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.
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.
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…).
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 ;)