Compare SUPERHOT prices across trusted key stores and find the best deal. Developed by SUPERHOT Team. Published by SUPERHOT Team. Released on 2/25/2016. Available on PC, Mac, Linux, Xbox. Genres: Action, Indie. Metacritic score: 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

Feb 25, 2016SUPERHOT Team
GamerScout Says

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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About 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

Tags

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

System Requirements

Minimum

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

Recommended

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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Reviews & Ratings

Metacritic
82

Game Info

Developer
SUPERHOT Team
Publisher
SUPERHOT Team
Release Date
Feb 25, 2016

Game Modes

singleplayer

Languages

Audio (14)
EnglishFrenchItalianGermanSpanish - SpainCzech+8 more
Subtitles (15)
EnglishFrenchItalianGermanSpanish - SpainCzech+9 more

Features

AchievementsController SupportCloud Saves

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Frequently asked questions about SUPERHOT

How much does SUPERHOT cost?

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What platforms is SUPERHOT available on?

SUPERHOT is available on PC, Mac, Linux, Xbox.

When was SUPERHOT released?

SUPERHOT was released on 25 February 2016.

Who developed SUPERHOT?

SUPERHOT was developed by SUPERHOT Team.

Is SUPERHOT worth buying?

SUPERHOT holds a Metacritic score of 82/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.