Compara los precios de SUPERHOT en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por SUPERHOT Team. Publicado por SUPERHOT Team. Lanzado el 25/2/2016. Disponible en PC, Mac, Linux, Xbox. Géneros: Action, Indie. Puntuación Metacritic: 82/100.

Time only moves when you do, and that one rule turns every corridor into a slow-motion chess problem you'll want to replay just to feel clever again.

My first hour with SUPERHOT left me convinced I'd already figured it out. One mechanic, stark white rooms, red crystal enemies, maybe a pistol or a katana. Then I threw an empty gun at someone's face, snatched their shotgun mid-air, and turned to stop a bullet centimetres from my skull, and I had to admit the game knew something I didn't. The core is deceptively clean: time moves only when you move. Stand still and the world crawls. Step forward and bullets inch toward you, enemies raise their weapons, and your window to act narrows. Every level is essentially a spatial puzzle where your body is the clock. You can punch, grab throwable objects from the environment, pick up pistols, shotguns, and katanas from fallen enemies, and use a late-game hot-swap ability that lets you leap into an enemy's body to escape certain death. That hot-swap, with its generous cooldown, is the moment the game stops being a shooter and becomes something closer to a slow-motion conjuring act. Weapons break and run dry fast, so each encounter demands improvisation over brute force. One hit kills you; restarts are instant. The loop is tight enough that frustration barely gets a foothold. The campaign runs two to three hours. Some players will clock out there and call it short. That criticism is fair, and honestly worth knowing before you buy. But SUPERHOT earns its length the way a good short film does: every level has a distinct spatial fingerprint, the minimalist black-and-white-against-white art style keeps your eyes exactly where they need to be, and the meta-narrative, delivered through a fake DOS terminal and an increasingly sinister in-fiction story about a cracked game file, gives the whole thing a quiet, creeping unease that the combat alone doesn't supply. The story is not deep. It is, however, surprisingly committed to its bit, and the ending lands with more weight than you'd expect from such a stripped-down package. Once the credits roll, Challenge Mode unlocks: no restarts, speed runs, katana-only, and others, alongside an Endless Mode that measures how long you can hold off unrelenting waves. These modes are where the pure mechanics finally get room to breathe, and where the replay mileage actually lives. The honest knock against SUPERHOT is that it doesn't push hard enough on its own ideas. The enemy variety is thin, the arsenal stays small, and there's a ceiling on mechanical depth that a game this focused probably could have raised. The story, while charming in its weirdness, is more scaffold than substance. If you arrive expecting a 15-hour action game, you'll be disappointed. If you arrive expecting something that does one thing with total, quiet confidence and then sends you its Killstagram replay so you can watch yourself look like a movie action hero, you'll feel like you got exactly what was promised. Kai, Scout Team

SUPERHOT

SUPERHOT

25 feb 2016SUPERHOT Team
GamerScout opina

Time only moves when you do, and that one rule turns every corridor into a slow-motion chess problem you'll want to replay just to feel clever again.

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Acerca de SUPERHOT

My first hour with SUPERHOT left me convinced I'd already figured it out. One mechanic, stark white rooms, red crystal enemies, maybe a pistol or a katana. Then I threw an empty gun at someone's face, snatched their shotgun mid-air, and turned to stop a bullet centimetres from my skull, and I had to admit the game knew something I didn't. The core is deceptively clean: time moves only when you move. Stand still and the world crawls. Step forward and bullets inch toward you, enemies raise their weapons, and your window to act narrows. Every level is essentially a spatial puzzle where your body is the clock. You can punch, grab throwable objects from the environment, pick up pistols, shotguns, and katanas from fallen enemies, and use a late-game hot-swap ability that lets you leap into an enemy's body to escape certain death. That hot-swap, with its generous cooldown, is the moment the game stops being a shooter and becomes something closer to a slow-motion conjuring act. Weapons break and run dry fast, so each encounter demands improvisation over brute force. One hit kills you; restarts are instant. The loop is tight enough that frustration barely gets a foothold. The campaign runs two to three hours. Some players will clock out there and call it short. That criticism is fair, and honestly worth knowing before you buy. But SUPERHOT earns its length the way a good short film does: every level has a distinct spatial fingerprint, the minimalist black-and-white-against-white art style keeps your eyes exactly where they need to be, and the meta-narrative, delivered through a fake DOS terminal and an increasingly sinister in-fiction story about a cracked game file, gives the whole thing a quiet, creeping unease that the combat alone doesn't supply. The story is not deep. It is, however, surprisingly committed to its bit, and the ending lands with more weight than you'd expect from such a stripped-down package. Once the credits roll, Challenge Mode unlocks: no restarts, speed runs, katana-only, and others, alongside an Endless Mode that measures how long you can hold off unrelenting waves. These modes are where the pure mechanics finally get room to breathe, and where the replay mileage actually lives. The honest knock against SUPERHOT is that it doesn't push hard enough on its own ideas. The enemy variety is thin, the arsenal stays small, and there's a ceiling on mechanical depth that a game this focused probably could have raised. The story, while charming in its weirdness, is more scaffold than substance. If you arrive expecting a 15-hour action game, you'll be disappointed. If you arrive expecting something that does one thing with total, quiet confidence and then sends you its Killstagram replay so you can watch yourself look like a movie action hero, you'll feel like you got exactly what was promised.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savesBullet TimeTime ManipulationPuzzle-ShooterMinimalist ArtReplay ModeMetafictionInstant RestartKillstagramHot-Swap Mechanic

Requisitos del sistema

Mínimos

Processor
Intel Core2Quad Q6600 2, 40 GHz
Memory
4 GB RAM
Graphics
GeForce GTX 650 (1024 MB Ram)
Storage
3 GB available space

Recomendados

Processor
Intel Core I5-4440 3,10 GHz
Memory
8 GB RAM
Graphics
GeForce GTX 660 (2048 MB Ram)
Storage
4 GB available space

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Reseñas y valoraciones

Metacritic
82

Información del juego

Desarrolladora
SUPERHOT Team
Distribuidora
SUPERHOT Team
Fecha de lanzamiento
25 feb 2016

Modos de juego

singleplayer

Idiomas

Audio (14)
EnglishFrenchItalianGermanSpanish - SpainCzech+8 más
Subtítulos (15)
EnglishFrenchItalianGermanSpanish - SpainCzech+9 más

Características

AchievementsController SupportCloud Saves

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¿En qué plataformas está disponible SUPERHOT?

SUPERHOT está disponible en PC, Mac, Linux, Xbox.

¿Cuándo se lanzó SUPERHOT?

SUPERHOT se lanzó el 25 de febrero de 2016.

¿Quién desarrolló SUPERHOT?

SUPERHOT fue desarrollado por SUPERHOT Team.

¿Merece la pena comprar SUPERHOT?

SUPERHOT tiene una puntuación Metacritic de 82/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.