not move. The game moves faster when they look around, move or shoot, giving them situational awareness to respond to enemy actions, such as altering their course to avoid the path of oncoming bullets. The game uses a limited palette of colors – whites, blacks, and reds – to aid the player in focusing on key elements.

Superhot sets the player in a minimalistic environment, taking out hostile attackers that are trying to kill them. Weapons picked up by the player have limited ammunition and break easily, requiring the player to rely on defeating enemies to attain new weapons, or making melee kills. Taking a single hit from an enemy bullet kills the player, requiring them to restart the level. Though the game mechanics are typical of most shooters, time only progresses normally when the player moves or fires a gun, otherwise time is slowed; this is described in the game's tagline "Time Moves Only When You Move".[1] This gives the player the opportunity to alter their actions as to avoid the path of bullets or to better assess their current situation.

The game originally was a three-level prototype browser game. In expanding to the full game, Superhot Team created a campaign mode across approximately thirty-one levels, estimated to be as long as Portal.[2][3] The full game includes additional weapons, such as new kinds of firearms, explosives, melee weapons, and improvised weapons like billiard balls that can be thrown at enemies, and introduces AI enemies that have similar awareness as the player and can dodge the player's bullets.[4][5] One significant change from the earlier prototype is that the player does not automatically pick up a weapon when they pass over it but must enact a specific control to do so, enabling the player to selectively choose and use weapons, or grab weapons dropped by enemies.[2] The full game enables the player to jump and as long as the jump button or key is held, the player can slow down time to plan and perform actions, enabling aerial gunplay.[6]

In the last portion of the campaign, the player gains the ability to "hotswitch" into an enemy's body, wherein they take control over the target, with the previous body dying. The manoeuvre allows the player to escape projectiles they cannot dodge, but has a cooldown timer that prevents repeated use, and the new body also drops its weapons upon the player entering it.

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 wave of enemies.[6] A "challenge" mode allows players to replay the campaign mode levels but under specific restrictions or requirements, such as completing the level within a limited amount of time or only using a specific type of weapon.[3] The final game includes a replay editor to allow users to prepare clips to share on social media websites.[6]

Superhot VR edit

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.[7]

Superhot: Mind Control Delete edit

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 the several Cores with unique abilities in each of them, unlocking these based on the player's progress in the game, and as they complete levels, the player also gains power-ups that allow them to face tougher challenges.[8] Superhot: Mind Control Delete was released into early access in December 2017.[9] The game was released on 16 July 2020. Players who owned the original game before Mind Control Delete came out were given free copies on the release date.[10]

Superhot JP edit

A Japanese-themed Superhot title, Superhot JP, began development by GameTomo in 2018 with support of the Superhot developers. It is initially planned for a Japanese release for PlayStation 4 and Windows, but other regions and platforms may follow.[11]

Plot edit

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.exe, claiming that the only way to access it is with a crack. 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.[1] After this crash, the player's friend sends an updated version of the .exe file, apparently a new version of the game that fixes the "glitches".

As both the player and their friend play through superhot.exe, it becomes apparent that the player's presence in the game is monitored by whoever is responsible for the game – referring to itself as a "system" – and demands they cease playing via various methods, such as ominous threats showing the player's in-game residence, and altering the player's messages to their friend to urge them to stop playing, eventually harassing the player's friend into giving up on the game and engineering a fallout with them. 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. The core forces the player to shoot their original body/player character, finally making them one with Superhot.

Post-credits, the core/hivemind informs the player that they are to spread interest in superhot.exe by recommending it to as many people through social media and Steam reviews, specifically instructing the player to use the words "Superhot is the most innovative shooter I've played in years!", the same words the player's friend used to recommend them the game.

Development edit

 
Game designer Piotr Iwanicki presents on Superhot's development at the 2016 Game Developers Conference

Superhot was originally developed for the 2013 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 stated that he was in part 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.[12][13] The team also took inspiration from the music video for the 2013 song "Bad Motherfucker" by the Russian band Biting Elbows, which shows a special agent from a first-person perspective escaping from a hostage situation through parkour and gunplay.[14] They combined these ideas for their Challenge prototype. The name of the game is based on how the two words "super" and "hot" best represent the game being "positive" and "intense".[12]

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.[12] They then refined it and released it as a free browser game in September 2013, whereupon it received extensive attention from players.[12] They also submitted the game through the Steam Greenlight process,[12] and within five days, it was successfully approved for later distribution by Valve, making the game the fastest to be approved through Greenlight at the time.[15][16] Iwanicki stated that the positive reaction to the web demonstration was a result of players looking for any variation in the standard formula of first-person shooters, which had not really changed since the development of Doom.[17] Iwanicki commented that while some have called Superhot a puzzle game, he feels it is an action game. 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.[17]

