About this project
It all began in August 2013 during the 7 Day First Person Shooter game challenge, where we decided to make something that really stood out in the genre. Our concept was a title that felt dynamic and satisfying, while not requiring superhuman reflexes. Something like a game of real-time chess, except that all the pawns are out there to murder you. We released a public demo...
... and then - the Internet went crazy. We have been featured on Kotaku, The Verge, Rock, Paper, Shotgun, and WIRED among many others. SUPERHOT made it to the front page of Reddit (twice) and went through Steam Greenlight during a single weekend. Thanks to the amazingly positive responses we've decided that we want to develop SUPERHOT into a full blown game!
SUPERHOT is a unique, stylized FPS game where the time moves only when you move. With this simple mechanic we've been able to create gameplay that's not all about reflexes - the player's main weapon is careful aiming and smart planning - while not compromising on the dynamic feeling of the game.
You're not hiding behind cover - you're dodging bullets flying past you like in The Matrix. You're not waiting to reload a gun - you're picking the next firearm from the hands of your fallen foes. You're not waiting until your wounds heal - in SUPERHOT a single bullet means death. However, there are no reload screens - you're instantly back in the middle of the action.
SUPERHOT wouldn't have made it this far if not for the support of gamers, the press, and fellow developers. Since the original prototype we've basically rewritten the game from the ground-up to make it more expandable, dynamic and resulting in a much smoother experience.
During these eight months we've fixed a lot of the problems with the original version of the game, heavily reiterated on the art style, and experimented with fun scenarios for the players to "solve" - shootout in a subway train, showdown on the top of a skyscraper in rain, jumping into a moving elevator, and more.
We've still got a lot of work (new mechanics, more levels, better animation, rigorous testing and optimization) ahead of us, but the core of SUPERHOT is in place and it's unlike anything you've seen before.
Turning to Kickstarter ensures that we have access to a constant stream of feedback and ideas, while maintaining control over the development. We have the skills and experience needed to complete the game and we've been working on SUPERHOT non-stop for the past eight months, but we need your help to make it even better!
The initial goal of $100k will allow us to cover the costs of living for the team, purchase required hardware, software licences and assets that will allow us to finish the game faster, and to hire additional help - graphic artists, animators, level designers and sound technicians - that will assist us in making SUPERHOT a complete game. All funds over $100k will go directly into making the game better and covering the costs of promoting the game on various gaming events around the world.
Story driven single-player campaign. SUPERHOT is more than just a shooter with a gimmick. We want to deliver a solid, interesting campaign built around a carefully constructed, not overly in-your-face story.
Improved visuals. We are keeping the original game's minimalistic artstyle while making everything look a lot better. SUPERHOT is all about style.
Infinite mode. A lot of people have asked us for an endless, arena-style mode that will allow them to play SUPERHOT for as long as they want. Master the game's mechanics and get ready for the ultimate time-bending challenges.
More weapons - shotguns, machineguns, grenades that change the way you play around with the time-bending mechanics.
More enemy types - thanks to improved AI the foes will use tactics and be able to work together to hunt you down.
More levels - imagine fighting in the middle of a motorway during rush hour, or close combat in an elevator - and other amazing, movie-like scenarios.
Oculus Rift support. Dodge bullets flying right in front of your face and lean behind corners for increased immersion!
And a lot of other surprises!
Piotr is a seasoned team leader with a portfolio that pushes the experimental boundaries of puzzle games in titles such as Rektagon and Tetravalanche.
Jakub is an experienced programmer with a portfolio of games released for various platforms, including PC, PS Vita and Nintendo 3DS.
Luke previously worked at Wastelands Interactive (Worlds of Magic, 1946). When has free time he tends to participate in (or organize) various game jams and visit gaming events.
Marek is an electrical and software engineer with a track record of crazy projects like an iPad-integrated cat feeder, smoke emitting helmet or a baloon-controlled Flappy Bird game.
Tomasz is a co-founder of our partner company Blue Brick who worked with and managed international teams developing big R&D projects - from mobile and automotive to telecom.
Marcin is a visionary graphics artist with a flair for experimental video game design and theatrics. Illustrates comic books when no one's looking.
Piotr has ten years of artistic experience in video games and animation, he creates awesome things in 3D and walks his dog in time left to spare.
Huge thanks to Julie Heyde (Bandello) for a lot of different things; to Karl Flodin (Twitter / Soundcloud) and AdhesiveWombat (Twitter / Soundcloud) for making awesome music for our video; to everybody that assisted us while creating this campaign; and finally, to the awesome Unity Engine team for helping us out in many ways :)
For $14 you receive a key for downloading SUPERHOT once it's released on Steam, access to our secret, backer-only forum where you can keep in touch with the developers, and immediate download of our digital pack of goodies (includes the downloadable, standalone version of the original SUPERHOT prototype and a pack of wallpapers and ringtones).
Access to the forums will be sent out in a survey after the campaign is finished. Click here for the digital pack of goodies.
