SuperHot (2016)

SUPERHOT Team

Google Stadia · Linux · Mac · Nintendo Switch · PC (Microsoft Windows) · PlayStation 4 · Xbox One

3.83 from 2232 ratings

6225 members have it in their collection · 100 playing now · 1910 backlogged · 526 wish listed

How long? Main story 3h · with extras 6h · 100% 8h (from 64 logged playthroughs)

Superhot is an independent first-person shooter built around a single core mechanic: time only moves when the player moves. Without health regeneration or ammo drops, players must navigate through enemies using improvised tactics, grabbing weapons from fallen opponents, and carefully planning movements through slow-motion bullet trajectories. The game features a minimalist visual style using only white, black, and red to … Read more
Superhot is an independent first-person shooter built around a single core mechanic: time only moves when the player moves. Without health regeneration or ammo drops, players must navigate through enemies using improvised tactics, grabbing weapons from fallen opponents, and carefully planning movements through slow-motion bullet trajectories. The game features a minimalist visual style using only white, black, and red to highlight interactive elements and threats. It originated from a 2013 game jam prototype that was later expanded through a successful Kickstarter campaign. Modes include a story campaign, endless survival, and challenge variations with specific restrictions. Read less

Release dates

  • Feb 25, 2016 (Worldwide) Linux, Mac, PC (Microsoft Windows)
  • May 03, 2016 (Worldwide) Xbox One
  • Jul 21, 2017 (Worldwide) PlayStation 4
  • Aug 19, 2019 (Worldwide) Nintendo Switch
  • Jun 01, 2020 (Worldwide) Google Stadia

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Bundled in

Featured in lists

GOTY 2016 by LarsFrukt · 22 games · 0

Rating distribution

5 stars
466
4 stars
1037
3 stars
629
2 stars
85
1 star
15

Community All Reviews Statuses

znfs

Review znfs 1/5 · Nov 29, 2017

Superhot

Boring, tiring, tedious. I think the worst FPS I've played in a long time. Try to be innovative, but the game is empty.

Totally cliché story, no innovations, tiring and slightly bugged game mechanics, absolutely boring. Its a short game with a no other purpose wich shows the "time-lapse gameplay", in my opinion. Perhaps in VR could be better, i …

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Boring, tiring, tedious. I think the worst FPS I've played in a long time. Try to be innovative, but the game is empty.

Totally cliché story, no innovations, tiring and slightly bugged game mechanics, absolutely boring. Its a short game with a no other purpose wich shows the "time-lapse gameplay", in my opinion. Perhaps in VR could be better, i really don't know.

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Cheezpuff

Review Cheezpuff 1/5 · Mar 3, 2016

A neat concept. Everything else is terrible.

I played the demo way back when, and thought [title]. I play the fully fleshed-out game, and my stance is the same. The game is more developed overall, but most of the changes were not for the better. The concept is that time advances when you move, i.e. if you stand still, time stops; if you move, time moves. This …

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I played the demo way back when, and thought [title]. I play the fully fleshed-out game, and my stance is the same. The game is more developed overall, but most of the changes were not for the better. The concept is that time advances when you move, i.e. if you stand still, time stops; if you move, time moves. This could be used make a neat puzzle-based, slower-gameplay shooter.

The game doesn't play well. The maps are all very small, and many are spattered with enemy spawners which aren't even remotely hidden, which means you can get an enemy spawn right next to you. Enemies spawn almost instantly, which means you can look at a spawner, turn to shoot, and in that time, have a guy spawn behind you and kill you. Now, the obvious solution to this is to not stand near enemy spawners, but some maps they're everywhere, and so an area you think is safe can becomes hostile almost instantaneously. Now, since the game should be a take-it-slow kind of deal (you have as much time as you want between actions), this should be fine, but 1) time moves while you look around, so you can't do it while confronting another enemy, and 2) being careful like that isn't fun in Superhot- there's ways to make a game challenging without having to resort to random enemy spawning. That said, not all levels have enemy spawners, and some actually have logical enemy spawning. Another issue with the game is that the gimmick is often unnecessary. You can dodge bullets, but you can also (and it's quicker) to just hide behind a wall, like in any other FPS - you need to wait for your gun to reload, anyway. The game does force you to use it by making your movement speed high, meaning there's no intermediate speed, so you can't move without having to tap a direction to make sure you don't get shot, which is just annoying.

The game makes a lot of bad decisions about how it presents itself. You start the game and it boots a DOS-inspired menu, which is completely out of place for what the actual game is. There's useless options which I guess are jokes? The game kicks you back to the menu at times to trap you into story bits because they couldn't fit them in the main game. They could have put them in text boxes in the game, but I'm glad they didn't, since their idea of a "text box" is to display huge text while flashing and warping the screen. They can only flash two words at a time, so to display even a mid-length phrase, the screen needs to flash several times. The game shows you text multiple times during a level, as well as whenever you get a headshot or whenever the game wants to, and it's as obtrusive as it sounds. At the end of each level (or when you die) you get the narrator repeating the game's title (annoying) while the screen pillarboxes to 4:3 for no reason (oh, they also put a pseudo-CRT bulge which warps the screen, really annoying). The one nice visual effect is that people and objects break into pieces when destroyed, but when this happens the framerate tanks, and that's unacceptable.

In the end, the most fun you'll have with Superhot is when you're actually playing the game (and not during a forced story bit) and are moving quickly, which means you're not actually using the game's mechanic. Maybe the concept is neat on paper only...

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