In May 2014, 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.[18] They had planned on starting a Kickstarter campaign to fund publication after their Steam Greenlight approval, but they first wanted to polish the game more before offering the crowdfunding opportunity. 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.[19] The Kickstarter campaign met its fundraising goal within the first day of going live, allowing the Superhot team to identify additional stretch goals, including improved animations and replay mode.[20] Luke Spierewka, a programmer on the team, believed the success of their fundraising was in part due to the availability of the browser-enabled demonstration that allowed potential funders to experience the game's concept hands-on.[19] The campaign ended with more than $230,000 in pledged funding, allowing the team to add in New Game Plus mode. 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.[21]

The art style of Superhot is minimalistic by design, according to art director Marcin Surma.[22] It uses three principal colors: white for the environment, black for objects the player can interact with, and red for enemies. 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.[22] Surma, who had not been able to participate in the Challenge but was brought on after their decision to expand the game, maintained this style, as it made it clear to the player what they had to focus on, removing the common distractions found in first-person shooters.[22] Iwanicki believed these design choices made any part of the game immediately "readable" to the player to plan out their strategy, while still providing enough detail to allow the player to imagine other facets of the game's world.[23] Surma also brainstormed the idea of presenting the game in the style of works from MS-DOS and Amiga computer systems in the 1990s; this resulted in the metagame interface that was fashioned after Norton Commander.[22] Surma thought this approach continued the game's theme of contrast: just as the enemies stand out in stark contrast to the environment, the 3D game stands out similarly from the character-based menu screens.[22]

 
Superhot on display on a large video screen at a Stadia exhibit at Gamescom 2019

At Gamescom, Microsoft announced that Superhot would be available on Xbox One via ID@Xbox.[24] Superhot was released on Microsoft Windows, OS X, and Linux on 25 February 2016, while the Xbox One version was released on 3 May 2016.[25][26][27] Physical copies of the game are published and distributed by IMGN.PRO.[28]

Free downloadable content in the form of new levels and a new gameplay feature was released for all versions in 2016.[29]

With the critical success of the game by late 2016, the Superhot team started working on a version for the PlayStation 4. This was released in 21 July 2017.[30] A Nintendo Switch version was released on 19 August 2019.[31]

Superhot VR edit

An early prototype of the game using Oculus Rift virtual reality (VR) support was shown during the Electronic Entertainment Expo 2014. 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.[32][33][34]

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.[35] Though they wanted to reuse some of the original levels, factors that they took into design for a normal first-person shooter, such as larger-than-normal hallways to avoid claustrophobia, did not translate well for VR, and it was easier to craft new levels for the VR experience. 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.[36] The team is working to assure the gameplay is focused on the VR experience, including tighter integration of the game's story. 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 100 percent engaged" in the experience.[35] Oculus VR, the company manufacturing the Oculus Rift, helped to fund Superhot VR's development for the Rift in exchange for time-exclusivity.[37] Superhot VR, which will require the Oculus Touch motion-sensing controllers, was released along the Touch devices on 5 December 2016.[29][36][38][39] The Superhot team also developed a version for the HTC Vive,[35] which was released on 25 May 2017.[40] Similarly, support for a PlayStation VR version of Superhot VR was started alongside the PlayStation 4 port of the non-VR game, and is expected to release shortly after the VR release in July 2017.[30]

Oculus VR itself came under criticism in April 2016 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.[41] Oculus eventually reversed this decision in June 2016, removing the digital rights controls.[42] However, users disappointed with the original limitations took similar issues with Superhot's Oculus Rift exclusivity, with several users giving the game negative reviews on Steam and other storefronts. 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.[43]

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. In July 2021, Superhot Team released a patch that eliminated these scenes completely from the game, stating that on reflection "Considering [the] sensitive time we’re living in, we can do better than that. 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." The choice to remove these games led to the game getting review bombed on Steam, with some users claiming that Superhot Team was giving in to "snowflakes" and others believing it to be a form of virtue signaling.[44][45]

Card game edit

Superhot Team worked with Manuel Correia to produce a Superhot card game. The game was crowdfunded through a Kickstarter campaign that started in January 2017 and shipped to backers in late 2017/early 2018.[46] It became available for retail purchase on 25 May 2018 after being picked up for publishing by Grey Fox Games.[47]

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 one's 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.[48]

Reception edit

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".[68] The "time moves only when you do" mechanic, as described by its creators,[12] has been called the "Braid of first-person shooters", in which the time mechanic makes the shooter more like a strategy game than a shooter.[69]

On its full release, Superhot received "generally favorable" reviews, according to review aggregator Metacritic.[55][56][57] Kyle Orland of Ars Technica believed the game had a "short but sweet running time" for its campaign mode with plenty of additional playtime available through the challenge and endless game modes to keep the game interesting.[1] Eurogamer's Christian Donlan considered both the gameplay and the narrative around it working well together to form "that rare piece of charmingly curated violence that dares to provoke difficult thought".[70] Chris Plante of The Verge found that while the narrative was passable, the gameplay and design choices that drive the title away from being a simple first-person shooter, such as the inclusion of a red trail to show the path of bullets that subtly allow the player to identify their source, made Superhot "something wholly original in a genre that has become bereft of originality".[71] Christopher Byrd for the Washington Post called the game a "soulful, artistic shooter", using its metafiction to "[flaunt] its understanding of the discourse around video games".[72]

