So we saw some doubts and questions floating around the interwebs regarding SUPERHOT VR. The discussion got a bit heated pretty quickly, so rather than answering every question in a shouting match with the collective hive mind of the Internet, we thought - why not just dedicate this weeks dev log to VR? We're putting off a piece about updates and DLCs, and we're opening up about where we are, how we got here and where the hell are we going with this whole VR thing.
It has been a long road coming, multiple iterations, hectoliters of coffee and yerba matte. Well, here we are Ladies and Gentleman. 25th of Ferbruary 2016.
The wait is now truly over.
SUPERHOT IS OUT NOW!
It's been a great pleasure to work on this game and all of this wouldn't have been possible without your constant support , interest and invaluable feedback.
You guys are simply awesome.
We received lots of emails from you, telling us how much you love SUPERHOT and to keep working on it. Those were really helpful and gave us strength to work even harder. We hope that SUPERHOT is worthy of all the love and support that the community provided it with.
If you're a backer, you should have received a Steam key already. Those keys are now live! Your Steam should start downloading SUPERHOT for your enjoyment within a few minutes.
Share the fun, invite your friends, buy gift copies for them on Steam!
Here is what we have been cooking for you all this time:
SUPERHOT Features:
- Story.exe - Fight through over 30 increasingly difficult levels and delve into SUPERHOT twisted plot.
SUPERHOT is about...
- Endless Mode - How long can you last against unyielding waves of enemies?
They keep coming.
- Challenge Mode - Take on SUPERHOT with your bare hands, no restarts, timed runs, katana only and many more.
Slice and dice in Katana Only mode
- Replay Editor - Edit and upload your best runs for all to see on Killstagram.com
Edit and share your gameplay!
- Extras - Delve further into SUPERHOT with mini-games, ASCII art, and more.
Explore SUPERHOT
- Secrets - Explore levels and discover a little bit more about SUPERHOT’s story
Gotta find them all!
Future plans:
We have more in store for you. Expect content updates in the future. And since you're all such wonderful people, we'll keep those content updates free of charge.
Also in the meantime we are constantly working on the XBox One version of SUPERHOT and doing secretive work on a bunch of grand VR plans. We can't tell you too much but SUPERHOT in VR is going to be fun, oooh so much fun... :)
Pending Backer rewards:
We'll be preparing posters and the remaining physicals rewards to send real soon now. Expect emails with details.
Also all of the promised digital rewards (artbook, digital flack soundtrack etc. ) will be sent directly to your email in the upcoming weeks too!
Thirty months in the making. Thousands of hours put into development and design. Tens of thousands of avid backers from all over the world. Millions playing the prototype and prerelease versions.
One question remains.
Today, we answer.
February 25th
SAVE
THE
DATE
We took our sweet time. What started out as a small passion project ended up becoming a 2.5 year adventure. SUPERHOT has far outgrown our wildest expectations.
It changed and evolved over time. It kept involving more and more people along the way. Tens of thousands of you believed in the project and supported us throughout the development. Millions played the prototype and prerelease versions, providing invaluable feedback.
Today, thanks to your invaluable help and support we’re announcing an end to the long wait. A beginning of a whole new chapter.
Global release of SUPERHOT for PC/Mac/Linux will take place on the 25th of February. The Xbox One version will follow shortly thereafter.
Blurring the lines between cautious strategy and unbridled mayhem, SUPERHOT is the FPS in which time moves only when you move.
No regenerating health bars. No conveniently placed ammo drops. It's just you, outnumbered and outgunned, grabbing the weapons of fallen enemies to shoot, slice, and maneuver through a hurricane of slow-motion bullets.
From its origins in the 7 Day FPS game jam, to a hugely successful Kickstarter campaign, and now an IGF and SXSW Gaming Awards finalist, we’re incredibly grateful to the supporters who have helped to make SUPERHOT a reality.
Be ready to get SUPERHOT on February 25th, because frankly, it's going to be awesome.
Below you can find an FAQ to help answer some of your reccuring questions:
Where can I buy SUPERHOT?
You will be able to buy SUPERHOT on Steam and with a tremendous number of smaller digital and physical retailers around the globe.
So you’re doing boxes too?
Yup. Our super awesome friends from IMGN.pro are coordinating manufacturing and physical distribution pretty much world-wide.
What do you mean global release?
SUPERHOT will be out on 25th of February in a whole bunch of languages. Chances are it’ll be available in your own native language and in a brick’n’mortar store near you!
What platforms are you releasing?
It will be released on PC/Mac/Linux first. SUPERHOT for Xbox One will be available a few short weeks later.
But what about VR?
Big plans ahead for virtual reality. We’re working on something larger than we originally thought possible. We’ll start getting talkative about it after we release the regular reality version of SUPERHOT.
What are the minimal system requirements?
Nothing too fancy.
We had SUPERHOT tested and fully playable with good framerates on:
We’re still tweaking and optimizing so stay tuned about the specifics in the following weeks.
Are you doing preorders?
Nope. We’re actually removing the currently available preorder-priced support options from our website in a few days. Buy the game, play the game. Slick and simple.
Our year started quite well. We have been nominated by IGF in two different categories ( Seumas McNally Grand Prize and Excellence in Design). Than IGN listed us among most anticipated games of 2016. Now that's a solid way to start of a year!
This only motivates us to work harder on SUPERHOT. Especially that release is getting closer and closer. Right now we have to refrain from adding anything grounbreakingly new to the game. We focus on making sure everything works smoothly and there are no bugs. At least once per week we do studio playthroughs to check on the current state of SUPERHOT. Think of it as standing back from a painting and watching it from afar before you can say "I'm done!" ;) .
Playthrough
Except for correcting existing content we work on adding little bit of "Oompf!" to SUPERHOT's gameplay. We realised that hand to hand fighting was sort of an abandoned child in SUPERHOT. Visualisation of a punch was rather symbolic and minimalistic. Player was left with his imagination when it went to punching reds in the face.
That is why we decided to add some melee animations, have a look:
Multiple-punch man
Everything is going smoothly and we can almost see the finish line.
Pay close attention to our social media activity , we will have some exciting news in the coming weeks... .