
SUPERHOT VR
Time freezes the moment you hold still, bullets hang mid-air, and every encounter becomes a slow-motion puzzle you solve with your actual body. One of VR's most genuinely essential two hours.
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I put on a headset, raised my hand to slow a red crystal man's punch, caught his dropped pistol, turned and fired at two more closing in from the left - and spent the next twenty minutes replaying that same sequence just to feel it again. That is SUPERHOT VR in miniature: a game that turns the mechanical act of standing very still into one of the most tactile power fantasies available in PC VR. The core rule is simple and brilliant. Time only advances when you move. Tilt your head a fraction and bullets crawl forward like lazy bees. Freeze completely and the whole scene holds its breath waiting for your next decision. It sounds like a puzzle game dressed as a shooter, and honestly that is exactly what it is. Each of the campaign's scenarios drops you into a fixed physical position surrounded by red, low-poly enemies and asks you to deal with them using whatever is at hand - pistols, shotguns, throwing stars, bottles, ashtrays, and your own fists. The three-tone visual language (white environments, red enemies, black objects) is not just a stylistic choice; it is a communication system. You never have to hunt for a weapon or squint at a cluttered scene. Everything you need pops immediately. The campaign will take most players around two hours. That short runtime is the most common complaint across the community, and it is a fair one. But two hours in SUPERHOT VR is denser and more physically demanding than eight hours in most seated VR titles. Ducking under a shotgun blast, snatching the gun from the air before it hits the ground, pivoting to nail an enemy at the back of the room with it - that kind of sequence takes real spatial awareness and a light workout. Post-campaign, wave-based and score-attack modes extend the life considerably, and the score-attack loop in particular rewards the kind of obsessive replay that the base game hints at. There are genuine friction points worth knowing before you buy. Throw physics can be inconsistent - landing a throwing star from distance requires practice and occasional luck, and a few community voices have called it the game's biggest weak link. The campaign has no mid-level checkpoints, so a mistake at the final encounter of a longer stage sends you back to the beginning of it. That design choice reads differently depending on your patience. The game also carries some post-launch history worth noting: in 2021 the developers removed scenes depicting self-harm entirely, which generated controversy and a review-bomb wave on Steam. Valve filtered the bad-faith reviews and the current 82% positive rating reflects genuine player sentiment rather than that noise. The removal changes the narrative's sharpest edges but does not affect the core gameplay experience at all. Aesthetically, this is a minimalist gem that earns its restraint. The sound design is sparse to the point of near-silence between encounters, which sounds like a weakness until you realize how much that quiet amplifies the crack of a thrown bottle or the satisfying shatter of a crystalline enemy. The soundscape does exactly what it needs to and nothing more - a deliberate choice that suits the pacing perfectly. If you own PC VR hardware and have somehow not played this, it remains one of the sharpest arguments for why the platform exists.

Indie & narrative
Etiquetas
Requisitos del sistema
Mínimos
- Processor
- Intel i5-4590 equivalent or greater
- Memory
- 8 GB RAM
- Graphics
- NVIDIA GTX 970 / AMD Radeon R9 290 or greater
- Storage
- 4 GB available space
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Información del juego
- Desarrolladora
- SUPERHOT Team
- Distribuidora
- SUPERHOT Team
- Fecha de lanzamiento
- 25 may 2017