Superhot was listed as an honorable mention for the Nuovo Award for the 2014 Independent Games Festival Awards,[73] while its full release was nominated for the 2016 Seumus McNally Grand Prize and for Excellence in Design awards.[74] Superhot was nominated for Trending Game of the Year, Most Promising Intellectual Property, and Most Fulfilling Community-Funded Game of the Year for the 2017 SXSW Gaming Awards.[75]

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 2016 called Super Truck, combining their game's concept with Superhot's time-motion mechanic and art style.[76]

According to analyst firm Superdata, in 2017, Superhot VR was the top revenue-grossing VR game for personal computers and 3rd highest for consoles, bringing in US$2.56 million and US$1.06 million in revenues, respectively.[77] Superhot VR was nominated for "Best VR Game" at the Golden Joystick Awards,[78] and for "Best VR/AR Game" at The Game Awards 2017.[79] At IGN's Best of 2017 Awards, it won the award for "Best VR Experience",[80] whereas its other nominations were for "Best Shooter" and "Most Innovative".[81][82] It was also nominated for "VR Game of the Year" at the 2018 SXSW Gaming Awards,[83][84] and won the awards for "Gamer's Voice (Virtual Reality Game)" at the SXSW Gaming Gamer's Voice Awards,[85] and for "Best VR/AR Game" at the 18th Annual Game Developers Choice Awards.[86][87]

In April 2019, the Superhot Team reported that sales of Superhot VR had surpassed 800,000 units, exceeding sales of the original Superhot game.[88] Within the last two weeks of 2019, Superhot VR brought in more than US$2 million of revenue across all VR platforms.[89]

Superhot: Mind Control Delete has received "generally favorable reviews" on Metacritic.[58][59][60]

Legacy edit

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. At its launch in August 2019, the Superhot Presents fund was already supporting the Frog Detective series by Worm Club, and Knuckle Sandwich by Andrew Brophy.[90]