By pledging $25 and more you get a digital artbook and a digital download of the game's official soundtrack in FLAC quality. You will also receive all previous rewards.
This tier will get you exclusive, Kickstarter-only beta access to SUPERHOT at least two months before it gets released anywhere else. We're currently planning to release beta access in 6-12 months, depending on our progress. Also includes all previous rewards.
Backing at least $55 will get you a set of awesome SUPERHOT stickers and badges, along with all previous rewards. Add $5 for international shipping.
At this level you'll receive one limited edition SUPERHOT T-Shirt (male and female tees available; pick one design from the two below), along with all previous rewards. Add $10 for international shipping.
By backing this tier you'll get a set of amazing, high quality SUPERHOT posters (we'll be talking more about these in one of the updates) along with all previous rewards. Add $15 for international shipping.
Pledging at least $200 will allow you to play the latest versions of SUPERHOT before anyone else - you'll have firsthand access to (potentially unstable) alpha versions of the game, and your feedback will shape the game. We're currently planning to release the first alpha version before the end of the year. Also includes all previous rewards. Add $15 for international shipping.
This limited tier will get you a signed, boxed and DRM-free copy of the game once it's finished; and your name will be prominently featured in the game. You also get all previous rewards. Add $20 for international shipping.
By backing this level you'll get a chance to work with us on designing an in-game achievement for the game itself. Think of an amazing challenge for the players and give it a fun name like "Mike's Trickshot" (your design will be subject to review). You also receive all previous rewards.
This tier allows you to help us design one stage for the endless arena mode that will be included in the final game. We will be open to your design, and you will get to name the stage (although both are subject to review, so it's fun to play). You also get all previous rewards.
Only for the biggest fans of the game. You'll receive a unique, hand-crafted by us, electronic device that (while not allowing you to stop time when standing still) might be a mystery tied into the game's plot. Additionally, you will get to co-design either a stage for the endless arena mode, or an in-game achievement. You also receive all previous rewards.
If you have any additional questions feel free to let us know - firstname.lastname@example.org
Risks and challenges
Quality takes time and we want to deliver an exceptional game. We will have an iterative development process - make a small chunk of the game, test it extensively, make changes, test it again, etc. This process can require a longer development time, but the rise in quality is worth the effort.
Project management is vital to teamwork, and we have considerable expertise in this field. We previously developed a range of software products - from complex statistics solutions for education to mobile applications. We are accustomed to working with a fixed budget and schedule, and this experience will be invaluable when working on SUPERHOT.
The costs of living in Poland are relatively low, so meeting our goal should give us enough money to complete the game without the need for additional financial support. Our primary goal is to deliver a great, unforgettable game.Learn about accountability on Kickstarter
Right now we're aiming for a June 2015 release date.
We’ll be sending out the instructions in surveys after the campaign ends.
Yes, but please mail us at email@example.com or leave us a private message on Kickstarter to make sure that we add you to the list of extra pledges.
We’re looking into that. At some point after the Kickstarter campaign we’d like to launch an on-demand merchandising store where you’ll be able to buy cool SUPERHOT stuff, but it might take us a while.
Most certainly :)
Don’t worry, SUPERHOT won’t require a fancy, new computer. It’s hard to pin down the exact system requirements right now, since we’re still going to optimize the game so that it should run smoothly even on reasonably priced hardware. However, bear in mind that the new graphics will require a bit more horsepower than the current prototype.
Right now we’re focused on PC/Mac/Linux for the initial release, since we would like to launch the game as soon as it’s ready (and porting takes both time and money). After that we’d love to port SUPERHOT to consoles like the Playstation 4, WiiU and Xbox One.
Not sure about that one yet; redesigning the game to work with mobile controls looks like a daunting task. We’d love to give it a try after the initial version of the game is finished :)
Yes! This is one of the first improvements that we’ve introduced in the game after the initial prototype, and it plays much better with a gamepad, since you can smoothly control the flow of time. SUPERHOT will support the X360 controller out of the box; we’re also looking into supporting other devices (Dualshock, MOGA…).
Yes, yes, and yes.
We’ll be experimenting with different movement possibilities and we’ll see what works best together with our time mechanic. No promises for now.
We find the technology very interesting and we'd be thrilled to give it a try, but adding motion controls will introduce a lot of new design and technical challenges. We're focusing on delivering solid gameplay on mice and gamepads first.
Sorry, but we’d rather not do it right now. Short version - it’s basically like designing a whole second game.
Longer answer - There is a lot of reasons: reimagining SUPERHOT in multiplayer is a daunting design challenge on its own, so we’d have to change it considerably; designing, implementing and maintaining a multiplayer mode is a costly thing to do; empty servers are a big problem for multiplayer indie games; and most of all - we’re 100% certain that doing a multiplayer mode would slip the release date into 2016. Besides, we have to keep some surprises for a potential sequel ;)
It’s supposed to be a secret, but we have prepared a “level editor” stretch goal. Stay tuned for more info!
Yes. SUPERHOT. And very humble as well.
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