WE DID IT! (also, stretch goals)
We’ve spent the last eight months relentlessly working on the game, preparing this campaign and wondering whether people won’t forget about our project before we can get it to Kickstarter. A lot of time and effort went into preparing all this, and it’s so reassuring to see that it was all worth it.
However, we still have to make the game, so the journey is far from over.
And now without further ado, let’s talk about stretch goals, because it’s been one of the things that has been frequently asked for in the last couple of hours.
For $120,000 we’d like to bring an additional 3D animator on board. Character animation has been one of the most problematic things in the original prototype (that’s one of the reasons why the enemies can’t run and shoot at the same time), and we’d really like to improve that aspect of SUPERHOT.
If we get to $150,000, we’re going to introduce a Speedrun Mode into the game. It will feature a special timer, leaderboards and all kinds of other tools useful for speedrunners. Beating that mode under a certain time limit might even unlock some cool new stuff… :)
And finally, if we reach $200,000, we’ll implement a Replay Mode into SUPERHOT. That has been one of the most frequently requested features ever. On our Steam Greenlight forums we had several billion threads* asking us for that feature, and we’ve read every single one of them.
*give or take a few
So, the Replay Mode will allow you to rewatch the last level you’ve completed in real-time - which will probably make you feel even more bad-ass. We’re still looking into whether it should be first- or third-person and if we could also allow the players to save/import/export replays, or share them with other people. When we reach that $200,000 goal we’re going to make it as fun and easy to use as possible.
Oh, and by the way - if you happen to create any SUPERHOT fan-art, please send it to email@example.com - we’d love to see it, and maybe we’ll be able to make a fan-art gallery in a later update :)