See also edit

References edit

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External links edit

  • Official website

superhot, fahrenheit, album, super, independent, first, person, shooter, video, game, developed, published, team, though, game, follows, traditional, first, person, shooter, gameplay, mechanics, with, player, attempting, take, enemy, targets, using, guns, othe. For the Fahrenheit album see Super Hot Superhot is an independent first person shooter FPS video game developed and published by Superhot Team Though the game follows traditional first person shooter gameplay mechanics with the player attempting to take out enemy targets using guns and other weapons time within the game progresses at normal speed only when the player moves this creates the opportunity for the player to assess their situation in slow motion and respond appropriately making the gameplay similar to strategy video games The game is presented in a minimalist art style with enemies in red and weapons in black in contrast to the otherwise white and grey environment SuperhotDeveloper s Superhot TeamPublisher s Superhot TeamDirector s Piotr IwanickiProducer s Marek BaczynskiTom KaczmarczykDesigner s Piotr IwanickiPanos RriskaProgrammer s Krzysztof TraczJakub WitczakArtist s Marcin SurmaKonrad KacaWriter s Cezary SkorupkaComposer s Karl FlodinEngineUnityPlatform s LinuxMicrosoft WindowsOS XXbox OnePlayStation 4Oculus QuestStadiaNintendo SwitchReleaseWindows OS X Linux25 February 20165 December 2016 VR Xbox One3 May 2016PlayStation 421 July 2017Oculus Quest30 April 2019Nintendo Switch19 August 2019Stadia1 June 2020Genre s First person shooterMode s Single playerThe game originated as an entry in the 2013 7 Day FPS Challenge which Superhot Team expanded into a browser based demonstration that September Widespread attention from the demonstration prompted the team to develop the full game using Kickstarter to secure funding to complete the title Superhot was released for Microsoft Windows OS X and Linux in February 2016 Versions for the Xbox One PlayStation 4 and Nintendo Switch were released in May 2016 July 2017 and August 2019 respectively A rebuilt version of the game to better support virtual reality Superhot VR was released for the Oculus Rift HTC Vive and PlayStation VR headset devices A standalone expansion Superhot Mind Control Delete which utilizes roguelike elements such as procedural generation and permadeath became available through early access in December 2017 and was released officially on 16 July 2020 The game was met with positive reception with reviewers considering the title to be an innovative take on the first person shooter genre Contents 1 Gameplay 1 1 Superhot VR 1 2 Superhot Mind Control Delete 1 3 Superhot JP 2 Plot 3 Development 3 1 Superhot VR 3 2 Card game 4 Reception 5 Legacy 6 See also 7 References 8 External linksGameplay edit nbsp In Superhot time moves slower when the player does not move The game moves faster when they look around move or shoot giving them situational awareness to respond to enemy actions such as altering their course to avoid the path of oncoming bullets The game uses a limited palette of colors whites blacks and reds to aid the player in focusing on key elements Superhot sets the player in a minimalistic environment taking out hostile attackers that are trying to kill them Weapons picked up by the player have limited ammunition and break easily requiring the player to rely on defeating enemies to attain new weapons or making melee kills Taking a single hit from an enemy bullet kills the player requiring them to restart the level Though the game mechanics are typical of most shooters time only progresses normally when the player moves or fires a gun otherwise time is slowed this is described in the game s tagline Time Moves Only When You Move 1 This gives the player the opportunity to alter their actions as to avoid the path of bullets or to better assess their current situation The game originally was a three level prototype browser game In expanding to the full game Superhot Team created a campaign mode across approximately thirty one levels estimated to be as long as Portal 2 3 The full game includes additional weapons such as new kinds of firearms explosives melee weapons and improvised weapons like billiard balls that can be thrown at enemies and introduces AI enemies that have similar awareness as the player and can dodge the player s bullets 4 5 One significant change from the earlier prototype is that the player does not automatically pick up a weapon when they pass over it but must enact a specific control to do so enabling the player to selectively choose and use weapons or grab weapons dropped by enemies 2 The full game enables the player to jump and as long as the jump button or key is held the player can slow down time to plan and perform actions enabling aerial gunplay 6 In the last portion of the campaign the player gains the ability to hotswitch into an enemy s body wherein they take control over the target with the previous body dying The manoeuvre allows the player to escape projectiles they cannot dodge but has a cooldown timer that prevents repeated use and the new body also drops its weapons upon the player entering it 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 wave of enemies 6 A challenge mode allows players to replay the campaign mode levels but under specific restrictions or requirements such as completing the level within a limited amount of time or only using a specific type of weapon 3 The final game includes a replay editor to allow users to prepare clips to share on social media websites 6 Superhot VR edit 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 7 Superhot Mind Control Delete edit 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 the several Cores with unique abilities in each of them unlocking these based on the player s progress in the game and as they complete levels the player also gains power ups that allow them to face tougher challenges 8 Superhot Mind Control Delete was released into early access in December 2017 9 The game was released on 16 July 2020 Players who owned the original game before Mind Control Delete came out were given free copies on the release date 10 Superhot JP edit A Japanese themed Superhot title Superhot JP began development by GameTomo in 2018 with support of the Superhot developers It is initially planned for a Japanese release for PlayStation 4 and Windows but other regions and platforms may follow 11 Plot editThe 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 exe claiming that the only way to access it is with a crack 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 1 After this crash the player s friend sends an updated version of the exe file apparently a new version of the game that fixes the glitches As both the player and their friend play through superhot exe it becomes apparent that the player s presence in the game is monitored by whoever is responsible for the game referring to itself as a system and demands they cease playing via various methods such as ominous threats showing the player s in game residence and altering the player s messages to their friend to urge them to stop playing eventually harassing the player s friend into giving up on the game and engineering a fallout with them 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 The core forces the player to shoot their original body player character finally making them one with Superhot Post credits the core hivemind informs the player that they are to spread interest in superhot exe by recommending it to as many people through social media and Steam reviews specifically instructing the player to use the words Superhot is the most innovative shooter I ve played in years the same words the player s friend used to recommend them the game Development edit nbsp Game designer Piotr Iwanicki presents on Superhot s development at the 2016 Game Developers ConferenceSuperhot was originally developed for the 2013 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 stated that he was in part 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 12 13 The team also took inspiration from the music video for the 2013 song Bad Motherfucker by the Russian band Biting Elbows which shows a special agent from a first person perspective escaping from a hostage situation through parkour and gunplay 14 They combined these ideas for their Challenge prototype The name of the game is based on how the two words super and hot best represent the game being positive and intense 12 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 12 They then refined it and released it as a free browser game in September 2013 whereupon it received extensive attention from players 12 They also submitted the game through the Steam Greenlight process 12 and within five days it was successfully approved for later distribution by Valve making the game the fastest to be approved through Greenlight at the time 15 16 Iwanicki stated that the positive reaction to the web demonstration was a result of players looking for any variation in the standard formula of first person shooters which had not really changed since the development of Doom 17 Iwanicki commented that while some have called Superhot a puzzle game he feels it is an action game 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 17 In May 2014 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 18 They had planned on starting a Kickstarter campaign to fund publication after their Steam Greenlight approval but they first wanted to polish the game more before offering the crowdfunding opportunity 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 19 The Kickstarter campaign met its fundraising goal within the first day of going live allowing the Superhot team to identify additional stretch goals including improved animations and replay mode 20 Luke Spierewka a programmer on the team believed the success of their fundraising was in part due to the availability of the browser enabled demonstration that allowed potential funders to experience the game s concept hands on 19 The campaign ended with more than 230 000 in pledged funding allowing the team to add in New Game Plus mode 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 21 The art style of Superhot is minimalistic by design according to art director Marcin Surma 22 It uses three principal colors white for the environment black for objects the player can interact with and red for enemies 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 22 Surma who had not been able to participate in the Challenge but was brought on after their decision to expand the game maintained this style as it made it clear to the player what they had to focus on removing the common distractions found in first person shooters 22 Iwanicki believed these design choices made any part of the game immediately readable to the player to plan out their strategy while still providing enough detail to allow the player to imagine other facets of the game s world 23 Surma also brainstormed the idea of presenting the game in the style of works from MS DOS and Amiga computer systems in the 1990s this resulted in the metagame interface that was fashioned after Norton Commander 22 Surma thought this approach continued the game s theme of contrast just as the enemies stand out in stark contrast to the environment the 3D game stands out similarly from the character based menu screens 22 nbsp Superhot on display on a large video screen at a Stadia exhibit at Gamescom 2019At Gamescom Microsoft announced that Superhot would be available on Xbox One via ID Xbox 24 Superhot was released on Microsoft Windows OS X and Linux on 25 February 2016 while the Xbox One version was released on 3 May 2016 25 26 27 Physical copies of the game are published and distributed by IMGN PRO 28 Free downloadable content in the form of new levels and a new gameplay feature was released for all versions in 2016 29 With the critical success of the game by late 2016 the Superhot team started working on a version for the PlayStation 4 This was released in 21 July 2017 30 A Nintendo Switch version was released on 19 August 2019 31 Superhot VR edit An early prototype of the game using Oculus Rift virtual reality VR support was shown during the Electronic Entertainment Expo 2014 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 32 33 34 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 35 Though they wanted to reuse some of the original levels factors that they took into design for a normal first person shooter such as larger than normal hallways to avoid claustrophobia did not translate well for VR and it was easier to craft new levels for the VR experience 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 36 The team is working to assure the gameplay is focused on the VR experience including tighter integration of the game s story 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 100 percent engaged in the experience 35 Oculus VR the company manufacturing the Oculus Rift helped to fund Superhot VR s development for the Rift in exchange for time exclusivity 37 Superhot VR which will require the Oculus Touch motion sensing controllers was released along the Touch devices on 5 December 2016 29 36 38 39 The Superhot team also developed a version for the HTC Vive 35 which was released on 25 May 2017 40 Similarly support for a PlayStation VR version of Superhot VR was started alongside the PlayStation 4 port of the non VR game and is expected to release shortly after the VR release in July 2017 30 Oculus VR itself came under criticism in April 2016 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 41 Oculus eventually reversed this decision in June 2016 removing the digital rights controls 42 However users disappointed with the original limitations took similar issues with Superhot s Oculus Rift exclusivity with several users giving the game negative reviews on Steam and other storefronts 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 43 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 In July 2021 Superhot Team released a patch that eliminated these scenes completely from the game stating that on reflection Considering the sensitive time we re living in we can do better than that 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 The choice to remove these games led to the game getting review bombed on Steam with some users claiming that Superhot Team was giving in to snowflakes and others believing it to be a form of virtue signaling 44 45 Card game edit Superhot Team worked with Manuel Correia to produce a Superhot card game The game was crowdfunded through a Kickstarter campaign that started in January 2017 and shipped to backers in late 2017 early 2018 46 It became available for retail purchase on 25 May 2018 after being picked up for publishing by Grey Fox Games 47 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 one s 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 48 Reception editReceptionAggregate scoreAggregatorScoreMetacriticNS 84 100 54 PC 82 100 55 PS4 83 100 56 XONE 83 100 57 Review scoresPublicationScoreGame Informer7 75 10 49 GameSpot8 10 50 IGN7 5 10 51 PC Gamer US 84 100 52 Polygon9 10 3 VideoGamer com9 10 53 nbsp Edit on Wikidata Superhot Mind Control DeleteAggregate scoreAggregatorScoreMetacriticPC 78 100 58 PS4 77 100 59 XONE 82 100 60 Review scoresPublicationScoreDestructoid9 5 10 65 Game Informer8 75 10 62 GameRevolution nbsp nbsp nbsp nbsp nbsp 64 GameSpot7 10 63 PC Gamer US 82 100 61 Push Square8 10 67 The Guardian nbsp nbsp nbsp nbsp nbsp 66 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 68 The time moves only when you do mechanic as described by its creators 12 has been called the Braid of first person shooters in which the time mechanic makes the shooter more like a strategy game than a shooter 69 On its full release Superhot received generally favorable reviews according to review aggregator Metacritic 55 56 57 Kyle Orland of Ars Technica believed the game had a short but sweet running time for its campaign mode with plenty of additional playtime available through the challenge and endless game modes to keep the game interesting 1 Eurogamer s Christian Donlan considered both the gameplay and the narrative around it working well together to form that rare piece of charmingly curated violence that dares to provoke difficult thought 70 Chris Plante of The Verge found that while the narrative was passable the gameplay and design choices that drive the title away from being a simple first person shooter such as the inclusion of a red trail to show the path of bullets that subtly allow the player to identify their source made Superhot something wholly original in a genre that has become bereft of originality 71 Christopher Byrd for the Washington Post called the game a soulful artistic shooter using its metafiction to flaunt its understanding of the discourse around video games 72 Superhot was listed as an honorable mention for the Nuovo Award for the 2014 Independent Games Festival Awards 73 while its full release was nominated for the 2016 Seumus McNally Grand Prize and for Excellence in Design awards 74 Superhot was nominated for Trending Game of the Year Most Promising Intellectual Property and Most Fulfilling Community Funded Game of the Year for the 2017 SXSW Gaming Awards 75 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 2016 called Super Truck combining their game s concept with Superhot s time motion mechanic and art style 76 According to analyst firm Superdata in 2017 Superhot VR was the top revenue grossing VR game for personal computers and 3rd highest for consoles bringing in US 2 56 million and US 1 06 million in revenues respectively 77 Superhot VR was nominated for Best VR Game at the Golden Joystick Awards 78 and for Best VR AR Game at The Game Awards 2017 79 At IGN s Best of 2017 Awards it won the award for Best VR Experience 80 whereas its other nominations were for Best Shooter and Most Innovative 81 82 It was also nominated for VR Game of the Year at the 2018 SXSW Gaming Awards 83 84 and won the awards for Gamer s Voice Virtual Reality Game at the SXSW Gaming Gamer s Voice Awards 85 and for Best VR AR Game at the 18th Annual Game Developers Choice Awards 86 87 In April 2019 the Superhot Team reported that sales of Superhot VR had surpassed 800 000 units exceeding sales of the original Superhot game 88 Within the last two weeks of 2019 Superhot VR brought in more than US 2 million of revenue across all VR platforms 89 Superhot Mind Control Delete has received generally favorable reviews on Metacritic 58 59 60 Legacy editThe 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 At its launch in August 2019 the Superhot Presents fund was already supporting the Frog Detective series by Worm Club and Knuckle Sandwich by Andrew Brophy 90 See also edit nbsp Speculative fiction portal nbsp Video games portalReferences edit a b c Orland Kyle 26 February 2016 Superhot review Time is on my side Ars Technica Conde Nast Retrieved 26 February 2016 a b Campbell Colin 17 June 2015 Superhot is a whirling ballet of bullets Polygon Vox Media Retrieved 17 June 2015 a b c Kollar Philip 25 February 2016 Superhot review Polygon Vox Media Retrieved 25 February 2016 Matulef Jeffery 21 September 2013 Superhot is an FPS where time only moves when you do Eurogamer Gamer Network Retrieved 21 September 2013 Good Owen 1 August 2015 Superhot releases beta version to backers Polygon Retrieved 1 August 2015 a b c Robertson Nick 22 February 2016 Watch a brand new stage in Superhot s endless mode Polygon Retrieved 22 February 2016 Stapleton Dan 4 August 2017 Superhot VR Review IGN Retrieved 29 December 2017 Devore Jordan 5 December 2017 Superhot is about to get a roguelike expansion Destructoid Retrieved 5 December 2017 Good Owen 6 December 2017 Superhot s roguelike expansion hits Steam Early Access this week Polygon Retrieved 16 August 2019 SUPERHOT MIND CONTROL DELETE Superhot official website Archived from the original on 14 July 2020 Retrieved 13 July 2020 Oldman Jordan 13 May 2018 New Superhot Game Featuring Japan inspired Setting Announced IGN Retrieved 13 May 2018 a b c d e f Polson John 16 September 2013 The origin and future of frozen time FPS hit SUPERHOT and the positive crunching behind it Gamasutra UBM Tech Retrieved 18 September 2013 Ligman Kris 10 September 2010 Time4Cat Of Time Perception and Fatality PopMatters PopMatters Media Retrieved 18 September 2013 Priestman Chris 19 May 2014 How SUPERHOT became that Matrix videogame we always wanted Kill Screen Kill Screen Media Retrieved 3 March 2016 a b Souppouris Aaron 19 September 2013 Play this Superhot is an FPS and a bullet time puzzler rolled into one addictive game The Verve Vox Media Retrieved 19 September 2013 Savage Phil 16 September 2013 SuperHot dodges its way to Steam Greenlight for an expanded version PC Gamer Future US Retrieved 18 September 2013 a b Francis Bryant 27 January 2016 Road to the IGF Superhot Team s Superhot Gamasutra Retrieved 27 January 2016 Savov Vlav 14 May 2014 Superhot seeks 100 000 to become the next great first person shooter The Verve Vox Media Retrieved 14 May 2014 a b Sarkar Samit 22 May 2014 How Superhot s playable prototype led to Kickstarter success in one day Polygon Vox Media Retrieved 22 May 2014 Savage Phil 15 May 2014 Less than 24 hours after launch the SUPERHOT Kickstarter is funded PC Gamer Future US Retrieved 15 May 2014 Hall Charlie 11 July 2014 Cliff Bleszinski s next game level is being made in Poland right now Polygon Vox Media Retrieved 14 July 2014 a b c d e Ohannessian Kevin 25 February 2016 Superhot Is A Video Game Stripped Down To Nothing But Violence Fast Company Fast Company Inc Retrieved 25 February 2016 Hall Charlie 15 March 2016 Superhot designer drops the mic at GDC Polygon Retrieved 15 March 2016 Welsh Oli 12 August 2014 Space Engineers Super Hot Smite Goat Simulator head Xbox One indie charge Eurogamer Gamer Network Retrieved 12 August 2014 Yin Poole Wesley 1 February 2016 Superhot out on PC this month Xbox One next month Eurogamer Retrieved 1 February 2016 Good Owen 1 February 2016 Superhot launches Feb 25 on PC coming later to Xbox One Polygon Retrieved 1 February 2016 Furniss Zach 20 April 2016 Superhot comes to Xbox One May 3 Destructoid Retrieved 20 April 2016 IMGN PRO SUPERHOT SUPER HOT BOX EDITION Press release Gamasutra 1 February 2016 Archived from the original on 7 February 2016 Retrieved 1 February 2016 a b Frank Allegra 31 May 2016 Superhot VR is coming later this year as an Oculus Rift exclusive Polygon Retrieved 31 May 2016 a b Kaczmarczyk Tom 15 June 2017 Time Only Moves When You Move in SUPERHOT Coming to PS4 amp PS VR PlayStation Blog Retrieved 15 June 2017 Carter Chris 19 August 2019 One of the best games of the past few years Superhot is coming to Switch today Destructoid Retrieved 19 August 2019 Hamilton Kirk 11 June 2014 An Oculus Rift Game That Let Me Be Neo From The Matrix Kotaku Gawker Media Retrieved 13 June 2014 Lahti Evan 12 June 2014 Superhot on the Oculus Rift made me feel like Neo from The Matrix PC Gamer Future US Retrieved 13 June 2014 Gilbert Ben 12 June 2014 How I got stabbed in the chest at E3 2014 an Oculus Rift tale Engadget AOL Retrieved 13 June 2014 a b c Kuchera Ben 13 June 2016 Superhot VR is a completely new game in the Superhot universe and it looks amazing Polygon Retrieved 13 June 2016 a b Kuchera Ben 10 October 2016 Superhot VR is a whole new game built for the Oculus Touch Polygon Retrieved 10 October 2016 Souppouris Aaron 24 June 2016 Oculus claims exclusive games are good for the VR industry Engadget Retrieved 26 June 2016 Nunneley Stephany 26 February 2016 VR version of Superhot in development free content updates in the works VG247 Gamer Network Retrieved 26 February 2016 Gill Patrick 5 December 2016 Superhot VR and Oculus Touch are a match made in murder heaven Polygon Retrieved 6 December 2016 VR Game of the Year SUPERHOT VR Comes to VIVE Gamasutra Press release 25 May 2017 Retrieved 25 May 2017 Machkovech Sam 20 May 2016 Oculus workaround to play on HTC Vive rendered inoperable by app update Ars Technica Retrieved 26 June 2016 Machkovech Sam 25 June 2016 Oculus reverses course dumps its VR headset checking DRM Ars Technica Retrieved 26 June 2016 Booker Logan 25 June 2016 SUPERHOT s Oculus Rift Exclusivity Backfires Horribly On Steam Kotaku Retrieved 26 June 2016 Zweiden Zack 23 July 2021 Superhot Game Gets Review Bombed After Removing Depictions Of Self Harm Kotaku Retrieved 23 July 2021 Taylor Mollie 29 July 2021 Superhot VR gets review bombed following the removal of suicide scenes PC Gamer Retrieved 29 July 2021 Gwaltney Javy 8 August 2016 Superhot To Receive Card Game Adaptation Game Informer Retrieved 8 August 2016 SuperHot The Card Game Overview SahmReviews com SahmReviews com 30 May 2018 Retrieved 30 May 2018 Warr Philippa 2 February 2017 Superhot The Card Game reworks FPS for tabletop Rock Paper Shotgun Retrieved 2 February 2017 Superhot Game Informer 26 February 2016 Retrieved 24 March 2016 Brown Peter 25 February 2016 SUPERHOT Review GameSpot CBS Interactive Retrieved 26 February 2016 Pierce Alanah 25 February 2016 Superhot Review IGN IGN Entertainment Retrieved 25 February 2016 Savage Phil 25 February 2016 Superhot review PC Gamer Future US Retrieved 25 February 2016 Orry Tom 25 February 2016 Superhot Review VideoGamer com Candy Banana Retrieved 25 February 2016 SUPERHOT for Switch Reviews Metacritic Paramount Streaming Retrieved 22 December 2019 a b SUPERHOT for PC Reviews Metacritic Paramount Streaming Retrieved 25 November 2018 a b SUPERHOT for PlayStation 4 Reviews Metacritic Paramount Streaming Retrieved 25 November 2018 a b SUPERHOT for Xbox One Reviews Metacritic Paramount Streaming Retrieved 25 November 2018 a b SUPERHOT MIND CONTROL DELETE for PC Reviews Metacritic Retrieved 21 December 2022 a b SUPERHOT MIND CONTROL DELETE for PlayStation 4 Reviews Metacritic Retrieved 21 December 2022 a b SUPERHOT MIND CONTROL DELETE for Xbox One Reviews Metacritic Retrieved 21 December 2022 Clayton Natalie 9 July 2020 Superhot Mind Control Delete review PC Gamer Retrieved 21 December 2022 Shea Brian 3 August 2020 Superhot Mind Control Delete Review Superhot Mind Control Delete Review Forward Motion Game Informer Retrieved 21 December 2022 Clark Justin 14 July 2020 Superhot Mind Control Delete Review Hack N Slash GameSpot Retrieved 21 December 2022 Leri Michael 10 July 2020 Superhot Mind Control Delete Review Moderately hot super weird GameRevolution Retrieved 21 December 2022 Marzano Anthony 21 July 2020 Review Superhot Mind Control Delete Destructoid Retrieved 21 December 2022 Lane Rick 23 July 2020 Superhot Mind Control Delete review a stylish John Wick style shooter The Guardian Retrieved 21 December 2022 Tailby Stephen 15 July 2020 Review Superhot Mind Control Delete More of the Same Slow Mo Action But No Less Satisfying Push Square Retrieved 21 December 2022 Warr Philippa 11 September 2013 Superhot a super cool FPS with a relaxed attitude to time Wired UK Conde Nast Retrieved 19 September 2013 Crabtree Dan 14 September 2013 The Braid of First Person Shooters Is Totally Free Kotaku Gawker Media Retrieved 18 September 2013 Superhot Review Eurogamer Gamer Network 25 February 2016 Retrieved 26 February 2016 Plante Chris 25 February 2016 Superhot is the unthinkable a truly original first person shooter The Verge Vox Media Retrieved 27 February 2016 Byrd Christopher 7 March 2016 Superhot review A shooter game that s impossible not to love Washington Post Retrieved 7 March 2016 2014 Independent Games Festival announces Main Competition finalists Gamasutra UBM Tech 7 January 2014 Retrieved 7 January 2014 Nunneley Stephany 6 January 2016 Her Story Undertale Darkest Dungeon receive multiple 2016 IGF Award nominations VG247 Retrieved 6 January 2016 Makuch Eddie 25 January 2017 All The 2017 SXSW Game Award Nominees GameSpot Retrieved 5 March 2017 Skyes Tom 2 April 2016 Super Truck is Superhot but with trucks PC Gamer Retrieved 2 April 2016 Batchlor James 20 December 2017 GamesIndustry biz presents The Year In Numbers 2017 GamesIndustry biz Retrieved 27 December 2017 Gaito Eri 13 November 2017 Golden Joystick Awards 2017 Nominees Best In Slot Archived from the original on 10 January 2018 Retrieved 2 January 2018 Makuch Eddie 8 December 2017 The Game Awards 2017 Winners Headlined By Zelda Breath Of The Wild s Game Of The Year GameSpot Retrieved 2 January 2018 Best of 2017 Awards Best VR Experience IGN 20 December 2017 Retrieved 2 January 2018 Best of 2017 Awards Best Shooter IGN 20 December 2017 Retrieved 5 January 2018 Best of 2017 Awards Most Innovative IGN 20 December 2017 Retrieved 2 January 2018 McNeill Andrew 31 January 2018 Here Are Your 2018 SXSW Gaming Awards Finalists SXSW Retrieved 3 February 2018 IGN Studios 17 March 2018 2018 SXSW Gaming Awards Winners Revealed IGN Retrieved 18 March 2018 Harrison Will 17 March 2018 PUBG and Legend of Zelda take top prizes at 2018 SXSW Gaming Awards Austin American Statesman Archived from the original on 19 March 2018 Retrieved 18 March 2018 Gamasutra staff 5 January 2018 Breath of the Wild amp Horizon Zero Dawn lead GDC 2018 Choice Awards nominees Gamasutra Retrieved 8 January 2018 Makuch Eddie 22 March 2018 Legend Of Zelda Breath Of The Wild Wins Another Game Of The Year Award GameSpot Retrieved 22 March 2018 Valentine Rebekah 16 April 2019 Superhot VR sells 800k GamesIndustry biz Retrieved 16 April 2019 McAloon Alissa 2 January 2020 Superhot VR grossed over 2 million in the final weeks of 2019 Gamasutra Retrieved 2 January 2020 Batchelor James 14 August 2019 Superhot launches indie development fund GamesIndustry biz Retrieved 16 August 2019 External links edit nbsp Wikimedia Commons has media related to Superhot Official website Retrieved from https en wikipedia org w index php title Superhot amp oldid 1183794397 Superhot VR, wikipedia, wiki, book, books, library,

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